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 |
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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