Quality List

Equipment Qualities

WEAPON SPECIAL QUALITIES
Name Subname Effect
Craftsmanship Qualities
Melee Weapons 1. Poor WS Tests with this weapon take a -10 penalty. Unless it is immune, it is instantly destroyed by Power Field and Heat quality weapons.
- 2. Average Per normal. Don't bother noting this on the weapon entry.
- 3. Good WS Tests with this weapon take a +5 bonus.
- 4. Best WS Tests with this weapon take a +10 bonus and deal +1 damage.
Ranged Weapons 1. Poor Weapon gains the Unreliable or Overheats quality (if Energy); if it already has one of these qualities, then it instead jams or overheats on any failed attack test.
- 2. Average Per normal. Don't bother noting this on the weapon entry.
- 3. Good Weapon gains the Reliable quality; if it has the Unreliable quality, it instead loses it.
- 4. Best BS tests with this weapon take a +10 bonus. Weapon gains the Reliable quality; if it has the Unreliable quality, it instead loses it.
Horde Qualities
Close This weapon may be used in melee.
Attack Pattern Qualities
Blast X Blast weapons explode on impact, dealing an attack to all targets within a radius of X Metres. When you fail your BS test with a Blast Weapon, they scatter. Attempts to dodge a Blast attack take a -5 penalty per X.
Line This Weapon fires in a straight line, hitting everything between the user and the end range of the attack. If the attack is blocked or negated in some way (Sacrificed by Pointman or deflected by an AT Field being the main ones) it is terminated.
Scatter When fired at Point Blank Distance, this weapon scores an extra hit for every two Degrees of Success, and inflicts +2 damage. However, when fired at Distances longer than Short, it takes a -10 penalty to hit and deals -2 damage.
Spray You attack everything within a 30 degree cone, up to the range listed on your weapon profile. Everything takes a single automatic hit (when applied to multi-hit attacks like a Full Auto, roll as normal, but the targets still take at least one hit). On single-hit Spray weapons, the weapon jams on a damage roll of 9.
Weapon Type Qualities
Blind X Creates a dense cloud of smoke with a radius of X. Lasts for 1d5+5 rounds. Blocks advanced sensors (SENTINELS etc).
Carbine This weapon may be fired one-handed with only a -10 penalty and may be Readied as a Free Action, so long as you're drawing it and not storing it. Furthermore, Carbines always have the Rapid Fire Quality.
Compact Compact weapons are are treated as Pistols instead of Basic weapons for all intents and purposes. Compact melee weapons can be used in a grapple. Compact Weapons may be Readied as a Free Action, so long as you're drawing it and not storing it. Compact melee weapons may not parry two-handed melee weapons.
Daiglaive Dynamic Glaves are one-handed, but may be wielded two-handed, where they add extra damage equal to half your SB (on top of the usual bonus). The weapon consists of two Blades, which may be separated into two swords for dual-wielding (which reduces the dual wield penalty by 10). Upgrades to the Daiglaive apply to both blades with a single purchase; however, if the wielder wishes for the blades to have two separate qualities (one light, the other heavy, for instance) they must pay for both upgrades.
Death Blossom Hits all targets within 3km of the hit square three times.
Dread-Based This weapon may only be wielded by someone wearing armour with the Dreadnought Quality.
Energized You add your SB to this weapon's Penetration, not to its damage.
Flashbang Any within blast radius must test Agility+10 or be blinded for a number of rounds equal to 1+Degrees of Failure.
Force Whenever the wielder of this weapon expends the Focused Sleeve or Massive Momentum power on an attack with the weapon, they may spend a reaction after the attack in order to instantly reapply the power, at the same level with the same effects, including Full Strength penalties. AT Users who throw this weapon automatically retrieve it (unless it was destroyed, grabbed etc) after the attack.
