Scariks Strands40k Weapons

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Weapons

Weapons have two ratings: Damage/Range and Penetration. Damage is how much Stress is added, Pen compares to hardness, if its equal or greater the hardness is halved vs that attack (round down). When you hit with Spin (by 3+) you halve the target's armor, if your weapon Penetrates that level of armor you ignore it entirely.

Damage:

1 - Improvised weapons (clubs, small hand tools)

2 - Light Weapons (knives, pistols)

3 - Basic Weapons (swords, bolters, rifles)

4 - Support Weapons (heavy bolters, autocannon)

5 - Heavy Weapons (lascannons, krak missiles)

Pen:

1 - monoblades, lasguns, autoguns

2 - bolters , chainswords

3 - power weapons, heavy bolters

4 - Plasma weapons and lascannons

5 - Melta weapons

Range:

1 - Pistols, Meltaguns

2 - Lasguns, Bolters

3 - Sniper Rifles, Heavy Bolters

4 - Missile Launchers, Autocannons

5 - Artillery

Melee

Weapon Dmg Pen Range Cost Aspects
Combat Knife 1 1 0 1 Small, AP
Powersword 3 3 0 4 Power Field, AP
Wulfenbach Family Sword 3 5 0 * Phase Blade, AP/AT

Pistols

Weapon Dmg Pen Range Aspects
Bolt Pistol 3 2 1 4 Small, Firefight(2), Tearing, AP
Hand Flamer 3 2 0 5 Small, flamer, AP
Plasma Pistol 3 4 1 6 Small, Plasma, AP

Rifles

Weapon Dmg Pen Range Aspects
Boltgun 3 2 2 5 Firefight(3), Tearing, AP
Flamer 3 2 1 3 Flamer, AP
Meltagun 4 5 0 5 Melta, AT


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).

Firefight: Number of enemies that can be damaged at once

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

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


Pistols

Weapon WR Range Cost Aspects
Bolt Pistol +6 1 6 Bulky, Tearing
Las Pistol +4 1 3 Small, High Capacity
Plasma Pistol +7 1 7 Small, Overheat, APx2
Navy Pistol +5 1 4 Tearing


Rifles

Weapon WR Range Cost Aspects
Boltgun +7 3 6 Bulky, Full-Auto, Large, Tearing
Long Las +7 4 5 High Capacity, Huge, Reliable, Optics
Las Carbine +6 2 3 High Capacity

Support

Weapon WR Range Cost Aspects
Heavy Bolter +9 4 7 Bulky, Full Auto, High Capacity, Huge, Tearing