Scariks Strands40k Weapons
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 | 5 | Power Field, AP |
Wulfenbach Family Sword | 3 | 5 | 0 | * | Phase Blade, AP/AT |
Pistols
Weapon | Dmg | Pen | Range | Cost | Aspects |
---|---|---|---|---|---|
Bolt Pistol | 3 | 2 | 1 | 5 | Small, Firefight(2), Pistol, Tearing, AP |
Seraphim Hand Flamer | 3 | 2 | 0 | 8 | Blessed, Small, Flamer, Pistol, AP |
Plasma Pistol | 3 | 4 | 1 | 7 | Small, Plasma, Pistol, AP |
Rifles
Weapon | Dmg | Pen | Range | Cost | Aspects |
---|---|---|---|---|---|
Boltgun | 3 | 2 | 2 | 6 | Firefight(3), Tearing, AP |
Flamer | 3 | 2 | 1 | 4 | Flamer, AP |
Meltagun | 4 | 5 | 0 | 6 | Melta, AT |
Support
Weapon | Dmg | Pen | Range | Cost | Aspects |
---|---|---|---|---|---|
Heavy Bolter | 4 | 3 | 3 | 7 | Support, Firefight(4), Tearing, AP |
Autocannon | 5 | 3 | 4 | 6 | Support, Firefight (2), AP/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).
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
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.