Weapon Critical Effects
Critical effect is triggered whenever an attack roll (Open Fire, Brawl actions) have one ore more successful Luck Dice during Lucky Roll.
(X) values
Several Traits and Critical Effects have (X) after their name. When this is listed on a Weapon Profile, there will be a numerical value in place of the X. When resolving the Trait or Critical Effect, use this value in place of the X.
Haul (X)
At the end of the Inflict Damage step, the Active player rolls X dice. For each one that scores equal to or lower than the Active model’s Strength, the Target is moved 1" directly towards the Active model. If the Target model cannot move this full distance, it moves as far as it can.
Ignite (X)
At the start of the Inflict Damage step, the opposing player rolls X dice. For each one that scores higher than the Target model’s Agility, the amount of Damage inflicted is increased by 1.
Maim
At the end of the Inflict Damage step, the Target suffers 1 Harm.
Meltdown
At the end of the Inflict Damage step, the opposing player makes a Meltdown Test (2E) for the Target model. If the opposing player scores fewer Hits than the amount of Harm the Target model has, it suffers an Injury.
Pierce
During the Inflict Damage step, the Target’s Endurance is treated as one lower (to a minimum of 1).
Poison (X)
At the end of the Inflict Damage step, the opposing player rolls X dice. For each one that scores higher than the Target model’s Endurance, it suffers one Harm, with Excess Harm causing an Injury.
Pushback (X)
At the end of the Inflict Damage step, the opposing player rolls X dice. For each one that scores higher than the Target model’s Strength, it is moved 1" directly away from the Active model. If the Target model cannot move this full distance, it moves as far as it can.
Showstopper
If this attack inflicts an amount of Damage equal to or greater than the Target’s Endurance, any Excess Harm caused will result in the model suffering an Injury.
Sieze
At the end of the Inflict Damage step, the Active model makes a Back Off Action without taking Fatigue. After resolving this Action, move the Target model into contact with the Active model.
Suppress (X)
At the end of the Inflict Damage step, the opposing player rolls X dice. If any of them score higher than the Target model’s Intelligence, it Suffers 1 Fatigue.
Tranquilize (X)
At the end of the Inflict Damage step, the opposing player rolls X dice. For each one that scores higher than the Target model’s Endurance, it suffers one Harm, with Excess Harm causing an Injury.
Should this Injury Incapacitate the Target model, do not roll for it during the Treat the Wounded step of the Story Phase, it instead gains the Clean Bill of Health result.