The Weapon Traits used within this material are described below. As with the rest of the material on this site, quite a bit of house ruling is prevalent.
You should look elsewhere if you've stumbled on this page looking for official rules while playing a by-the-book game.
Accurate: The standard rule that an attack roll of natural 1 automatically
misses is ignored for attacks that have this trait.
If an attack would hit on a 1+ or better, the roll of a 1 hits.
Area: Mark the location where an attack made by a weapon with this trait hit with a counter.
An area extends 2.5'' out from the centre of the counter; a 5'' Blast marker can be used to determine this area, but it should be considered to extend vertically as well as horizontally.
Fighters already in the area when the attack is made, fighters who start or end their turn in the area, and fighters who move through the area are all automatically hit by the area.
In the End Phase roll a D6; on a 3 or less the area dissipates and the counter is removed.
Attachment: This weapon does not count against the fighter's maximum number of carried weapons. If the weapon has an Unattached profile, it may be unattached as a Basic action; while unattached the unattached profile is used. An unattached item can be reattached as a Basic action.
Backstab: If the attacker is not within the target's vision arc, add 1 to
the attack's Strength.
Bane (target type): Successful hits that have this trait gain +1 Strength and +1 Damage when used against a target of the specified type.
Blast (3''): The weapon uses a 3” Blast marker.
Blast (5''): The weapon uses a 5” Blast marker.
Blaze: After an attack with the Blaze trait has been resolved roll
a D6 if the target was hit but not taken Out of Action. On a
4, 5 or 6 the target catches fire; place a Blaze marker on their
fighter card. At the end of each of their own activations a fighter
who remains on fire suffers a Strength 3, AP -1 and if they are not prone the fighter
becomes Broken and begins Running for Cover.
An Active fighter with a Blaze marker on their fighter card may make the Stop Drop and Roll (Double) action;
if they do the fighter becomes Pinned (if they are not already prone);
roll a D6 and add 1 to the result for each friendly Active fighter within 1''.
On a 3+ the fire is extinguised; remove the Blaze token.
On a 1 or 2 the fighter remains on fire and their activation ends.
Friendly fighters within 1'' of a fighter with a Blaze marker on their fighter card
may make the Extinguish Blaze (Basic) action; if they do roll a D6.
On a 1 is rolled the friendly fighter catches fire as well; place a Blaze token on their
fighter card and their activation ends.
On a 4+ the fire is extinguised; remove the Blaze token from the on fire fighter.
Blinding: a fighter hit by an attack with this trait must make an Initiative check. If this check is failed the fighter loses their Ready marker if they have one, and becomes blinded; place a Blind marker next to the fighter or on their Fighter Card. A blinded fighter cannot make any attacks other than reaction attacks, for which all hit rolls only succeed on a natural 6. If a blinded fighter moves as part of an action they instead move D3'' in a random direction determined by the scatter die, stopping if they make base contact with an obstacle; fighters moving in this way can Engage enemy fighters. When a blinded fighter is activated, roll a D6; on a 3+ the fighter is no longer blinded and the Blind marker is removed. Some equipment and abilities provide resistance or immunity to being blinded. Attacks with this trait that are also 0 Strength and inflict 0 damage do not cause hit targets to be Pinned.
Combi: Combi-weapons have multiple profiles. Any one of the weapon's profiles that are not Out of Ammo may be used when an attack is made with the weapon. However, when making an Ammo check with a Combi weapon two dice are rolled and the lower result is taken.
Deadly: If a Lasting Injury roll would be made for a fighter put Out of Action by an attack with a weapon that has the Deadly trait, instead a D6 is rolled for that fighter. If the result is a 6 the fighter suffers a Memorable Death, otherwise the fighter suffers a Grievous Injury.
Demolition: When rolling to wound an object that has one or more Wounds, two dice are rolled and the lowest rolling dice is discarded before resolving the outcome.
Discharged: After each use this weapon is treated as having failed an Ammo Check.
