Haywire mine

(Entry)
Type: upgrade
EntryId: e98c-b6a4-4f6c-366f
Hidden: false

Constraints:

min: 1
max: 1
Rules (3)
*Interference
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 target cannot move any further during this activation.
- Subtract 1 from the remaining action points the target has for this activation (if any). If it’s outside of the target’s activation, subtract 1 from the number of action points it generates in its next activation. Note that this is not a modifier to the target’s APL characteristic.
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+.
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).

Profiles:

Weapons AWS/BSDSR!
⌖ Haywire mine

4

2+

2/4

Lethal 5+, No Cover, *Proximity

*Interference

Abilities
*Proximity:

The first time an enemy operative moves within ⬛ of this operative's Haywire Mine token, make a shooting attack against that operative with this weapon (even if this operative is not in the killzone, and ignore all Ballistic Skill modifiers). When making that shooting attack, that enemy operative is always a valid target. Then remove this operative's Haywire Mine token. An operative cannot make a shooting attack with this weapon by any other means, or if its Haywire Mine token is not in the killzone.