Haywire mine

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

Constraints:

min: 1
max: 1
Rules (3)
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+.
Stun
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.
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:

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.
Weapons A WS/BS D SR !
⌖ Haywire mine 4 2+ 2/4 Lethal 5+, No Cover, *Proximity Stun