Fortress The Fortress Shield is big enough for an Eva to hide behind. It counts as a shield with the Shield (5) quality that covers all locations, but requires both arms to use. The shield cannot be used to parry unless you have Strength 50 and even then, you take a -10 penalty. Any attacks made with the shield count as a Knockdown attempt with a +10 bonus. As a half action, you may set the shield to face a specific direction. Any ranged attack from that direction that requires a BS test hits the shield instead. Auto-hitting ranged attacks or blast attacks ignore the shield. Melee attacks from that direction from a foe of equal or smaller size than you also hit the shield. Even if the shield's Ablative coating is burned away, the shield still counts as Cover (8) so long as it is set. This Cover does not deplete.
Fusion Fusion Weapons gain, at point blank range, +1d10 damage and double their Penetration. At Long Distance they deal -2 damage, and at Extreme they deal -4.
Graviton Attacks with this quality deal extra damage to targets equal to the hit location's AP.
Great Cannon The Positron Great Cannon must be fired from a fixed position. It takes 2 Full Actions to set up, after which it may not be moved (but may swivel on a point). Firing the GPC must be done from the Prone position. Should the user dodge an attack, it requires another Half to get back into position.
Guard This weapon requires an Iron Guard's physique, and cannot be wielded unless you possess the Iron Guard, Iron Guard Implants or both Unnatural Toughness (4) and Strength (4) traits.
Hallucinogen Being hit by this weapon causes the character to test Toughness; on a failure, they roll on the Hallucinogen table and suffer the effects for one round, plus another per Degree of Failure. If the weapon is one that causes damage (such as a blade) it must inflict damage after soak to have an effect.
Handling - This class of qualities outlines a weapon's balance and ease of handling. A weapon may only have one of these at any given time, and if it would have multiples, find the average and round down.
- 5. Poised Parry tests made with this weapon take a +10 bonus. Furthermore, this weapon imposes a -20 penalty on attempts to parry its attacks and take a +20 bonus when using or resisting Feints; it suffers no penalty for being used as part of a Counter Attack.
- 4. Balanced Parry tests made with this weapon take a +10 bonus. Furthermore, this weapon gains a +10 bonus when using or resisting Feints and suffers no penalty for being used as part of a Counter Attack.
- 3. Normal No effect. Don't record this on the weapon's sheet.
- 2. Unbalanced Parry tests made with this weapon take a -10 penalty, and you take a -10 penalty to using or defending against the Feint action. The weapon makes Lightning Attacks with a -15 penalty.
- 1. Unwieldy This weapon may not parry, and you take a -20 penalty to using or defending against the Feint action. The weapon makes Lightning Attacks with a -30 penalty.
Heat Heat Weapons gain the Power Field (20) Quality. If the weapon's attack causes critical damage, the struck location is set on fire. Heat weapon attacks against a location already on fire deal +2 damage.
Hellgun Hellguns may, before making an attack, choose to trade all extra hits from Burst attacks in for +2 Penetration per hit instead. Hellguns used in this way may instead call their shots, but are also dodged like standard attacks. Targets that take damage from Hellguns must test Agility or burst into flame on that location. Hellgun weapon attacks against a location already on fire deal +2 damage.
Hyper-Progressive Attacks with this weapon reroll all damage dice twice and take the highest result (for attacks with 2d or more, you take the rolls with the highest sum). This weapon also automatically gains Proven (4), unless it's a compact weapon, in which case it gains Proven (3).
Maser Masers gain a +20 to confirm Righteous Furies, and possess the Proven (4) Quality.
Mine Mines are set to detonate automatically when a target enters its range or blast radius. Laying a mine is a Demo+20 test. Does not trigger on allies.
Modal X Modal Weapons may, before making an attack, remove the Positron Quality from their weapon and add the Disrupt (X) quality instead.
Mono-Web This weapon leaves behind a dense network of extremely sharp monofilament web. Whenever this weapon is used, the squares on which it was used become Difficult Terrain (2) for 10 rounds, or until destroyed by fire. Anyone who falls when trying to move through this space suffers a single hit as per the Mono-Web profile, treating DoF on the test as DoS for the purposes of Razor Sharp. Hordes moving through the space may test Agility or Acrobatics when moving through it; on a failure they too take the damage as shown.
