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Scariks Strands40k Weapons
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==Weapon Aspects== ''Accurate'': +1 to Firefight when you have Maneuvered to aim at the target ''Aimed'': -1 to hit Zones closer than Range rating ''AP'': Anti-Personnel, weapon is meant to kill people ''AT'': Anti-Tank, weapon is anti-vehicular and has a -2 to hit small targets (like people). ''Blessed'': This weapon has additional effects against daemonic creatures, increases its penetration by 2 vs daemons and warp-powered defenses, and removes the ''Invulnerable'' aspect from the target's armor. The ''On Fire'' aspect of Blessed flamers also has these effects. ''Firefight'': Number of enemies that can be damaged at once by an AP attack. ''Flamer'': An area attack weapon that effects a single adjacent zone. Flamers may not make attacks beyond their normal range but may be used in assault range. Targets hit by a flamer are ''On Fire (2)''. Targets already on fire increase their flame effect by +1. ''Large'': large ranged weapon requires bracing, a Supplemental action. Bracing lasts until you move or fight in Assault. Large Melee weapons always require both hands. ''Melta'': Devastating to vehicles and structures, doubles damage when at half Range or less (min 0) ''Phase Blade'': Like a power weapon except even weapons with a power field can't stand up to it. On a tied defense powered weapons must test or be destroyed using the power field rule. Lesser weapons are always destroyed on a tie and also must test on a +/-1 ''Pistol'': May apply its Firefight value in Assault. Hand flamers are considered to have Firefight (3) for this purpose. ''Power Field'': This weapon shatters all hard objects and destroys non-powered weapons that contact it. On a tied defense roll the opponent's weapon is destroyed unless they make an Athletics roll vs a 3. ''Small'': Usable in one hand, concealable ''Slow'': It is a supplemental action to use a Slow weapon (ie -1 to attacks). ''Support'': Like large weapons, support weapons must be braced, however they are too large for humans to carry unassisted. Bracing is a Supplemental(2) action. ''Tearing'': +1 Damage against any target whose armor is reduced by a tearing weapon's penetration.
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