Weapon Traits
Aim (+X)
When creating the Dice Pool for an Attack Action with this Weapon, the attacking model can Take Fatigue to add X Bonus Dice to the Pool.
Area (X")
When making an Attack Action with this Weapon, the Active player nominates a Target point on the Battlefield instead of a Target model. This must be a point Visible to the attacking model on the Battlefield surface, or a Terrain Feature. Each model (from either crew) within X" of the selected point counts as a Target model for the attack.
Make a single Attack Test, to which no Bonus Dice can be applied. Then resolve the Inflict Damage step once for each Target model, in an order chosen by the Active player. If a rule adjusts the amount of Damage inflicted, or affects the Target Model (for example, the Ignite (X) or Maim Critical Effects), this does not carry over between models, and is instead tracked on each individual mode.
Do not resolve Confusion until Damage has been applied to all models.
Big Swing (X)
When making an Attack Action with this Weapon, the attacking model can Take Fatigue to increase its Effective Range by X".
Bladed
When a model with this Weapon uses a Makeshift Weapon to make a Melee Attack, add a Bonus Die to the Pool.
CQB (Close-Quarters-Battle)
This Weapon cannot Target models outside of its Effective Range.
Creative Projectiles
When making an Attack Action with this Weapon, the Attacking model’s controller may subtract Parts from the crew’s Stash. The amount of Parts subtracted alter the Test and Critical Effect of the Weapon Profile to match the details shown on the Creative Projectiles Table. Once the Attack is Resolved, the Test and Critical Effects are reset.
| Num or Parts | Test | Critical Effect |
|---|---|---|
| 1 | 4S | Suppress (2) |
| 2 | 5S | Suppress (3) |
| 3+ | 6S | Suppress (3) |
Distress Signal
Models with this weapon gain the following Action:
Send Help! (unengaged models)
The Active player chooses a Friendly model other than the model using this Action. That model moves up to 2” (this can be used to move into or out of Engagement).
Duel
A model Engaged with a model with this weapon cannot use the Back Off Action.
Fast
Models with this Weapon can make up to two Open Fire, or Brawl Actions within the same Turn, as long as both Actions use this Weapon.
Irradiate
After resolving an Attack Action with this Weapon, the Active player places a Radiation Token in contact with the Target model, or within 1” of the Target point if the Weapon also has the Area (X") Trait.
Non-lethal
This weapon can never inflict an Injury with an attack, whether via Damage or through Excess Harm.
One & Done
After making an Attack with this Weapon, it cannot be used again this game.
Overwhelm
When another Friendly model makes a Brawl Action, add one Bonus Die to the Pool Size if this model is Engaged with the Target. This is in addition to any Bonus Dice added during the Make the Attack Test step of a Brawl Action.
Pulse
When making an Attack Action with this weapon, each model Engaged with the Active model counts as a Target model. Make a single Attack Test to which no Bonus Dice can be applied. Then resolve the Inflict Damage step once for each Target model, in an order chosen by the Active player. If a rule adjusts the amount of Damage inflicted (for example, the Ignite (X) Critical Effect), this does not carry over between models. Don’t resolve Confusion until Damage has been applied to all applicable models.
Running Shot
After completing a Get Moving Action, a model with this weapon can use it to make an Open Fire Action without Taking Fatigue.
Selective Fire (X)
After declaring an Attack Action with this Weapon, but before creating a Dice Pool, this model's controller picks one of the Traits in this Weapons listed Selective Fire Trait (example, Selective Fire (Area (1"), Storm (3))). This Weapon then gains that Trait until the Attack has Resolved.
Silenced
At the end of the Inflict Damage step, this model can move up to 2”. During this move, it cannot move into the Proximity of an Enemy model.
Slow
Models with this Weapon may only make one Attack Action using it per Round.
Storm (+X)
When creating a Dice Pool for Attack Action with this Weapon, add X Bonus Dice to the Pool if the Target is within half of the Weapon’s Effective Range. For example, if the weapon has the Rifle (10") Type, the Attack will gain X Bonus Dice if the Target is within 5"
Unwieldy (X)
When a model makes an Attack Action with this Weapon, if its Strength is lower than X, the Attack Test cannot gain any Bonus Dice.
Wind Up
When creating a Dice Pool for an Attack Action with this Weapon, add 2 Bonus Dice instead of 1 if the Active model moved into Engagement with the Target model this Turn.