diff --git a/2021 - Kill Team.gst b/2021 - Kill Team.gst
index 991d0b3..9519f0f 100644
--- a/2021 - Kill Team.gst
+++ b/2021 - Kill Team.gst
@@ -1,1112 +1,1117 @@
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- 5
- 2+
- 2/2
- Rng ⬟, Torrent ⬤
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- Each time this operative fights in combat, the enemy operative in that combat cannot be supported.
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- Each time this operative fights in combat, in the Roll Attack Dice step of that combat, you can re-roll one of your attack dice.
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- Each time this operative fights in combat, if any friendly operatives are supporting them, add 1 to the Attacks characteristic of their melee weapons for that combat.
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- Add 1 to the Critical Damage characteristic of this operative's melee weapons.
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- Each time this operative fights in combat, subtract 1 from the Weapon Skill characteristic of the enemy operative for that combat.
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- Each time this operative fights in combat, in the Roll Attack Dice step of that combat, if you retain any critical hits, you can inflict one Mortal Wound on the enemy operative in that combat.
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- Each time this operative makes a shooting attack, in the Roll Attack dice step of that shooting attack, you can re-roll one of your attack dice.
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- Each time this operative makes a shooting attack, if you roll any critical hits, inflict one mortal wound on the target.
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- Each time this operative performs an Overwatch action, for that action's shooting attack, do not worsen the Ballistic Skill characteristic of its ranged weapons as a result of performing an Overwatch action.
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- Each time this operative makes a shooting attack, when determining if the intended target is in Cover, Cover lines ignore the bases of all other operatives.
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- Each time this operative performs a Shoot action, when you would retain attack dice for that action's shooting attack, if it has not performed a Normal Move, Fall Back or Charge action during that activation, you can select one of your results of 5+ to be retained as a critical hit.
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- Once per Turning Point, after this operative makes a shooting attack while on a Vantage Point, if the target did not lose any wounds as a result of that shooting attack, repeat that shooting attack.
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- Each time this operative is activated, so long as it does not perform a Shoot or Fight action during that activation, it can perform one free Dash action.
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- This operative can perform a Dash action more that once during its activation. In addition, it automatically passes Jump tests and does not need to spend ⬤ to traverse.
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- When this operative is activated during the first Turning Point, you can change its order.
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- During the Set Up Operatives step of the mission sequence, this operative can be set up within ⬛ of your drop zone.
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- Each time this operative performs a Normal Move or Dash action, it can move within Engagement Range of enemy operatives. It cannot finish that move within Engagement Range of them. Each time this operative performs a Charge action, so long as it finishes that move within Engagement Range of an enemy operative, it can move within Engagement Range of any enemy operatives during that move.
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- Each time this operative is the target of a shooting attack, in the Roll Defence Dice step of that shooting attack, if it has a Conceal order, you can re-roll one of your defence dice.
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- Add 2 to this operative's Wounds characteristic.
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- Each time this operative is the target of a shooting attack, in the Roll Attack Dice step of that shooting attack, you can change one of your opponent's retained critical hits to a normal hit.
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- When determining control of an objective marker, treat this operative's APL characteristic as being 1 higher. Note that this is not a modifier.
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- This operative is never injured.
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- Each time this operative is the target of a shooting attack, in the Roll Defence Dice step of that shooting attack, ignore the AP1 special rule.
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- Each time this operative would lose a wound as a result of a mortal wound or critical damage, roll one D6: on a 5+, that wound is not lost.
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- This operative cannot perform Dash actions and its APL characteristic cannot be modified.
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- This operative always suffers the penalty to the Ballistic Skill characteristic of its ranged weapons as if it were injured.
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- This operative always suffers the penalty to the Weapon Skill characteristic of its melee weapons as if it were injured.
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- This operative always suffers the penalty to its Movement characteristic as if it were injured.
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- This operative does not gain a Battle Scar, but does not gain any experience from this battle.
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- Select one ranged weapon the operative is equipped with. This weapon gains the Ceaseless special rule.
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- Select one ranged weapon the operative is equipped with. This weapon gains the P1 special rule.
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- Select one ranged weapon the operative is equipped with. This weapon gains the Rending special rule.
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- Select one ranged weapon the operative is equipped with. Add 1 to both Damage characteristics of this weapon.
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- Select one ranged weapon the operative is equipped with. This weapon gains the No Cover special rule.
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- Select one ranged weapon the operative is equipped with. Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit you retain, you can re-roll one of your attack dice.
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- Select one melee weapon the operative is equipped with. This weapon gains the Balanced special rule.