There is no need to roll the Firepower dice unless the weapon also has
the Rapid Fire (x) trait. The weapon can be reloaded or reset for later use
within the battle as normal (unless it also has the Scarce trait or Limited trait).
When using a weapon with this trait in close combat,
it can only have one Attack dice allocated to it. Any other Attack dice that
would have been allocated to it are allocated to the fighter's other
weapon instead, or if the attacker does not have another
weapon they are made as unarmed attacks.
Drag (X): After a hit made by an attack with this trait has been resolved normally
(i.e. after any wound, save, and injury rolls have been made), if the target was not taken Out of Action the attacker can attempt to drag the target towards themselves.
To resolve this, the attack is considered to have a Drag Force equal to the number shown in brackets + D3; if no number is specified the number is assumed to be equal to the attack's Strength.
For instance, an attack annotated as having Drag(5) has a Drag Force of 5 + D3, while an attack annotated as simply Drag has a Drag Force equal to the attack's Strength + D3.
The target is considered to have a Drag Resistance as indicated in the below table.
The Target Is...
Value To Subtract
another fighter
target's modified Strength + D3
an object that can be carried
using the Carry Object action
1 + D3
an object that can be carried using
the Carry Heavy Object action
4 + D3
Subtract the target's Drag Resistance from the attack's Drag Force to determine the Drag Distance (minimum 0).
If the Drag Distance is 0 the target is unaffected by this trait. Otherwise, the target is involuntarily moved that many inches straight towards the attacker.
For instance, a Strength 4 attack with this trait has a Drag Force of between 5 and 7, while a non-heavy carryable object has a Drag Resistance of between 2 and 4.
Thus, depending upon comparative dice rolls, such an object would be dragged between 1'' and 5'' by such an attack.
Similarly, a Strength 4 fighter has a Drag Resistance of between 5 and 7 and might be entirely unaffected by the same attack, but even in the worst case would be dragged no more than 2''.
If the target is moved off a ledge by this trait it falls and may suffer falling damage.
If the target is moved into an obstruction, the target stops moving and suffers a hit resolved with a Strength equal to the Drag Distance, no AP, and 1 Damage;
if the obstruction has Wounds, it also suffers an identical hit.
The 1'' rule does not apply to this involuntary movement. If a target fighter would end their movement within 1'' of one or more enemy fighters they are instead moved into base contact with the nearest enemy fighter.
If an attack with this trait also has the Impale trait and hits more than one fighter, the last fighter to be hit is considered to be the target for purposes of resolving this trait.
At the end of resolving this trait, if the target is a fighter and they remain Active, that fighter becomes Pinned.
Enervating: When a fighter is hit by an attack made by an Enervating weapon,
they are not Pinned and a wound roll is not made. Instead roll a D6; if the
result of the roll is greater than the fighter's current Toughness or is a natural 6,
they take a Flesh Wound (regardless of their Wounds characteristic). If a fighter is removed
from the battle after being reduced to 0 Toughness by an Enervating weapon
no Lasting Injury roll is made; the fighter goes into recovery.
Ensnare: When a fighter is hit by an attack with this trait they must make an Initiative check; if the fighter fails their check place an Ensnared marker next to them. An Ensnared fighter cannot voluntarily move, and though they can still use ranged weapons and fight in close combat they suffer a -1 penalty to all attacks while opponents gain +1 to hit them with all attacks. If the fighter becomes Prone while Ensnared they cannot stand up again until they are no longer Ensnared. The fighter themselves or any other fighter in base contact with them may attempt to remove the Ensnared marker by taking an Exert (Double Action). A fighter cannot have more than one Ensnared marker on them at a time.
Entangle: Hits scored by weapons with the Entangle trait cannot be negated by the Parry trait (but can be negated by the Parry skill). In addition, if the hit roll for a weapon with this trait is a natural 6, any Reaction attacks made by the target have an additional -2 hit modifier.
