Stormwelders are a weaponized industrial tool, a fearsome arc welder capable of projecting coruscating energy a short distance. Very short ranged,
they are effective in the close tunnels and conduits of the hive, but
much less impactful in more open Sector Mechanicus engagements.
Rapid Fire (X): When firing with a Rapid Fire weapon, a successful hit
roll scores a number of hits equal to the number of bullet
holes on the Firepower dice. In addition the controlling
player can roll more than one Firepower dice, up to the
number shown in brackets (for example, when firing a
Rapid Fire (2) weapon, up to two firepower dice can be
rolled). Make an Ammo check for each Ammo symbol
that is rolled. If any of them fail, the gun runs Out of
Ammo. If two or more of them fail, the gun has jammed
and cannot be used for the rest of the battle.
If a Rapid Fire weapon scores more than one hit, the hits
can be split between multiple targets. The first must be
allocated to the initial target, but the remainder can be
allocated to other fighters within 3" of the first who are
also within range and line of sight. These must not be any
harder to hit than the original target...for example if a target in the
open is hit, an obscured target cannot have hits allocated
to it. Allocate all of the hits before making any wound
rolls.
Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.
Shock: When a fighter is hit by an attack with this trait the attacker rolls a D6. If the result is higher than the target's current Toughness (including modifications such as Flesh Wounds or stimm-slugs) or is a natural 6 the target fighter is momentarily staggered; they lose their Ready marker if they have one and cannot make Reaction attacks for the remainder of this turn.
Unstable (3''): If the Ammo Symbol is rolled on the Firepower dice when
attacking with this weapon, there is a chance the weapon
will overheat in addition to needing an Ammo check. Roll
a D6. On a 1, 2 or 3, the weapon suffers a catastrophic
overload; center a 3'' Blast marker over the attacker and resolve
a hit using the attacks's weapon profile against everything under the Blast marker.
The attack is still resolved against the original target.
Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat
treats the Shoot action as a Double action. A fighter
who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time.
Unwieldy weapons take up two weapon slots.