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WEAPON TAGS

Automatic
  • A weapon with this tag can be fired three times with an action, at up to three different targets within 2" of each other.
  • The weapon cannot be fired at all in the turn following automatic firing (it needs a cooldown to be reloaded).

AP Rounds
A target hit with a weapon with this tag suffers a -2 penalty to DE  for the purposes of determining if the damage causes wounds, if the target has a higher DE scaler than the weapon's damage scaler. Apply the DE penalty before the DE scaler.

If the target has the same or lower DE scaler then the weapon's damage scaler, the target suffers only a -1 penalty to DE for the purposes of determining if the damage causes wounds.

Example: Shooter A hits Target B with a weapon  that does 2D6 damage and has AP rounds. The weapon has no damage scaler. However target B's DE is 6 X2. Since the DE scaler is higher than the damage scaler, target B now has a DE of 8 for the purposes of determining damage. That's 6 minus 2 equals 4, then multiplied by 2, equals 8.


Belt Fed
A weapon with this tag does not need to cooldown in the turn following automatic fire or rapid fire.


Blast (X)
  • When firing or throwing a weapon with this tag, one target unit or location is selected in order to determine the target point and the modifiers to the roll to hit.
  • If the roll to hit is successful, the target or location is hit and a blast effect is centered on the target point with a radius equal to the rating (X) of the tag.
  • If the roll to hit is failed the attack scatters a random direction and distance from the intended target point. Use a clock-face with one o'clock pointing towards the unit that made the attack and roll 2D6 to determine which direction. The distance the attack scatters is 1D6/2 inches if the target point was at short range, 1D6 inches if the target point was at medium or long range and 2D6 inches if the target point was at extreme range.
  • The result of the scatter determines the final centre of the blast effect.
  • All units completely in the blast effect are automatically hit and take damage. Any unit only partially in the blast effect is hit and takes damage on a roll of 4,5 or 6 on a D6. On a roll of 1,2 or 3 they are undamaged.
  • Any unit hit can attempt to dive to prone as normal. However, if this is successful that unit does not completely avoid being hit - they are still hit but instead their DE is doubled for purposes of determining whether they are wounded or injured by damage from the blast.
Scatter Marker

Backblast
A weapon with this tag has a blast that will bounce back from any cover it fails to penetrate. An enemy unit behind the opposite side of cover from the target point of a blast with backblast, is unaffected by a such a blast that does not penetrate or destroy the cover.


Blinding (X)


Blocking (X)
A melee weapon or shield with this tag provides a bonus to any attempts to block or parry close combat attacks equal to the rating (X) of the tag.


Blunt Force (X)


Burning (X)


Choking (X)


Cloud (X)
  • A weapon with this tag produces a thick cloud at the target point of detonation, with an initial radius equal to the rating (X) of the tag.
  • A cloud is difficult to see through with the naked or unenhanced human eye - any attacks in or through the cloud suffer a -3 penalty to hit.
  • Clouds may spread, shrink , move or disperse in an End Phase.

EMP Blast (X)
Same as the Blast tag, except EMP damage is done instead of lethal damage. See Wounds and Injuries.


Heavy
  • A unit on foot armed with a weapon with this tag cannot sprint.
  • A unit on foot that fires a ranged weapon with this tag when moving, doubles any penalty to hit for the appropriate range bracket.
  • If the modifier for the range bracket is a bonus, the bonus does not apply. If the range bracket has no modifier, a -1 penalty to hit is applied.
  • A unit hit by a melee weapon with this tag must additionally test their ST, regardless of damage. If failed, the unit is knocked down prone.

Indirect Fire
A weapon with this tag can fire without having a line-of-sight to a target. See Indirect Fire.


Laser
A target hit with a weapon with this tag suffers a -2 penalty to DE for the damage roll, unless they have the Reflective Armour tag.


Light
  • A light firearm is much easier to use in close combat than heavier firearms. When used at point blank, a weapon with this tag provides a +1 to hit bonus.
  • A light melee weapon can be used to make two close combat attacks instead of one, but the unit must split his CC between the two attacks.

Long Reach
A melee weapon with this tag provides a +1 bonus to hit in close combat with that weapon, unless the opponent also has a melee weapon with this tag.


Neural Link
  • A weapon with this tag can be mentally controlled by a unit that has the neural transceiver tag.
  • The weapon can always be fired independently and in addition to any other firearm that unit shoots in a turn and does not require the unit to split their MA. See Two (or More) Held Firearms.

Neuro Blast (X)
Same as the Blast tag, except neuro damage is done instead of lethal damage. See Wounds and Injuries.


One-handed
A melee weapon with this tag only has to be held in one hand to be used effectively. If the weapon is used by a unit when charging in a turn the unit has also fired or thrown a ranged weapon, the charge bonus to hit is still received.


One Shot
A weapon with this tag can only be fired once per game.


Pair Balanced


Penetrating (X)
If damage with a weapon with this tag does enough damage to beat the target's DE, a re-roll of the damage can be made with a penalty to the target's DE equal to the rating (X) of this tag.


Poisonous (X)


Rapid Fire
  • A weapon with this tag can be fired four times with an action, at up to four different targets within 2" of each other.
  • The weapon cannot be fired at all in the turn following rapid firing (it needs a cooldown to be reloaded).

Scatter Rounds
A unit with a weapon with this tag can elect to fire scatter rounds when they fire it, but only at point blank or short range. Scatter rounds have a cone of effect of 12" long and 1" wide and do 1D6+1 damage.

