APx:
Armour Penetration. Each time a friendly operative makes a
shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
Barrage:
Each time a friendly operative makes a
shooting attack with this weapon, for that shooting attack, the automatic retention of defence dice as a result of cover is determined differently. Instead, if any part of the operative’s base is hidden by a terrain feature from directly above, the defender can retain defence dice as if they were in
cover.
Balanced:
Each time a friendly operative
fights in combat or makes a
shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
Blast x:
Each time a friendly operative performs a
Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the
shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative
Visible to and within X of the original target – each of them is a valid target and cannot be in
Cover. X is the distance after the weapon’s Blast, e.g. Blast
. An operative cannot make a shooting attack with this weapon by performing an
Overwatch action.
- An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
- After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
- It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Brutal:
Each time a friendly operative
fights in combat with this weapon, in the
Resolve Successful Hits step of that combat, your opponent can only parry with critical hits.
Ceaseless:
Each time a friendly operative
fights in combat or makes a
shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of 1.
Fusillade:
Each time a friendly operative performs a
Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within
of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.
Heavy:
An operative cannot perform a
Charge,
Fall Back or
Normal Move action in the same activation in which it performs a
Shoot action with this ranged weapon.
Hot:
Each time a friendly operative makes a
shooting attack with this weapon, in the
Roll Attack Dice step of that shooting attack, for each attack dice result of 1 that is discarded, that operative suffers three
mortal wounds.
Indirect:
Each time a friendly operative makes a
shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in
Cover.
Invulnerable Save x+:
Each time a
shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any
APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.
Lethal x:
Each time a friendly operative
fights in combat or makes a
shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
Limited:
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one
shooting attack for an action (e.g.
Blast), make each of those attacks as normal.
MWx:
Mortal wounds. Each time a friendly operative makes a
shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.
No Cover:
Each time a friendly operative makes a
shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically retained as a result of
Cover (they must be rolled instead).
Psychic Action:
This is a term for a certain kind of
action. This term provides no additional rules on its own, but other rules may interact with actions that have this term.
Px:
Piercing. Each time a friendly operative makes a
shooting attack with this weapon, in the
Roll Attack Dice step of that shooting attack, if you retain any critical hits, the weapon gains the
APx special rule for that shooting attack, x is the number after the weapon’s P, e.g. P1.
Reap x:
Each time a friendly operative
fights in combat with this weapon, in the
Resolve Successful Hits step of that combat, if you strike with a critical hit, inflict x
mortal wounds on each other enemy operative
Visible to the friendly operative and within
of it or the target operative, x is the number after the weapon’s Reap (e.g. Reap 1).
Relentless:
Each time a friendly operative
fights in combat or makes a
shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.
Rending:
Each time a friendly operative
fights in combat or makes a
shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.
Rng x:
Range. Each time a friendly operative makes a
shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng
. All other rules for selecting a valid target still apply.
Silent:
While an operative has a
Conceal order, it can perform
Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).
Splash x:
Each time a friendly operative makes a
shooting attack with this weapon, in the
Roll Attack Dice step of that shooting attack, for each critical hit retained, inflict x
mortal wounds on the target and each other operative
Visible to and within
of it. x is the number after the weapon’s Splash, e.g. Splash 1.
Stun:
Each time a friendly operative makes a
shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative
fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
- The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
- The second time you strike with a critical hit, subtract 1 from the target’s APL.
Torrent x:
Each time a friendly operative performs a
Shoot action or
Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent
.
- An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
- After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
- It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.
Unwieldy:
An operative can only make a shooting attack with this weapon if an extra AP is subtracted to perform a
Shoot action. It cannot make a shooting attack with this weapon by performing an
Overwatch action.