Weapon options
The rule
A model comes with a default weapon and can swap it for one of several alternatives. It ends up with exactly one weapon from the list.
The structure
Make each weapon a selection entry carrying its own weapon profile. Put the weapons in a group set to min 1, max 1, so exactly one is chosen. Mark the default weapon as the group's default, so a freshly added model is already legal and already armed.
Name the group after the choice it presents, for example "Weapon", not "One choice only". The name should tell the player what they are picking.
Giving a model several default weapons
If a model starts with more than one weapon by default (a pistol and a blade, say), set the default amount on each weapon that should start equipped. The defaultAmount field preselects a weapon while leaving the player free to remove it, and it accepts comma-separated values for multiple default stacks.
Every model takes the same weapon
If a choice must be identical across a whole unit rather than per model, mark the weapon options collective so the models stay grouped into one stack and the swap is made once for all of them; see Collective.
Notes
- Each weapon holds its own profile, so the stat line follows the choice automatically.
- If a weapon's profile refers to a separate ability or a damage table, leave that characteristic as
*and let the referenced rule supply the detail. - Reuse the same weapon across units by defining it once as a shared entry and linking it.