Fusion grenade

(Entry)
Type: upgrade
EntryId: b68e-0c42-ef74-b286
Hidden: false

Constraints:

min: 1
max: 1
Rules (5)
Range x
Only operatives within *x* of the active operative can be valid targets, e.g. Range 9".
Devastating x
Each retained critical success immediately inflicts *x* damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating *x*), inflict *x* damage on that operative and each other operative visible to and within that distance of it. Note that success isn't discarded after doing so — it can still be resolved later in the sequence.
Limited x
After an operative uses this weapon a number of times in the battle equal to *x*, they no longer have it. If it's used multiple times in one action (e.g. Blast), treat this as one use.
Piercing x
The defender collects *x* less defence dice, e.g. Piercing 1. If the rule is Piercing Crits *x*, this only comes into effect if you retain any critical successes.
Saturate
The defender cannot retain cover saves.

Profiles:

Weapons ATKHITDMG
⌖ Fusion grenade

4

3+

4/3

Range 6", Devastating 2, Limited 1, Piercing 2, Saturate