Nanoblade This weapon's attacks deal +1 damage per 2 Degrees of Success, to a maximum of your WSB. If the attack fails by 2 degrees of failure, however, or rolls a 96+, the blade instantly snaps.
Pneumatic This weapon doubles its Penetration against Ablatives. Furthermore, before making a Flurry attack, you may choose to apply +2 Penetration to the first hit for every hit sacrificed, to a maximum of double the weapon's usual Penetration. Pneumatic attacks used in this way may instead call their shots, but are also dodged like standard attacks.
Positron This Weapon treats the target's Deflection as being 10% less per point of Penetration.
Power Glove Power Gloves increase the damage of melee attacks made with the wearing hand by +1, and any Grappling Tests made with the hand take a +10 bonus (which doesn't stack if both hands possess Power Gloves). Natural Weapons may not be used whilst wearing a Power Glove.
Sarissa This Weapon may, on dealing Critical Damage, be destroyed in order to deal an extra 4 Critical Damage.
Shield X This weapon is a shield. It adds X AP to the equipped arm as well as to your body. Furthermore, you may make the Defensive Stance action as a Half Action with a shield.
Shuriken If this weapon's attacks have a Penetration value greater than the AP of a location, then reduce TB by 1, +1 for every two points of Pen higher than AP (to a max of 4)
Sigilite Sigilite Weapons always have the AT Penetrating Quality. Whenever the wielder of this weapon expends the Focused Sleeve or Massive Momentum power on an attack with the weapon, they may spend a reaction after the attack in order to instantly reapply the power, at the same level with the same effects, including Full Strength penalties. AT Users who throw this weapon automatically retrieve it (unless it was destroyed, grabbed etc) after the attack.
Stake Stake Weapons fit over an arm as part of a gauntlet. They do not require to be held in the hand to be used, leaving the hand free to wield other weapons.
Tesla This weapon is unable to inflict more than 1 point of Critical Damage per attack, even with talents or other modifiers.
Vortex X On impact, this weapon creates a chaotic vortex that has a pull on nearby objects, which lasts for X rounds. It creates a field around itself equal to the blast radius of the attack. All characters within the affected area suffer a -20 penalty to Agility tests. So long as the vortex exists, you deal the weapon's normal damage to all targets within the affected area at the end of each of your turns (not including the turn you fired the weapon). Targets must pass a free Agility test at the start of their turns in order to move out of the vortex. Targets that move through or into the vortex from the outside must immediately make an Agility test (with the penalty) or be caught within. Non-AT Field ranged attacks that pass through the area take a -20 penalty.
Positive Qualities
Accurate When aimed, the weapon grants an extra +10 to hit. Basic weapons also deal an extra 1d10 damage and gain the Proven (PB) Quality if it hits with +2 degrees or more.
Acid X Locations hit by an Acid attack lose a number of AP on the location equal to X. This persists until the target is repaired, but a target's AP may not be reduced by more than half max.
Amp X This weapon increases your SRB by X.
Anti-Air X This weapon reduces the penalty to hit flying targets by X.
AT Foci This weapon reduces the action required to sustain powers by a half action, minimum Free (ie. If sustaining 3 half action powers, you may now spend a Free Action to sustain all of them). It does not affect reaction-sustained powers.
AT Leech On a hit, the target loses 1d5*15 Deflection, which you gain until the start of your next turn.
AT Penetrating This attack ignores 15% of Deflection per SRB you possess.
AT Surge Whenever you score 3 Degrees of Success with this weapon, you may instantly as a free action use one of the following AT Powers at Half or Full Strength: AT Bolt, Forceful Surge, Inferno. You must still possess the power, and you obey all the usual rules and penalties for using it at Full Strength except the action cost.
Beam Single-shot attacks with this weapon, providing you fired and hit with the weapon last round, automatically pass tests to hit the same target with the same number of Degrees of Success. A new half action must still be spent on 'maintaining' the single, continuous attack. Deflection and dodge is assumed to resolve in exactly the same manner as it did in the previous round.
