Melta bomb

(Entry)
Type: upgrade
EntryId: 30bd-fb05-c4d4-cc71
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.
Heavy
An operative cannot use this weapon in an activation in which it moved, and it cannot move in an activation in which it used this weapon. If the rule is Heavy (***x*** only), where ***x*** is a move action, only that move is allowed, e.g. Heavy (**Dash** only). This weapon rule has no effect on preventing the **Guard** action.
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.

Profiles:

Weapons ATKHITDMG
⌖ Melta bomb

4

3+

5/3

Range 3", Devastating 3, Heavy (Reposition only), Limited 1, Piercing 2