Exiguous: Some weapons that have multiple profiles share a single source of ammo, a common reservoir of fuel, or a shared breech that must be cleared in case of a jam. If any one of the weapon's profiles with this trait is Out of Ammo, all of the weapon's profiles that have this trait are also Out of Ammo. A successful reload of any one of this weapon's profiles that have this trait reloads all of this weapon's profiles that have this trait.
Fear: When the target of an attack with this trait is hit, they must make a Nerve test with a -2 modifier to their result.
If the test is failed the target immediately becomes Broken and must make a Running for Cover roll to determine how far
away they run from the source of this attack.
A Pinned fighter who fails their Nerve test will stand up before Running for Cover.
This trait has no effect on Seriously Injured fighters or targets that do not make Nerve tests.
Gas: When a fighter is hit by an attack made by a Gas weapon,
they are not Pinned and a wound roll is not made; instead
roll a D6. If the result is higher than the
target's modified Toughness, make an Injury roll
for that fighter (regardless of the fighter's Wounds characteristic). No
save roll can be made by the fighter against this attack.
Grenade: Grenades are treated as a special type of ranged weapon.
A Grenade may be thrown by an Active fighter as a Shoot action.
Grenades do not have a Short range, and their Long range
is determined by the attacking fighter's Strength. The Firepower
dice is not rolled when attacking with a Grenade; an Ammo check
must be rolled after each attack made with a Grenade.
The Reload (Simple) Action cannot be taken on a weapon profile with the
Grenade trait.
Heavy-G: Mark the location on the battlefield where a Heavy-G attack hits with a counter. An area of increased gravity and magnetic interference extends 2.5'' out from the center of the counter; a 5'' Blast marker can be used to determine this area, but it should be considered to extend vertically as well as horizontally. All fighters and destructable objects within the affected area are hit by the Heavy-G attack. After the hit is resolved, a Heavy-G field remains in affect until it dissipates. In the End Phase roll a D6; on a 3 or less the area dissipates and the counter is removed. Until the Heavy-G field dissipates fighters can move through the affected area, but all movement is halved (rounding down). Additionally, ranged attacks across the affected area suffer a -1 penalty to hit and have their Strength reduced by 1. Don't roll a Scatter die for Blast weapons that miss a point within 6'' of the affected area, instead move the Blast marker the indicated distance towards the affected area.
Impale: If an attack made by this weapon hits and wounds the
target, and the save roll is unsuccessful (or no save roll is
made), the projectile continues through them and might hit
another fighter! Trace a straight line from the target,
directly away from the attacker. If there are any fighters
within 1'' of this line, and within the weapon's Long
Range, the one that is closest to the target is at risk of
being hit. Roll a D6; on a 3 or more resolve the
weapon's attack against that fighter subtracting 1 from the
Strength. The projectile can continue through multiple
fighters in this way, but if the Strength is reduced to 0, it
cannot hit any more fighters.
Intimidating: Any fighter who must make a Nerve test due to a friendly fighter being taken Out of Action by an attack that has this trait suffers a -2 penalty to their Nerve test.
Knockback: After a hit made by an attack with this trait has been resolved,
if the target was not taken Out of Action they may be involuntarily moved away from the direction of the attack.
To resolve this, the attack has a Knockback Force equal to the attack's Strength + D3.
Subtract the value indicated in the Knockback Resistance table below from that Knockback Force to determine the Knockback Distance (minimum 0).
The Target Is...
Value To Subtract
another fighter
target's modified Strength + D3
an object that can be carried
using the Carry Object action
1 + D3
an object that can be carried using
the Carry Heavy Object action
4 + D3
If the Knockback Distance is 0 the target is unaffected by this trait. Otherwise, the target is involuntarily moved that many inches directly away from the direction of the attack.
If the target is moved into an obstruction, the target stops moving and suffers a hit resolved with a Strength equal to the Knockback Distance, no AP, and 1 Damage;
if the obstruction has Wounds, it also suffers an identical hit.
