Incendiary Charge

(Entry)
Type: upgrade
EntryId: 6621-f2ff-d2b7-f129
Hidden: false
Costs: 10 Credits
Rules (3)
Blast (3"/5")
The weapon uses a Blast marker.
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.
Grenade
The weapon uses Grenade Rules.

Profiles:

Weapon Rng SRng LAcc SAcc LStrAPDAmmoTraits
Incendiary charge

-

Sx3

-

-

3

-

1

5+

Blast (5"), Blaze, Grenade

Used By (3)
Grenades(Group)
Grenades(Group)
Rare (7)(Group)