Support Weapons Skill

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Support Weapons Skill

Postby mindwanders » Sat Sep 14, 2013 6:40 pm

Your character has an understanding of specialist equipment and explosives used to provide support and extra firepower to a group.

Heavy Weapons
As you increase in familiarity with heavy weapons you may use the following weapons.

  • 1. Underslung Grenade Launcher, Heavy Stubber
  • 2. Heavy Bolter, Auto Cannon
  • 3. Missile Launcher
  • 4. Multi-Melta, Heavy Plasma, Lascannon
  • 5. Xenos Autofire weapons
  • 6. Xenos Anti-Vehicle weapons

Grenades
You can use advanced grenade types as your knowledge of the support roll increases.

  • 1. Frag, Scare
  • 2. Stumm
  • 3. Plasma, Toxin
  • 4. Blind

Defuse Explosives

Your 1st rank in Support Weapons gives you a base 2 cards in your Demolitions Technical Skills Deck. Each additional rank of Support Weapons increases the size of your Demolitions skill deck by one.

Det Packs
With a Support Weapons skill of 1+ you may use Det Packs as portable explosive devices that must be placed and remote detonated (this requires a storyteller to be present). The damage that a Det Pack does is based on the charge type and the prop size must be bigger than the requirements below:

  • 0 WU Stabilised Nitro (Mass Single): 2x2X1 inches
  • 0 WU Shaped Stabilised Nitro (Double Through): 2x2x1 inches
  • 1 WU Plastic Explosive (Mass Double Knockdown): 4x2x1 inches
  • 3 WU Plasma (Mass Triple): 6x4x2 Inches
  • 3 WU Melta (Quad Through): 8x6x2 Inches
  • 3 WU Big Bomb (Mass Quad Knockdown): 10x8x2 Inches

Build Explosive Device

You may build and plant an explosive device from a pool of points equal to your rank in Support Weapons. An explosive device requires an explosive charge as a base that determines the damage and a collection of wires & electronics as a phys rep and it must be placed in position before the device is constructed. Construction takes 30 seconds per point spent in the device’s creation.

  • 0 WU Stabilised Nitro (Mass Single) 2x2x1 Inches
  • 1 WU Plastic Explosive (Mass Double) 4x2x1 Inches
  • 3 WU Plasma (Mass Triple) 6x4x2 Inches
  • 3 WU Melta (Quad Through) 8x6x2 Inches
  • 3 WU Big Bomb (Mass Quad Knockdown) 10x8x2 Inches
  • 5 WU Massive Charge (Global Double) 12x12x12 Inches

You can then use use your pool of points to modify the charge and add the following.
Remote Detonation: is detonated like a Det Pack 0pts
  • Shaped Charge: Reduce the area of effect by one step to add +1 Damage Through 0pt
  • Custom Trigger: Add a triggering method from Timer, Tripwire, Tamper Switch, Pressure sensor, Biospoor Detector, Energy Signature Detector (up to three triggers)1pt .
  • Complications: Add one of the following complications to the design Sealed casing, Unstable, Tamper trigger, Awkward position, Complex design, Hidden, Redundant systems 1pt
  • Carefully Placed: Increase the damage by +1 (to a max of Quad) 1pt
  • Add Through, Stun, Toxic or Knockdown calls 1pt
  • Low Blow: Remove any area of effect and add Dismember <Leg> 2pts
  • Add Shieldbreaker or Vital calls 2pt
  • Improvised construction taking only 10 seconds per point spent. 2pts

The charge type, tiggers and complications will also be used to determine the challenge cards used if anyone tries to disarm and explosive you have built.

Explosive Devices can be hidden by characters with stealth. A laminated Stealth [Rank] card should be placed on the device where it is clearly visible to show it is hidden. It is the players responsibility to bring their own stealth cards.



Heavy Weapons

Support weapons are large and require you to brace them before firing, we expect you to try and make this look good. At a minimum, it requires you to stop moving for three seconds before you fire each shot.

Type: Underslung Grenade Launcher
Rarity: Common
Damage: Special
Fully Automatic: No
Effect: Grenade Linked, single shot, Requires Support Weapons 1
Form: Barrel attachment
Phys-rep: Barrel attachment that fires something bigger than a dart.