For instance, a Strength 3 attack with this trait can generate Knockback Force between 4 and 6, while the Knockback Resistance of a Strength 3 fighter is also between 4 and 6.
Thus, depending on comparative dice rolls, that fighter might be entirely unaffected or might be moved back 1'' or 2'' if hit by that attack.
The 1'' rule does not apply to this involuntary movement. If a target fighter would end their movement within 1'' of one or more enemy fighters they are instead moved into base contact with the nearest enemy fighter(s).
At the end of resolving this trait, if the target is a fighter and they remain Active, that fighter becomes Pinned.
Falling: A fighter will fall if they are moved off a ledge or over a pitfall. They may also fall if they become Pinned near a ledge and fail the subsequent Initiative check.
If this occurs, first finish resolving the attack which knocked them back, then resolve falling damage only if the knocked back fighter remains on the battlefield.
Knockback: on hit, KB a # of inches = (attack S + D3) - (target's S + D3);
directly away. If obstacle encountered, suffer hit w/ S = KB distance, no AP, 1 DMG, obstacle suffers same hit.
Knockback (Blast): After a hit made by an attack with this trait has been resolved,
if the target was not taken Out of Action they may be involuntarily moved away from the direction of the attack.
To resolve this, the attack has a Knockback Force equal to the attack's Strength + D3.
Subtract the value indicated in the Knockback Resistance table below from that Knockback Force to determine the Knockback Distance (minimum 0).
The Target Is...
Value To Subtract
another fighter
target's modified Strength + D3
an object that can be carried
using the Carry Object action
1 + D3
an object that can be carried using
the Carry Heavy Object action
4 + D3
If the Knockback Distance is 0 the target is unaffected by this trait. Otherwise, the target is involuntarily moved that many inches directly away from the direction of the attack.
If the target is moved into an obstruction, the target stops moving and suffers a hit resolved with a Strength equal to the Knockback Distance, no AP, and 1 Damage;
if the obstruction has Wounds, it also suffers an identical hit.
For instance, a Strength 3 attack with this trait can generate Knockback Force between 4 and 6, while the Knockback Resistance of a Strength 3 fighter is also between 4 and 6.
Thus, depending on comparative dice rolls, that fighter might be entirely unaffected or might be moved back 1'' or 2'' if hit by that attack.
The 1'' rule does not apply to this involuntary movement. If a target fighter would end their movement within 1'' of one or more enemy fighters they are instead moved into base contact with the nearest enemy fighter(s).
At the end of resolving this trait, if the target is a fighter and they remain Active, that fighter becomes Pinned.
Blast: If an attack with this trait also has the Blast (3'') or Blast (5'') traits, this trait applies to all fighters within the blast's area.
Resolve the effect of the attack starting with the fighter furthest from the center of the Blast marker and then moving to the next furthest.
Knocked back fighters are moved away from the center of the Blast marker rather than directly back from the attacker.
If a knocked back fighter is directly centered under the Blast marker, roll a Scatter dice to determine the direction they are moved; if a 'HIT' is rolled the attacking player decides the direction.
Falling: A fighter will fall if they are moved off a ledge or over a pitfall. They may also fall if they become Pinned near a ledge and fail the subsequent Initiative check.
If this occurs, first finish resolving the attack which knocked them back, then resolve falling damage only if the knocked back fighter remains on the battlefield.
Knockback (Blast): after failed save, KB a # of inches == (D6 + target's STR);
away from center of blast. If blocked, attack gains +1 DMG instead. Target may fall, if applicable.
Knockback (Melee): After a hit made by an attack with this trait has been resolved,
if the target was not taken Out of Action they may be involuntarily moved away from the direction of the attack.
To resolve this, the attack has a Knockback Force equal to the attack's Strength + D3.
Subtract the value indicated in the Knockback Resistance table below from that Knockback Force to determine the Knockback Distance (minimum 0).
The Target Is...