Binary This weapon's malleable form allows AT Field users to change it in some ways. As a Free Action, you may make it longer (or, if it is already longer, make it normal), which makes it two-handed and reduces its Handling by 1, but you add an extra 1d10 damage die.
Brutal On a hit that does damage the attack deals 1d5 instant Critical Damage.
Cleaving If a Cleaving weapon scores 3 degrees of success on a hit dealing critical damage, the wielder can make an immediate Standard Attack against anyone within range. This attack also possesses the Cleaving quality. If an attack dealt by a Cleaving weapon completely tears off a limb, the weapon can strike again regardless of Degrees of Success.
Concussive Targets who take damage from this weapon equal or greater than their TB (after soak) must test Toughness, with a -5 penalty per degree of success on the hit. On a failure, they lose an unspent reaction and are knocked prone.
Crippling Non-Machine Independent Characters that suffer damage from this weapon must test Toughness or gain the Crippling Status. This Quality only triggers once against a specific target per turn.
Defensive Parry tests made with this weapon take a +15 bonus, but take a -10 penalty to attack tests.
Devastating X Attacks with this weapon deal X extra Magnitude damage to Hordes per attack (not per hit).
Devouring Once per round, if this weapon deals damage to a Non-Machine Independent Character, then you heal 1d5 wounds (but not Critical Damage).
Disabling Attacks by this weapon can be set to a non-lethal setting. Instead, every time they inflict critical damage, they cause one level of fatigue and stun the enemy for a number of rounds equal to the amount of critical damage dealt.
Disrupt X This Weapon reduces Deflection by 10% per hit. An Independent Character's Deflection may not be reduced by more than half % due to Disrupt per turn.
Empowered This weapon has the ability to contain its charge for an extended period of time, building to critical mass before firing. As a half action, the weapon wielder can expend 1 ammo to add +3 damage to the weapon's next damage roll. This stacks with itself and has no limit. The weapon must have 1 ammo left over for the attack itself, however. Empowering this weapon counts as an attack action, and so the weapon may not be fired in the same turn in which it is empowered.
Felling X This weapon treats the target's Unnatural Toughness TB as being X lower for the purposes of soaking the attack.
Flame Targets of a Flame Attack must test Agility when hit or be set on fire.
Flexible Enemies take a -30 penalty to parry attacks from this weapon.
Indirect X This weapon may be fired at targets without requiring a line of sight, although you must have some idea of where the target is (last known position, spotter etc). This becomes a Full Action with a -10 penalty instead of a Half, and on a hit, your attack scatters, moving 1d5km in a random direction. This amount is reduced by your Ballistic Skill Bonus. On a miss, the attack moves xd5km instead.
Lash As a Half Action attack, you may make a -20 WS test on an enemy. Should it hit, the enemy is picked up and hurled SB*2 km. They take 1d10+SB damage should they hit something, and the target is knocked prone.
Lock-On Attempts to dodge or jink this Weapon take a -20 penalty, so long as the weapon was fired whilst benefiting from Half or Full Aim.
Longshot This Weapon takes a -30 penalty to hit at Assault Range, a -10 to hit vs. targets at Close Range, a +10 to hit vs. targets at Long Range and a +30 to hit vs. targets at Very Long Range.
Necrotoxin Targets hit by the weapon reduce their TB by 1 until the start of your next turn. This may stack, although it may not reduce the target's TB by more than half.
Paralytic Strike On a hit that deals damage, the target must make a Toughness test. On a failure, the hit location is unusable until the start of your next turn. Furthermore, if the location hit is the Body or the Head, then the target is instead dazed on a failure.
Power Field X Whenever this weapon parries or is parried by another, then it has an X % chance of destroying the other weapon. Has no effect against weapons with the Natural, Unarmed, Power Field or Sigilite qualities or Angelic Weapons. It also does not apply to Shields with the Ablative quality unless the weapon's penetration is enough to destroy the Ablative naturally.
Precise Precise Weapons add a +10 bonus to hit after an aim action.
Projection X This weapon increases the range of AT Field Powers, but not Spread Patterns, by X number of steps, to a maximum of Very Long.
