"Krumper" Rivet cannon

(Entry)
Type: upgrade
EntryId: 2fe7-c488-668e-cb1b
Hidden: false
Costs: 70 Credits2 Weapon slot
Options (1)
Heavy Weapon Upgrades:
Rules (3)
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 – 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.
Unwieldy
A shoot action made with this weapon counts as a Double action as opposed to a Single action. In addition, a fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time – this one uses both hands.
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 they catch fire – place a Blaze marker on their fighter card. When a fighter with a Blaze marker is activated, roll a D6, adding 1 to the result for each other Active friendly fighter within 1’’ . On a 6 or more the flames go out, the Blaze marker is removed and they can act as normal. Otherwise they suffer immediate Strength 3, AP -1, Damage 1 hit; if they are standing, they move 2D6’’ in a random direction (determined using the Scatter dice, and stopping if they would move within 1’’ of an enemy), and their action ends. A fighter with a Blaze marker can never make any other actions, and cannot make attacks in any way (including Reaction attacks). Alternatively, when a fighter is activated, they can make a Double action and become Pinned to add 4 to the result of the roll to see whether the flames go out.

Profiles:

Weapon Rng SRng LAcc SAcc LStrAPDAmmoTraits
"Krumper" Rivet Cannon - Rapid Fire

3"

9"

2

-

4

-1

2

3+

Rapid Fire (1), Unwieldy

"Krumper" Rivet Cannon - Super-heated rivet

3"

9"

2

-

6

-2

2

3+

Blaze, Unwieldy

Used By (1)