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- Select one melee weapon the operative is equipped with. This weapon gains the Brutal special rule.
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- Select one melee weapon the operative is equipped with. This weapon gains the Rending special rule.
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- Select one melee weapon the operative is equipped with. This weapon gains the Lethal 5+ rule.
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- Select one melee weapon the operative is equipped with. This weapon gains the Stun special rule.
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- Select one melee weapon the operative is equipped with. Add 1 to both Damage characteristics of this weapon.
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- Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack. x is the number after the weapon's AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
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- Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, the automatic retention of defence dice as a result of cover is determined differently. Instead, if any part of the operative's base is hidden by a terrain feature from directly above, the defender can retain defence dice as if they were in cover.
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- Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice stop of that combat or shooting attack, you can re-roll one of your attack dice.
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- Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.
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- Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, your opponent can only parry with critical hits.
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- 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, you can re-roll any or all of your attack dice results of 1.
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- Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice result of 1 that is discarded, that operative suffers 3 mortal wounds.
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- Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each each other. x is the distance after the weapon's Torrent, e.g. Torrent ⬤
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- Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target. x is the distance after the weapon's Rng, e.g. Rng ⬟. All other rules for selecting a valid target still apply.
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- An Operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
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- Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
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- Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.
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- 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+.
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- This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
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- Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target. x is the number after the weapon's MW, e.g. MW3.
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- 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).
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- 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 weapon gains the APx rule for that shooting attack. x is the number after the weapon's P, e.g. P1.
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- Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, if you strike with a critical hit, inflict x mortal wounds on each other enemy operative Visible to the friendly operative and within ▲ of it or the target operative. x is the number after the weapon's Reap, e.g. Reap 1.
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- 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, you can re-roll any or all of your attack dice.
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- 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, if you retain any critical hits you can retain one normal hit as a critical hit.
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- While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).
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- Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target and each other operative Visible to and within ⬤ of it. x is the number after the weapon's Splash, e.g. Splash 1.
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- 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.
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-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.
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- An operative can only make a shooting attack with this weapon if an extra AP is subtracted to perform a Shoot action. It cannot make a shooting attack with this weapon by performing an Overwatch action.
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- Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within ⬤ of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.
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- ▲
- ⬤
- ⬛
- ⬟
- ⌖
- ⚔
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+ 5
+ 2+
+ 2/2
+ Rng ⬟, Torrent ⬤
+ -
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+ Each time this operative fights in combat, the enemy operative in that combat cannot be supported.
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+ Each time this operative fights in combat, in the Roll Attack Dice step of that combat, you can re-roll one of your attack dice.
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+ Each time this operative fights in combat, if any friendly operatives are supporting them, add 1 to the Attacks characteristic of their melee weapons for that combat.
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+ Add 1 to the Critical Damage characteristic of this operative's melee weapons.
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+ Each time this operative fights in combat, subtract 1 from the Weapon Skill characteristic of the enemy operative for that combat.
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+ Each time this operative fights in combat, in the Roll Attack Dice step of that combat, if you retain any critical hits, you can inflict one Mortal Wound on the enemy operative in that combat.
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+ Each time this operative makes a shooting attack, in the Roll Attack dice step of that shooting attack, you can re-roll one of your attack dice.
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+ Each time this operative makes a shooting attack, if you roll any critical hits, inflict one mortal wound on the target.
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+ Each time this operative performs an Overwatch action, for that action's shooting attack, do not worsen the Ballistic Skill characteristic of its ranged weapons as a result of performing an Overwatch action.
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+ Each time this operative makes a shooting attack, when determining if the intended target is in Cover, Cover lines ignore the bases of all other operatives.
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+ Each time this operative performs a Shoot action, when you would retain attack dice for that action's shooting attack, if it has not performed a Normal Move, Fall Back or Charge action during that activation, you can select one of your results of 5+ to be retained as a critical hit.
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+ Once per Turning Point, after this operative makes a shooting attack while on a Vantage Point, if the target did not lose any wounds as a result of that shooting attack, repeat that shooting attack.
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+ Each time this operative is activated, so long as it does not perform a Shoot or Fight action during that activation, it can perform one free Dash action.
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+ This operative can perform a Dash action more that once during its activation. In addition, it automatically passes Jump tests and does not need to spend ⬤ to traverse.
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+ When this operative is activated during the first Turning Point, you can change its order.
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+ During the Set Up Operatives step of the mission sequence, this operative can be set up within ⬛ of your drop zone.