Proven X Proven always comes with a number in parentheses. Any damage die rolled cannot roll lower than this number and defaults to it instead. This number may not be higher than the die's maximum result.
Quelling Non-Fortress or Capital Hordes that take damage from this weapon must instantly take a Pinning test.
Rapid-Fire This weapon makes Burst attacks as a Half Action.
Razor Sharp If Razor Sharp weapons score 3 degrees of success on a hit, their Penetration value is doubled.
Reliable Reliable Weapons only jam on attack rolls of 100. Reliable spray weapons never jam.
Shocking X On a successful hit by this weapon, the target must test toughness, with a penalty to the test equal to X. On a failure the target is stunned for one round.
Snapshot This weapon may be half-aimed as a Reaction.
Snare X On a hit, the enemy must test Agility with a penalty equal to X. On a failure, they are Immobilised until they succeed on a Strength or Acrobatics test on their own round as a Half Action. Only applies once to an enemy per round, even with multiple attacks.
Storm Attacks made with this weapon are treated as doubling their DoS for the purposes of generating extra attacks (such as Burst or Scatter).
Tearing Attacks with this weapon reroll all damage dice once and take the highest result (for attacks with 2d or more, you take the rolls with the highest sum).
Toxic X If a Toxic weapon hits and deals damage to a target after TB and AP, the target must test Toughness, with a penalty equal to X. On a failure, the target takes 1d10 additional damage of the same type as the attack.
Twin-Linked When Twin-Linked Weapons score 2 or more degrees, they deal a single extra hit. It also uses up twice the amount of ammunition and doubles reload time. When attacking non-Capital or Fortress Hordes, instead of inflicting an extra hit, you double total magnitude damage.
Vengeful X This weapon reduces the Fury threshold by X. For example, if the weapon is a 1d10 weapon with Vengeful (-1), then the weapon furies on a roll of 9 or 10; if it's a 1d5 weapon with Vengeful (-2), then it furies on a roll of 3, 4 or 5.
Negative Qualities
Bulky This Weapon may not be fired unless someone besides the wielder is bracing the weapon as a Half Action every turn. (Hordes ignore this penalty.)
Faulty This Weapon never gains to-hit bonuses due to Distance.
Inaccurate This weapon never benefits from the Aim action.
Mounted X So long as it is wielded, the wielder of this weapon takes an X penalty to all Agility tests and requires the Heavy Chassis Upgrade to wield.
Overheats This weapon overheats on an attack roll of 91 or higher. The wielder suffers a single hit equal to the weapon's damage profile with a Penetration of 0 to the wielding arm, which can be avoided if the wielder drops the weapon as a Free. The weapon must spend a round cooling down and cannot be fired again until the round after. Weapons that overheat do not jam, and any mechanism that would cause it to jam cause it to overheat instead.
Primitive Targets hit by this weapon double their AP against its attack before Penetration, unless the target's armour is also Primitive.
Recharge Whenever this weapon is fired, it may not be fired until after the following round.
Shutdown X On firing this weapon, you (and if a Horde, any Specialists) may take no actions except the Dodge, Half Move or Disengage action for a number of turns after equal to X.
Ungainly This Weapon takes a -20 penalty to hit any target of size Hulking or lower.
Unreliable This weapon jams on a roll of 91-100.

-- Back to Top --

E-Scale Ranged Settings

General Weapon Special Qualities
Custom Ammo General Weapons may be equipped with custom ammo clips, outlined below. Custom Ammo clips often come with ammo, range or special quality modifiers, outlined in the ammo entry.
Special Payload Anti-Eva Bazookas may be equipped with custom warheads, outlined below. Special Payloads often alter the Tactical Bazooka's range or qualities.
