Lore
Quick Rules Fearsome: Enemy must pass WP test before they can Charge (if failed, don't move and activation ends) Blaze: After attack resolved, D6 roll of 4+ target becomes subject to Blaze. When Activated, S3 AP-1 D1 hit, then move 2D6" random direction, then roll D6. 6+ fire goes out (may be modified - see full rules). Disarm: Hit roll of 6+ in melee, target cannot use any weapons for reaction attacks for that round (reaction attacks are all unarmed). Knockback: If hit roll is =/+ than target's Toughness, moved back 1". If can't, increase Damage by 1. May trigger falling test. Limited: If ammo check failed, delete this ammo from fighter card. Power: Can only be Parried by other power weapons. Hit roll of natural "6" = +1 Damage and no armour save roll. Scatter Shot: If hit, make D6 wound rolls rather than 1. Hit me list <name> Hit them list <name>