Value To Subtract
another fighter
target's modified Strength + D3
an object that can be carried
using the Carry Object action
1 + D3
an object that can be carried using
the Carry Heavy Object action
4 + D3
If the Knockback Distance is 0 the target is unaffected by this trait. Otherwise, the target is involuntarily moved that many inches directly away from the direction of the attack.
If the target is moved into an obstruction, the target stops moving and suffers a hit resolved with a Strength equal to the Knockback Distance, no AP, and 1 Damage;
if the obstruction has Wounds, it also suffers an identical hit.
For instance, a Strength 3 attack with this trait can generate Knockback Force between 4 and 6, while the Knockback Resistance of a Strength 3 fighter is also between 4 and 6.
Thus, depending on comparative dice rolls, that fighter might be entirely unaffected or might be moved back 1'' or 2'' if hit by that attack.
The 1'' rule does not apply to this involuntary movement. If a target fighter would end their movement within 1'' of one or more enemy fighters they are instead moved into base contact with the nearest enemy fighter(s).
At the end of resolving this trait, if the target is a fighter and they remain Active, that fighter becomes Pinned.
Push: If the attacker is not Ensnared and is not Engaged with another fighter, they may choose to move with the knocked back fighter, remaining in base contact and retaining relative positioning and facing.
Shove: If the attacker does not move with the knocked back fighter, the knocked back fighter becomes Pinned at their new location. This may require them to make an Initiative check to avoid falling.
Falling: A fighter will fall if they are moved off a ledge or over a pitfall. They may also fall if they become Pinned near a ledge and fail the subsequent Initiative check.
If this occurs, first finish resolving the attack which knocked them back, then resolve falling damage only if the knocked back fighter remains on the battlefield.
Knockback (Melee): after failed save, KB a # of inches == (D6 + target's STR);
directly away. If blocked, attack gains +1 DMG instead. Attacker can move with if able, otherwise target is Pinned. Target may fall, if applicable.
Knockout: When a fighter is reduced to 0 Wounds or already has 0 Wounds remaining and takes damage from an attack with this trait, an Injury roll is not made for that fighter. Instead, they are taken Out of Action with an Out Cold result (the fighter will be available for their gang's next battle).
Limited: If an Ammo check is failed for a weapon profile with the Limited trait, the weapon profile is deleted from the fighter card immediately. Do not recalculate the fighter's Rating until the Update Roster step of the Post-Battle Sequence.
Melee: Attacks with this trait can be used during close combat without penalty.
Melta: Attacks with this trait deal +1 Damage against targets that have an Armor save and objects that have one or more Wounds.
Noisy: When a Hidden fighter makes an attack using this weapon, opposing fighters within 18'' gain a free Detect action against them and gain a +4 bonus to their check.
Parry: After an enemy makes close combat attacks against this fighter and rolls to hit, until this fighter has no further Parry options available to them this fighter's controlling player can force the attacking player to re-roll one successful hit per Parry.
Penetrating: When a weapon with this trait successfully hits, it has D3 Armor Penetration against the target.
Phased: Armor saves cannot be made against an attack with this trait, and field saves only succeed on a natural 6 even if they are normally unmodifiable.
Pistol: Pistols can be used to make ranged attacks, and can also
be used in close combat. If a Pistol has an Accuracy modifier, it
applies to ranged attacks only.
Plentiful: Ammunition for this weapon is incredibly common. When
reloading it no Ammo check is required, the weapon is
automatically reloaded.
Potent: When rolling to wound with an attack that has this trait, you may roll two dice and select one for your result.
Power: The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by weapons that have both the Power and Parry traits, energy based shields, or via the Parry Master skill. In addition, if the hit roll for a Power weapon is a 6, that hit automatically wounds.
Pulverize: After making an Injury roll for a successful attack that has this trait, the attacking player can roll a D6. If the result is equal to or higher than the target's unmodified Toughness, or is a natural 6, they can change one Injury dice from a Flesh Wound result to a Serious Injury result.
