Flame Weapons alt in Sternwald Sector | World Anvil

Flame Weapons alt

Name Range RoF   Damage Type Pen Clip Reload Special Availability
Hand Flamer 10m s/-/- 1d10+4 E 2 2 2 Full Flame, Spray Scare
Hand Flamer, Astartes 10m s/-/- 1d10+9 E 4 4 2 Full Flame, Spray Astartes
Hand Flamer, Sororitas 10m s/-/- 1d10+4 E 2 6 2 Full Flame, Spray Rare
Flamer 20m s/-/- 1d10+4 E 2 6 2 Full Flame, Spray Scare
Flamer, Astartes 20m s/-/- 1d10+9 E 4 6 2 Full Flame, Spray Astartes
Flamer, Hades Assault 20m s/-/- 1d10+4 E 2 12 2 Full Flame, Spray Scarce
Heavy Flamer 30m s/-/- 1d10+5 E 4 10 2 Full Flame, Spray Rare
Heavy Flamer, Astartes 30m s/-/- 1d10+12 E 6 10 2 Full Flame, Spray Astartes
Heavy Flamer, Cerberus 30m s/2/- 1d10+5 E 3 8 2 Full Reliable, Flame, Spray Very Rare
Heavy Flamer, Gorgon 20m s/-/- 1d10+4 E 2 6 2 Full Corrosive(1), Felling (1), Flame, Spray, Toxic (1) Extremely Rare
Hydra (Flamer) 8m s/-/- 1d10+4 E 2 10 2 Full Flame, Spray, Proven (3), Special* Very Rare
Pyrophoric Vambrace (Flamer) 15m s/-/- 2d10+2 E 4 10 2 Full Corrosive(1), Flame, Spray, Those on fire take 2d10 Damage Tests to extinguish are at +0, not -20% Very Rare
Qualities:
Corrosive (x):Reduce armor on the hit location by (x) points.  If not listed, then 1d10
Felling (x): Reduce the benefit of targets Unnatural Toughness (if present) by (x) before calculating damage reduction
Flame: Target must Test Agility or catch on fire and affected by the Flame rules.  Those hit by a flame weapon test vs. Pinning (terrifying weapons)
Proven (x): If the damage dice are less than (x) count as (x).
Reliable: Weapon fails on a 95+, traumatic failure on a 00
Spray: Weapon effect projects in a 30 degree cone to maximum range, and those in the area need to test Agility (or dodge which ever is better).  If they pass they move to the nearest edge.  The weapon ignores cover, unless it is sealed.  The weapon cannot make called shots, and if the weilder rolls a 9 for damage the weapon jams after the shot is complete.
Toxic (x): If weapon penetrates the armor of the target, regardless of if it suffers any wounds, it must test Toughness -10% x (x value).  If they fail they take 1d10 damage directly to wounds.
Special: See originating rule book for more details.

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