Each time a friendly operative makes a shooting attack with this weapon, in the Roll Defence Dice step of that shooting attack, successful saves are determined differently: - Invulnerable saves cannot be used. - Each result that is equal to or less than the target's APL is a successful save and is retained. - Each result that is higher than the target's APL is discarded. - Each retained result of 1 is a critical save.
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.
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.
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.
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.
5
2+
2/2
Rng ⬟, Indirect, *Soulstrike
MW2, Stun