Radiation: When a fighter is hit by an attack with this trait, before rolling to wound, place a Radiation marker on their fighter card.
At the start of the Recovery step of the End Phase, in initiative order each player selects one of their fighters that has one or more Radiation markers on them
and removes D3-1 Radiation markers from that fighter. Then, if the number of Radiation markers on that fighter exceeds their current modified Toughness, they
immediately go Out of Action and into Recovery. If a fighter put Out of Action in this way is subject to the Permanent Injury outcome of a Lasting Injury,
that fighter suffers the Enfeebled injury (-1 Toughness).
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.
Rapid Fire (1): 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.
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.
Rapid Fire (Selective): A weapon with this trait is used as if it has the Rapid Fire (1) trait normally, but
optionally may be used as if it has the Rapid Fire (2) trait if the fighter using it treats the Shoot action
as a Double action.
Recoverable: If this weapon has been thrown and successfully hit a target, any fighter able to gain equipment may take this item and add it to their fighter card by making an Interact (Simple) action while within 1'' of the target or where the target was before being taken Out of Action.
Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1 and its Armor Penetration is increased by 1.
Replacement: A weapon must be modified to fire this kind of special ammunition; the ammunition's profile replaces the weapon's normal profile. Additionally, other kinds of special ammunition cannot be used with a weapon modified in this way.
Rupture: When a weapon with this trait successfully wounds, D3 Damage is inflicted against the target.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
Scathing: If the hit roll for an attack made by a weapon with this trait is a natural 6, the attack's Strength is increased by 1 and its Armor Penetration is increased by 1.
Scattershot: When a target is hit by a scattershot attack, make D6 wound rolls instead of 1.
Shield: If a fighter is carrying a shield, their Armor save
roll is improved by 1. If a fighter does not already
have a Armor save roll, a shield grants a Armor save of 6+.
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.
Silent: A weapon with this trait does not trigger Detect checks if used by a Hidden fighter, and does not risk raising the alarm in scenarios that use the Sentries special rules.
Single Shot: A weapon profile with this trait can only be used once per game; any other weapon profiles the weapon has which lack this trait are unaffected. After use the affected weapon profile is treated as having automatically failed an Ammo Check, and the weapon profile cannot be reloaded by any means. There is no need to roll the Firepower dice unless the weapon profile also has the Rapid Fire (x) trait.
Smoke: Smoke weapons do not cause hits on fighters,
they do not cause Pinning and cannot inflict Wounds.
Instead mark the location where they hit with a counter.
They generate an area of dense smoke, which extends 2.5''
out from the center of the counter; a 5'' Blast marker
can be used to determine this area, but it should be
considered to extend vertically as well as horizontally.
Fighters can move through the smoke, but it blocks line
of sight and a fighter who is in the smoke effectively has no vision arc.
Anything that cannot be seen by a fighter due to the smoke cannot be
targeted, but attacks with the Blast or Template traits
that don't declare a target can be used normally.
In the End Phase roll a D6; on a 3 or less the area dissipates and the counter is removed.
Template: An attack made with a Template weapon uses the Flame template to determine hits instead of rolling to hit. All targets (anything with a Wound characteristic) touched by the template are hit by the attack.
Toxin: When a fighter does not or cannot make a successful Armor save against a wounding attack that has this trait, before Damage is applied from the attack the fighter's player must roll a D6.
If the result is equal to or higher than the fighter's current modified Toughness the fighter suffers a Wound if they have any remaining and if not they suffer a Flesh Wound. Then the attack's Damage is applied and resolved normally.
Twin-linked: When a weapon with this trait scores at least one successful hit, add one additional hit to the total; if used in conjunction with an attack that uses a 3'' Blast marker the additional hit scatters D3+1'' from the center of the first hit, and if used in conjunction with an attack that uses a 5'' Blast marker the second hit scatters D6+1'' from the center of the first hit. Additionally when a weapon with this trait makes an ammo check two dice are rolled and the lower die is kept.