Type: Heavy Stubber
Rarity: Common
Damage: Single
Fully Automatic: Yes (only Calls Single), no max clip size
Effect: Requires Support Weapons 1
Form: Heavy Weapon
Phys-rep: Nerf Hail-Fire, Vulcan EBF
http://warhammer40k.wikia.com/wiki/Heavy_Stubber

Type: Heavy Bolter
Rarity: Rare
Damage: Double
Fully Automatic: Double Yes, no max clip size
Effect: Requires Support Weapons 2
Form: Heavy Weapon
Phys-rep: Nerf Hail-Fire, Vulcan EBF
http://warhammer40k.wikia.com/wiki/Heavy_Bolter

Type: Auto Cannon
Rarity: Rare
Damage: Triple
Fully Automatic: No
Effect: Requires Support Weapons 2
Form: Heavy Weapon
Phys-rep: Nerf Hail-Fire, Vulcan EBF
http://warhammer40k.wikia.com/wiki/Autocannon

Type: Missile Launcher
Rarity: Scarce
Damage: Special
Fully Automatic: No
Effect: As Missile (you must have a phys rep for each missile fired)
Form: Heavy Weapon
Phys-rep: Converted Hydro Cannon
http://warhammer40k.wikia.com/wiki/Missile_Launcher

Type: Heavy Plasma Gun
Rarity: Extremely Rare
Damage: Triple
Fully Automatic: Yes Single Plasma
Effect: May be overcharged to fire at Mass Quad Through. Once fired, the user must spend 30 seconds waiting for the weapon to cool, no max clip size. Requires Support Weapons 4
Form: Heavy Weapon
Phys-rep: Big and shoulder mounted (8” diameter, 4 foot long)
http://warhammer40k.wikia.com/wiki/Plasma_Cannon

Type: Multi Melta
Rarity: Rare
Damage: Quad Through
Fully Automatic: No
Effect: Requires Support Weapons 4
Form: Heavy Weapon
Phys-rep: Big and hand held (around Nerf Hail-Fire, Vulcan EBF size)
http://warhammer40k.wikia.com/wiki/Multi-Melta

Type: Lascannon
Rarity: Rare
Damage: Quad Through
Fully Automatic: No
Effect: May Call Shieldbreaker once per combat, Requires Support Weapons 4
Form: Heavy Weapon
Phys-rep: Big and shoulder mounted (Hydro Cannon size)
http://warhammer40k.wikia.com/wiki/Lascannon

Missiles

Frag (0 WU)
Ranged Mass Double Knockdown

Scare (1 WU)
Ranged Mass Fear.

Plasma (3 WU)
Ranged Mass Triple Through

Toxin (4 WU)
Ranged Mass Single Shield Breaker Toxic

Crack (6 WU)
Ranged Quad Through Disable {Limb}
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Re: Support Weapons Skill

Postby Maakeff » Wed Oct 02, 2013 3:41 pm

Ooh, didn't notice the demolitions customisation rules before... :-)

I assume the "Demolitions" skill requirements on the guns are all redundant, btw?
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Re: Support Weapons Skill

Postby horzabora » Wed Oct 02, 2013 5:14 pm

The requirement on the guns should be 'Support Weapons' - we'll update this as soon as practical!
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Re: Support Weapons Skill

Postby mindwanders » Thu Oct 03, 2013 5:20 pm

References to the Demolitions skill have now been swapped for Support Weapons.
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Re: Support Weapons Skill

Postby Maakeff » Fri Oct 04, 2013 9:03 am

I assume this is classed as a "Combat" skill - is this correct? :-)
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Re: Support Weapons Skill

Postby Yoda » Fri Oct 04, 2013 7:37 pm

Actually, it's a Knowledge skill...

Yes, it is indeed a Combat skill.
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Re: Support Weapons Skill

Postby Lifestealer » Fri Oct 04, 2013 11:32 pm

So there's a combat skill I'll need to have at 6...
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Re: Support Weapons Skill

Postby Maakeff » Mon Oct 07, 2013 8:56 am

Yoda wrote:Actually, it's a Knowledge skill...

Yes, it is indeed a Combat skill.

There was a possibility it could have been support, but it wasn't a massive chance. :-)
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Re: Support Weapons Skill

Postby mindwanders » Sat Oct 12, 2013 5:43 pm

The section on Grenades was not updated to reflect the move of Frag grenades to a 1+ Support Weapons skill requirement that was made on Grenades page the 1st October.

This has now been corrected so both pages match.
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Re: Support Weapons Skill

Postby Maakeff » Tue Oct 29, 2013 2:23 pm

I've had a few thoughts on this that I'd like to raise, please. :-) No hurry, just wanted to get them down while they're on my mind:

- A Lascannon calls "Quad Through". If this was a normal weapon, it'd require Ranged Weapon skill at 5 to make use of its damage call. As statted, it requires Support Weapon skill at 4 to use. Does that skill requirement allow one to make full use of it's statted abilities, with no further skill requirements needed? And are there any weapons that do not follow the same ruling, in this category?

- Similarly, a Heavy Bolter requires Support Weapon skill at 2 to use. It allows Full Auto fire. How many times can one call "Automatic Fire"? I assume that it comes off the user's Support Weapon skill in the same way that normal guns come off Ranged Weapons, but I may be wrong. Also, I would not be surprised if more auto-fire calls were allowed with this particular weapon due to it's very nature as an automatic-firing weapon.

Thanks! :-)
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