Weapons list

Plasma torch

Advanced 50 GP

Described in: Core book

Nicknames: cutter / firelance

Description

This unassuming staff is a plasma cutting torch made for Cyclops division Knights. Air is drawn in at one end, ionised in the shaft, and expelled through an electric arc,creating a jet of plasma at the other end. It is used twohanded, like a spear. Its length keeps adversaries at bay, and its superheated flame (upwards of 32,000 degrees F) is particularly effective against enemies in armour.

Attack
Damages Violence Reach Energy Effect(s)
6D6 (18) + Strength 4D6 (12) Contact - ≤5ft -
Availables enhancements

10 PG

(The weapon dealt the killing blow to a boss of the Lady.)

Effect Condition
Damages +1D6, Violence +1D6 Lady creatures only.

10 PG

(The weapon dealt the killing blow to a boss of the Flesh.)

Effect Condition
Damages +1D6, Violence +1D6 Flesh creatures only.

15 PG

(Over the course of a single conflict phase, the Knight dealt the killing blow to or took at least 6 brutes and/or badasses out of combat. The weapon does not have the scatter X effect.)

Effect Condition
Cadence (2) Cadence (2)
-

10 PG

(The weapon dealt the killing blow to a boss of the Beast.)

Effect Condition
Damages +1D6, Violence +1D6 Beast creatures only.

20 PG

(The weapon allowed the Knight to accomplish their major motivation, or helped an ally accomplish theirs. A Knight of the Round Table must give permission for the Code to be engraved on the weapon.)

Effect Condition
[Hardened] (1) [Hardened] (1)
-

15 PG

(The weapon helped the Knight accomplish one of their lesser motivations at least five times.)

Effect Condition
[Fierté] (1) [Fierté] (1)
-

15 PG

(The weapon dealt the killing blow to or took a boss out of combat, and the Knight wielding it had 10 or fewer HP.)

Effect Condition
Obliteration Obliteration
-

10 PG

(The weapon dealt the killing blow to a behemoth of the Anathema.)

Effect Condition
Damages +2D6 Anathema Behemoth-class only

5 PG

(The weapon dealt the killing blow to or took a badass out of combat.)

Effect Condition
Damages +1D6
-

10 PG

(The weapon dealt the killing blow to a boss of the Machine.)

Effect Condition
Damages +1D6, Violence +1D6 Machine creatures only.

5 PG

(The weapon was used to protect an ally or an innocent from harm.)

Effect Condition
Defence (1) Defence (1)
-

20 PG

(The weapon dealt the killing blow to or took a boss out of combat, and the Knight wielding it had 10 or fewer HP)

Effect Condition
[Force field] (2) [Force field] (2) The weapon must be held

5 PG

(The weapon dealt the killing blow to or took a boss out of combat (not a boss of the Anathema))

Effect Condition
[Bonus dégâts] (3) [Bonus dégâts] (3)
-

5 PG

(The weapon dealt the killing blow to a boss of the Anathema.)

Effect Condition
Radiance (1) Radiance (1) Or give +1 if radiance already active

10 PG

(The weapon dealt the killing blow to a boss of the Mask.)

Effect Condition
Damages +1D6, Violence +1D6 Mask creatures only.

20 PG

(The weapon dealt the killing blow to one of the Overlords of the Anathema. The weapon does not have the anti-Anathema effect.)

Effect Condition
Anti-Anathema Anti-Anathema
-

5 PG

(The weapon dealt the killing blow to or took a band out of combat.)

Effect Condition
Violence +1D6
-

5 PG

Effect Condition
Damages +1D6 Agressive style only

20 PG

Effect Condition
[Sur mesure] [Sur mesure]
-

5 PG

Effect Condition
Stun (1) Stun (1)
-

10 PG

Effect Condition
[Allègement] [Allègement]
-
Damages -1D6
-

10 PG

Effect Condition
Weighted Weighted
-
Defence (-1) Defence (-1)
-

10 PG

Effect Condition
Assisted aim Assisted aim
-

10 PG

Effect Condition
[Tank] [Tank] If multiples weapons, all must have the enhancement to the bonus being effective

10 PG

Effect Condition
Finecrafted Finecrafted
-
Some weapons have both the destructive effect and ignore armour or armour-piercing effects. Why? – pages 415-417
Q&A > Arsenal questions > General effect questions - Jan. 17, 2025, 12:31 p.m.

Some creatures have no HP score. Against them, destructive always applies, ignoring ignore armour and armour-piercing effects. If a creature has HP and AP values, destructive still applies if the target’s AP are higher than the armour-piercing effect of the attack. If armour-piercing allows the attack to completely ignore the target’s AP, damage is dealt straight to the target’s HP and the destructive effect is ignored.