Unarmed: Close combat attacks made with this weapon are considered to be unarmed.
Unreliable: When making an Ammo check for a weapon with this trait, roll twice and apply the worst result.
Unstable: 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 and the attacker is taken Out of Action. The
attack is still resolved against the target.
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.
Versatile: If the wielder of a Versatile weapon is Engaged, it counts as a Melee weapon. Otherwise, it counts as a Ranged weapon.
Virulent: Fighters have their Toughness reduced by 1 against attacks with this trait. Unliving targets such as inanimate objects, vehicles, and robots are not affected by this trait.
Vortex: Vortex effects are black holes which suck anything they touch into the Warp.
Mark the location where a Vortex effect hits on the battlefield with a counter.
Intially, a Vortex effect has a radius extending 2'' from the center of the counter,
vertically as well as horizontally.
Any fighters even partially within a Vortex effect are sucked into the Warp; they immediately
go Out of Action, are considered to be killed, and will be deleted from the gang Roster
(taking all of their equipment with them) during the appropriate step of the Post-Battle Sequence.
Additionally, any scatter terrain or removeable objects touched by a Vortex effect should be removed
from the battlefield if possible.
The area of a Vortex effect blocks line of sight. Any attacks made into or through the area of a Vortex effect are
resolved as a miss, with no Stray Shots. If a Blast or Template overlaps a Vortex effect the
overlapping portion is ignored and the portion that does not overlap the Vortex effect is resolved normally.
At the begining of the End Phase of each round of battle, for each Vortex effect already in play roll a
D6 on the following table and apply the result:
1
Roll a D6 and the Scatter dice. A new Vortex effect comes into existence a number of inches away in the direction indicated by the Scatter dice and is resolved; if a HIT was rolled the new Vortex effect overlaps this Vortex effect but is a separate effect with its own counter.
2
Roll a D6 and the Scatter dice. If a HIT result is rolled, this Vortex effect's radius grows 1'', otherwise it moves the rolled number of inches in the direction indicated by the Scatter dice. Anything it moves or expands over is affected by the Vortex effect.
3
This Vortex effect's radius grows 1''. Anything in the area it expands over is affected by the Vortex effect.
4
This Vortex effect remains where it is, unchanged.
5
This Vortex effect's radius shrinks 1''; if this reduces the radius to 0'', remove this Vortex effect's counter from the battlefield.
6
Remove this Vortex effect's counter from the battlefield.
When a Vortex effect moves it does so horizontally when possible, can move up and down ramps and stairs in its path but not ladders, and can move across gaps and pitfalls.
However, if this would result in it ending its movement in mid-air, it drops straight down to the next lowest level; if this causes it to drop into a pitfall remove its counter from the battlefield.
Similarly, if a Vortex effect counter moves itself even partially off the battlefield, it is removed from play.
If the outer edge of a Vortex effect makes contact with a wall or other impassable terrain, it stops moving.
Similarly, if a Vortex effect should grow in radius but this would cause it to extend into a wall or impassible terrain, it does not grow in radius.
Web: After an attack with the Web trait has been resolved, roll a D6 if the target was hit but not taken Out of Action. On a 4+ they become Webbed; place a Webbed marker on their fighter card and treat the fighter as being Seriously Injured while they remain Webbed.
A Webbed fighter may make the Escape Webbing (Double) action; if they do roll a D6 and add to the result the fighter's Strength and an additional +1 for each friendly Active fighter within 1''. On a 7+ remove the Webbed token as the fighter breaks free and becomes Pinned; otherwise the fighter remains Webbed.
Friendly fighters within 1'' of a fighter with a Webbed marker on their fighter card may make the Cut Loose (Basic) action; if they do roll a D6 and add the friendly fighter's Strength. If a 1 is rolled the friendly fighter gets themselves stuck; place a Webbed token on the friendly fighter's card and their activation ends. On a 7+ the Webbed fighter is set free and becomes Pinned; remove the Webbed token from the Webbed fighter.