Name Effect Range Effect Clip Effect Quality Effect
Custom Ammo: Bleeder Rounds Targets hit by ammo of this type take +2 damage from all attacks until healed. - Halved Loses Reliable
Custom Ammo: Breach Rounds Targets hit by this weapon gain the Weak Spot (X) armour trait until the start of your next turn, where X is the number of hits sustained by this attack, max 5. Multiple uses of Breach Rounds on the same target in the same turn do not stack; take the best result. - Halved Loses Reliable
Custom Ammo: Cryo Rounds Water terrain hit by these rounds freezes for 1d3 rounds. Wet Independent Characters hit by these rounds lose 10 Agility for 1d3 Rounds. - - No Damage
Custom Ammo: Dragonfire Rounds Weapon gains the Flame Quality. - Halved -
Custom Ammo: EMP Cartridge Weapon now deals Energy damage and gains the Shocking (0) quality, +10 vs enemies with the Machine quality. Single or Semi-Auto Only. Reduced by a step - Always Unreliable
Custom Ammo: Interdict Rounds Weapon cannot be dodged or parried. So long as it hits, the enemy takes a -5 penalty to Dodges per hit until the start of your next turn. An Independent Character may take a maximum of -30 penalty total from Interdict Rounds. Single or Semi-Auto Only. - Halved No Damage
Custom Ammo: Smart Rounds When fired on burst mode, all hits with this weapon strike the same location as the first. - Halved -
Custom Ammo: Surveillance Rounds When fired, produces a small sensor that clears Fog of War in a 1km radius. If it hits enemies, then it will track that enemy for 1d3 rounds. - Halved No Damage
Custom Ammo: Synch Distorters On a hit, Eva pilot (inc. MP Evas and Divine Evas) tests Synch Disruption (may be triggered max once per turn on a single pilot). Single or Semi-Auto Only. - - -
Name Effect Range Effect Quality Effect Unlocked?
Special Payload: Bolt Cluster Warhead Weapon damage profile becomes 1d10+7X P4. When fired, it may strike up to five targets within 5km of the primary target. - Gains Tearing. Blast becomes (1), Devastating becomes (2), loses Indirect No
Special Payload: Fusion Warhead Attack gains +4 Penetration. This attack always counts as being at Point Blank distance for the purposes of triggering Fusion's extra damage and penetration. Quartered Gains Fusion. No
Special Payload: Positron Warhead Attack gains +3 Penetration. - Gains Positron. No

-- Back to Top --

P-Scale Ranged Settings

General Weapon Special Qualities
Custom Ammo General Weapons may be equipped with custom ammo clips, outlined below. Up to 3 clips total may be taken per 1 RP, and can pick multiple ammo types. Custom Ammo clips often come with ammo, range or special quality modifiers, outlined in the ammo entry.
Name Effect Range Effect Clip Effect Quality Effect
Custom Ammo: Bleeder Rounds Targets hit by ammo of this type take +2 damage from all attacks until healed. - Halved Loses Reliable
Custom Ammo: Breach Rounds Targets hit by this weapon gain the Weak Spot (X) armour trait until the start of your next turn, where X is the number of hits sustained by this attack, max 5. Multiple uses of Breach Rounds on the same target in the same turn do not stack; take the best result. - Halved Loses Reliable
Custom Ammo: Cryo Rounds Water terrain hit by these rounds freezes for 1d3 rounds. Wet Independent Characters hit by these rounds lose 10 Agility for 1d3 Rounds. - - No Damage
Custom Ammo: Dragonfire Rounds Weapon gains the Flame Quality. - Halved -
Custom Ammo: EMP Cartridge Weapon now deals Energy damage and gains the Shocking (0) quality, +10 vs enemies with the Machine quality. Single or Semi-Auto Only. Reduced by a step - Always Unreliable
Custom Ammo: Interdict Rounds Weapon cannot be dodged or parried. So long as it hits, the enemy takes a -5 penalty to Dodges per hit until the start of your next turn. An Independent Character may take a maximum of -30 penalty total from Interdict Rounds. Single or Semi-Auto Only. - Halved No Damage
Custom Ammo: Surveillance Rounds When fired, produces a small sensor that clears Fog of War in a 1dm radius. If it hits enemies, then it will track that enemy for 1d3 rounds. - Halved No Damage

-- Back to Top --
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License