A separate roll to hit is made for each target in the cone. Targets may dodge/parry or dive to prone as normal.

Example:
Cone of Effect
Scatter Rounds Cone of Effect

In the example above, target A and B lie within the cone of effect and a roll to hit is made on each. Target C is outside of the cone and can't be hit. Target D is beyond the range of the cone and can't be hit.


Scoped
An aimed shot at long or extreme range with a scoped weapon receives a +2 bonus to hit, rather than a +1 bonus. Further, any to hit penalty normally applied by the weapon at long or extreme range is ignored for aimed shots with that weapon.


Semi-auto Cooldown
A weapon with this tag cannot be used semi-automatically in two consecutive turns (it needs a cooldown to be reloaded).


Semi-automatic
A weapon with this tag can be fired two times with an action, at up to two different targets within 2" of each other.


Shocking (X)
A successful hit with a weapon with this tag does additional neuro-damage equal to the rating of this tag.


Short Reach
A melee weapon with this tag is more effective in close quarters against an unarmed opponent, giving the opponent a -1 penalty to any attempts to dodge or block close combat attacks made with the weapon.


Shoulder Mounted
  • A weapon with this tag is mounted on the unit's shoulder and does not require to be held in the hand to be fired.
  • This keeps the unit's hands free to use other weapons and effectively gives the unit the potential to hold three weapons. See Two (or More) Held Firearms.

Silenced


Stunning
Damage from this weapon is always stun damage, not lethal damage.


Stun Rounds
  • A unit with a weapon with this tag can elect to use stun rounds when they fire it.
  • Stun rounds do 2D6 stun damage instead of lethal damage. See Wounds and Injuries.
  • Robots, mechs and vehicles take no damage from stun rounds.

Throw Balanced


Toxic (X)


Two-handed
Making an attack with a weapon with this tag one-handed is with a -2 penalty to hit. If used when charging into close combat in the same turn as firing or throwing a ranged weapon, the weapon has to be used one-handed for that turn.


Very Heavy
A weapon with this tag cannot be carried or used by a unit on foot and must be mounted, either to a vehicle or emplacement in order to fire.


Wounding
A weapon with this tag always causes one additional wound to a target that is wounded by it. See Wounds and Injuries.
MORE SHOOTING RULES!


TARGETS IN DIFFERENT RANGE BRACKETS
If a unit's targets for multiple shots (from semi-automatic, automatic or rapid fire) are in different range brackets, the most distant range bracket applies for all shots.


RE-ARRANGING ROLLS TO HIT 
When making multiple shots with a single weapon, after selecting targets, the player rolls all the dice together and then re-arranges the rolls.

Example: Unit A, with MA 6 (with modifiers already applied), fires an automatic rifle on full auto. The player rolls 6D6 to hit and gets 6, 5, 4, 3, 3 and 2.

The player re-arranges the rolls, putting the 4 and 2 together and the 3 and 3 together. That's two hits!

The player then allocates the hits evenly amongst the targets he selected. If there's more hits than targets, the player decides which targets get the additional hits.

Example: Unit A has hit two targets with three shots. Each target takes one hit and then the unit's player decides which target takes the third hit.


MULTIPLE HITS ON ONE TARGET
When a unit is hit multiple times in a turn from the same weapon, damage from all hits from that weapon is added together.

Example: Target A, with a DE of 7, is hit twice from automatic fire from Shooter B's automatic rifle. That inflicts 2D6+2 damage, not 1D6+1 twice.

Shooter B rolls 9 damage, greater than Target A's DE of 7, so Target A has been wounded.


TWO (OR MORE) HELD FIREARMS
A unit with more than one firearm held may fire each firearm in an action. However, the unit must split their MA between each weapon fired.

Example: Unit A has MA 8 and a machine pistol in each hand. The player chooses to have the unit fire both with its action, one with MA 5, the other with MA 3.


NUMBER OF VEHICLE MOUNTED WEAPONS THAT CAN FIRE
The number of vehicle mounted weapons that may be fired with an action is dependent on how fast the vehicle moves and whether there are dedicated gunners for a particular weapon.

If a vehicle does not move, all mounted weapons may be fired.

If a vehicle crawls or cruises it may fire two mounted weapons.

If a vehicle rushes it may fire one mounted weapon.

If a vehicle goes flat out, it may not fire any mounted weapons.

If a mounted weapon has a dedicated gunner, it can always fire, regardless of how fast a vehicle moves and how many other mounted weapons are fired.

Unlike with held firearms, regardless of how many are fired, MA is not split between the weapons.

Mounted weapons with a dedicated gunner use the gunner's MA, otherwise use the pilot's MA.


TWINNED WEAPONS
Weapons that are twinned must be fired at the same targets. To hit rolls are made separately for each weapon.

Twinned firearms that are held do not require the MA to be split but separate to hit rolls are still made for each weapon.

Vehicle mounted weapons that are twinned count as only one weapon, for the purposes of determing how many weapons may be fired dependent on the vehicle's speed.


MULTIPLE BLAST TAGS
If a weapon has more than one Blast tag, damage from each blast is determined separately, as is whether a unit partially in the blast is hit or not.

Example: Unit A is caught in the blast radius of an attack that does 2D6 damage, with a standard blast and a neuro blast. Unit B is only partically in the blast radius.

Unit A takes 2D6 lethal damage and then a separately determined 2D6 neuro damage.

Unit B takes 2D6 lethal damage on a roll of 4,5 or 6 on a D6. Unit B then takes a separately determined 2D6 neuro damage, on a roll of 4,5 or 6 on a separate D6.