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+ Each time this operative performs a Normal Move or Dash action, it can move within Engagement Range of enemy operatives. It cannot finish that move within Engagement Range of them. Each time this operative performs a Charge action, so long as it finishes that move within Engagement Range of an enemy operative, it can move within Engagement Range of any enemy operatives during that move.
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+ Each time this operative is the target of a shooting attack, in the Roll Defence Dice step of that shooting attack, if it has a Conceal order, you can re-roll one of your defence dice.
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+ Add 2 to this operative's Wounds characteristic.
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+ Each time this operative is the target of a shooting attack, in the Roll Attack Dice step of that shooting attack, you can change one of your opponent's retained critical hits to a normal hit.
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+ When determining control of an objective marker, treat this operative's APL characteristic as being 1 higher. Note that this is not a modifier.
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+ This operative is never injured.
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+ Each time this operative is the target of a shooting attack, in the Roll Defence Dice step of that shooting attack, ignore the AP1 special rule.
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+ Each time this operative would lose a wound as a result of a mortal wound or critical damage, roll one D6: on a 5+, that wound is not lost.
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+ This operative cannot perform Dash actions and its APL characteristic cannot be modified.
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+ This operative always suffers the penalty to the Ballistic Skill characteristic of its ranged weapons as if it were injured.
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+ This operative always suffers the penalty to the Weapon Skill characteristic of its melee weapons as if it were injured.
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+ This operative always suffers the penalty to its Movement characteristic as if it were injured.
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+ This operative does not gain a Battle Scar, but does not gain any experience from this battle.
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+ Select one ranged weapon the operative is equipped with. This weapon gains the Ceaseless special rule.
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+ Select one ranged weapon the operative is equipped with. This weapon gains the P1 special rule.
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+ Select one ranged weapon the operative is equipped with. This weapon gains the Rending special rule.
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+ Select one ranged weapon the operative is equipped with. Add 1 to both Damage characteristics of this weapon.
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+ Select one ranged weapon the operative is equipped with. This weapon gains the No Cover special rule.
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+ Select one ranged weapon the operative is equipped with. Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit you retain, you can re-roll one of your attack dice.
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+ Select one melee weapon the operative is equipped with. This weapon gains the Balanced special rule.
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+ Select one melee weapon the operative is equipped with. This weapon gains the Brutal special rule.
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+ Select one melee weapon the operative is equipped with. This weapon gains the Rending special rule.
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+ Select one melee weapon the operative is equipped with. This weapon gains the Lethal 5+ rule.
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+ Select one melee weapon the operative is equipped with. This weapon gains the Stun special rule.
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+ Select one melee weapon the operative is equipped with. Add 1 to both Damage characteristics of this weapon.
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+ Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack. x is the number after the weapon's AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
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+ Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, the automatic retention of defence dice as a result of cover is determined differently. Instead, if any part of the operative's base is hidden by a terrain feature from directly above, the defender can retain defence dice as if they were in cover.
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+ Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice stop of that combat or shooting attack, you can re-roll one of your attack dice.
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+ Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.
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+ Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, your opponent can only parry with critical hits.
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+ 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, you can re-roll any or all of your attack dice results of 1.
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+ Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice result of 1 that is discarded, that operative suffers 3 mortal wounds.
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+ Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each each other. x is the distance after the weapon's Torrent, e.g. Torrent ⬤
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+ Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target. x is the distance after the weapon's Rng, e.g. Rng ⬟. All other rules for selecting a valid target still apply.
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+ An Operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
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+ Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
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+ Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.
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+ 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+.
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+ This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
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+ Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target. x is the number after the weapon's MW, e.g. MW3.
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+ 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).
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+ 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 weapon gains the APx rule for that shooting attack. x is the number after the weapon's P, e.g. P1.
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+ Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, if you strike with a critical hit, inflict x mortal wounds on each other enemy operative Visible to the friendly operative and within ▲ of it or the target operative. x is the number after the weapon's Reap, e.g. Reap 1.
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+ 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, you can re-roll any or all of your attack dice.
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+ 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, if you retain any critical hits you can retain one normal hit as a critical hit.
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+ While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).
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+ Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target and each other operative Visible to and within ⬤ of it. x is the number after the weapon's Splash, e.g. Splash 1.
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+ 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.
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+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.
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+ An operative can only make a shooting attack with this weapon if an extra AP is subtracted to perform a Shoot action. It cannot make a shooting attack with this weapon by performing an Overwatch action.
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+ Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within ⬤ of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.
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+ ▲
+ ⬤
+ ⬛
+ ⬟
+ ⌖
+ ⚔
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