Range Weapons

Weapon Types:

Weapon Damage Penetration Ammo Range Cost Aspects and Traits Complication
Las-weapons 0 0 0 Reliable, Standard issue
Hellguns 0 1+ 2 Overheat
Stubber 1 0+ -1 1 Unreliable Jammed
Autogun 1 0 2 -1 1 Full Auto Jammed
Bolter 2 0 2 4 Shredding Jammed
Plasma 1 1 2 max: 4 5 Plasma, Overcharge Overheat
Melta 1 2++ 2* max: 2 6 Melta, Antivehicle(1*) Overheat
Flamer 1 1 2* max: 2 2 Fiery, Flamer, Hazard Explosion

+: Indicates statistics that are increased in heavier weapons.
*: indicates weapons for which only 1 reload can be carried.
Full Auto: Expend 1 extra ammo to reload any number of dice from the attack.

Weapon Classes:

Weapon Damage +* Ammo Maneuver Range Cost Aspects and Traits
Pistol + 0 + 0 + 0 + 0 2 + 0 Small, Assault
Carbine + 1 + 1 + 0 + 0 2 + 0 Assault
Rifle + 1 + 1 + 1 + 1 3 + 0
Heavy + 1 + 2 + 1 + 1 1-4 + 2 Setup, Area, Suppression, Full-auto
Field Gun + 1 + 2 1 + 1 1-4 + 2 Setup, Antivehicle(4)
Sniper Rifle + 1 + 1 1 + 1 2-5 + 3 Precision, Scoped, Deadly(2)
Wrist Mounted + 0 + 0 + 0 – 1 2 + 0 Wrist Mounted

Note on Ammo: Both the Field Cannon and Sniper Rifle classes always have only 1 ammo count, regardless of weapon type.

Wrist Mounted: The weapon is mounted on the wrist of a heavy power armor (Tactical or above), and may be used without any free hands. Special training is required to use it effectively (at the cost of a stunt), or suffer a -1 penalty on attacks.

Example weapons:

Weapon Damage Penetration Ammo Range Cost Aspects and Traits
Las Weapons (from table)
Laspistol 0 0 2 0 Small, Assault, Reliable, Standard issue
Lasgun 1 0 3 0 Reliable, Standard issue
Multi-las Cannon 1 0 1-4 2 Setup, Area, Suppression, Full-auto, Reliable, Standard issue
Hellpistol 0 1 2 2 Small, Assault
Hellgun 1 2 3 2
Lascannon 1 3 1-4 4 Anti-vehicle(4), Setup
Long-las 1 2 1 2-5 5 Precision, Scoped, Deadly(2)
Autoguns and Stubbers (from table)
Stubber Pistol 1 0 1 1 Small, Assault, Unreliable
Stubber Rifle 2 1 2 1 Unreliable
Auto-pistol 1 0 2 1 1 Small, Assault, Full Auto
Autogun 2 1 3 2 1 Full Auto
Autocannon 2 2 3 3 3 Setup, Area, Suppression, Full-auto, Unreliable
Sniper-Rifle 2 1 1 2-4 5 Precision, Scoped, Deadly(2), Unreliable
Bolters (from table)
Bolt Pistol 2 0 2 2 4 Small, Assault, Shredding
Bolter 3 0 3 3 4 Shredding
Heavy bolter 4 0 3 1-4 6 Setup, Suppression, Area, Full-auto, Shredding
Plasma Weapons (from table)
Plasma Pistol 1 1 2 2 5 Small, Assault, Plasma, Overcharge
Plasma Rifle 2 1 3 3 5 Plasma, Overcharge
Melta (from table)
Melta Pistol 1 2 2* 2 6 Small, Assault, Melta, Anti-vehicle(2)
Meltagun 2 4 2* 3 6 Melta, Anti-vehicle(4)
Flamer (from table)
Hand Flamer 1 1 2* 2 2 Small, Assault, Fiery, Flamer, Hazard
Flamer 2 1 2* 2 2 Fiery, Flamer, Hazard
Grenades
Frag Grenade 3 0 1 2 Blast, Single Use, Grenade
Krak Grenade 1 4 1 4 Single Use, Grenade, Anti-vehicle(2)
Grenade Launcher 2 0 2 2 4 Area, Slow, ignores Cover Aspects
Misc
Plasma Cannon 3 1 6 1-4 7 Setup, Plasma, Area, Suppression
Missile Launcher 2 2 1 3 3 Anti-vehicle(4) or Area
Shotgun 1 0 2 2 2 Assault, Shredding

Anti-vehicle(X): Ignores up to X Vehicle Armor
Assault: Can be used in melee.
Area: Attacks all characters in a zone (Excludes attacker). Costs 2 ammo per attack. Good vs squads.
Blast: Attacks all characters in a zone. Good vs squads.
Deadly(X): Against organic targets, ignores up to X points of damage reduction.
Flamer: As Area and ignores cover.
Fiery: If you inflict any damage on the target, the weapon does 1 point of physical stress damage at the start of the target’s turn. This damage can be prevented by a supplemental action, or free-tagging an appropriate Aspect
Full Auto: You may spend 1 ammo to reroll any number of dice from the attack.
Grenade: Grenades can be used in a variety of ways. To throw a grenade, use Might or Assault as the attack skill. To set the grenade up as a trap, use Tech; this may require a second roll to lure the enemy into the proper position. If the grenade hits, it ignores Cover Aspects when determining damage.
Hazard: Certain types of armor offering protection against environmental hazards also protects against this type of attack. Any such Aspect may be free-tagged to boost the Armor Rating.
Ignores Cover: Cover Aspects cannot be invoked
Melta: Against Vehicles, at range 0-1, inflicts an additional wound at -1
Overcharge: The weapon may discharge its power supply in a single shot, granting the attack + 1 Damage and + 1 Penetration, but consumes 1 extra ammo and gains Unreliable for the attack.
Plasma: If attack hits, but deals no damage, may reroll any of the attack dice.
Precision: When firing at a specific target within a squad, prevents the target from using the squad as cover. However, can never inflict more than 2 damage on a squad’s cohesion.
Reliable: When you use this weapon, you may replace your roll with 0.
Scoped: When you have Maneuvered to aim, may roll twice and pick either result.
Setup: Requires supplementary action to deploy and pick-up. Deploys on one of the borders of a zone and may only fire at targets covered by its fire arc.
Shocking: If the target takes any physical stress or consequence from the attack, they also take one mental stress damage.
Small: Can be used in one hand, concealable
Suppression: All organic targets must perform the Take Cover supplemental action, even if they are already in cover, or there are no Cover Aspects in the zone. They may forgo this by increasing the damage they take from the attack by 1.
Toxic: Attacks target Endurance. If any damage or consequences are inflicted, the attack ignores armor entirely. Only affects organic targets.
Unreliable: A roll of -4 or -3 on causes a Weapon Complication

Combi- Weapons
Combines two weapons with the Small trait into a single weapon. It loses the Small trait. Only one weapon mode may be fired each turn. Costs are added together.

Weapon Damage Penetration Ammo Range Cost Aspects and Traits
Combi-grenade Launcher 1 0 1 2 4 Area, ignores Cover Aspects

Storm Weapons
Storm weapons combine two of the same weapons together, and typically grant + 1 damage in total.

Weapon Types and Philosophy

Range Weapons

Fate: Warhammer 40,000 Andante