Full Weapon Quality List

Weapon Special Qualities

WEAPON SPECIAL QUALITIES
Name Effect
Melee Craftsmanship Qualities
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 Craftsmanship Qualities
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.
Weapon Type Qualities
Blaster Blaster Weapons deal +2 Damage, Penetration and gain Devastating (2) at Point Blank Range. Conversely they lose 2 Damage and Penetration at anything beyond Short Range.
Carbine This weapon may be fired one-handed with only a -10 penalty
Compact Compact weapons are small and are treated as Pistols instead of Basic weapons for the purposes of talents, traits, qualities etc. Compact melee weapons can be used in a grapple. If applied to a Basic Weapon, the weapon's range and ammo clip is halved.
Core Knife If this weapon deals Critical Damage, it deals +5 extra, but is instantly destroyed in the process.
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.
Fist Base This weapon may only be equipped to a hand wielding a Power Glove or, in E-Scale, an F-Power Glove. The hand may not pick up anything else.
Force Weapon As a half, you may channel ATS into the weapon to improve its ability. For every 2 points of ATS, the weapon gains +1 Damage and Penetration. Furthermore, the weapon gains the Positron quality. Channelling may be maintained as a free action. After dealing damage with a Force Weapon, you may immediately make a SR test (opposed by Willpower) and, if successful, add an extra ATS/2 to the damage dealt, counting any Chanelled ATS as part of that pool as well.
F-Type This weapon may only be equipped by Evangelions wearing F-Type Armour.
Fusion Fusion Weapons deal +1d10 damage and double their Penetration at Point Blank Range. At Long Range they deal -2 damage, and at Extreme they deal -4. Fusion Weapons possess the Felling (2) Quality.
Fusion Lance Fusion Lance Weapons may be used in melee combat. They gain the Point Blank damage and penetration bonus but not the customary to-hit bonus.
Graviton Attacks with this quality deal extra damage to targets equal to the hit location's AP.
Great Cannon The Great Positron 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.
Grenadier Weapon is equipped with a small under-slung grenade launcher that can hold a single grenade, reloads on a half. Range 30m/dm.
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.
Heat Whenever this weapon is used as a parry and successfully parries an attack, roll a 1d100; on a roll of 51 or higher, it destroys the offending weapon so long as it is not an unarmed, natural, Heat, Power Fielded or Angelic weapon. If the weapon's attack causes critical damage, the struck is set on fire; if the weapon attacks a location already on fire, it deals +4 damage. When applied to a weapon as an upgrade, the weapon gains +2 Penetration.
Hellgun Whenever a Hellgun is fired on semi or full auto, it does not generate extra hits, nor does it benefit from the +10/+20 BS bonus. Instead it deals +1d5 damage to the first hit per degree of success, up to a maximum of semi/full cap. Dodging Hellgun attacks reduces their extra 1d5s by DoS.
Hyper-Progressive Attacks with this weapon reroll damage twice and take the highest result. This weapon also automatically gains Proven (4), unless it's a compact weapon, in which case it gains Proven (3). When applied as an upgrade to a weapon, the weapon also gains +1 Penetration.
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.
Maser Masers gain a +20 to confirm Righteous Furies, and possess the Proven (4) Quality.
Nanoblade This weapon's attacks deal +1 damage per Degree 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.
Pilum The Progressive Pilum is a one-handed melee weapon that can be folded compactly, and so is capable of fitting into a Storage dock. However, it is a deliberately fragile weapon, a marriage of a javelin and a core knife. The Pilum breaks after a single use. However, if the Pilum causes Critical Damage on its hit, it immediately causes an extra +5 damage.
Pneumatic This weapon automatically confirms Righteous Fury. When it deals damage in excess of the target's TB, the target loses an unspent reaction. When applied as an upgrade to a weapon, the weapon also gains +1 damage.
Positron When attacking a target with AT Deflection, this attack ignores 10% of Deflection per point of Penetration. When applied as an upgrade, this weapon gains +2 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.
Progressive Attacks with this weapon reroll damage once and take the highest result. When applied as an upgrade to a weapon, the weapon also gains +1 Penetration.
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 When wielded by someone possessing an active AT Field, Sigilite Weapons ignore 20% of Deflection per point of Penetration. Furthermore, as a half, you may channel ATS into the weapon to improve its ability. For every 2 points of ATS, the weapon gains +1 Damage and Penetration. Channelling may be maintained as a free action. After dealing damage with a Sigilite Weapon, you may immediately make a SR test (opposed by Willpower) and, if successful, add an extra ATS/2 to the damage dealt, counting any Chanelled ATS as part of that pool as well.
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.
Teleforce Teleforce Weapons can benefit from Charged Shots. By spending 2 Ammo as a Half Action, the weapon wielder add +2 damage and +1 Pen 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. Charging a Teleforce weapon counts as an attack action, and so the weapon may not be fired in the same turn in which it is charged. Charged Shots may only be fired on single shot.
Tesla When applied as an upgrade, this weapon gains an extra +1d10 damage and +2 Pen, but cannot is unable to inflict more than 1 point of Critical Damage per attack, even with talents or other modifiers.
Positive Qualities
Accurate When aimed, the weapon grants an extra +10 to hit. Basic weapons also deal an extra 1d10+Perception Bonus damage if it hits with +2 degrees or more.
Acid(X) When this weapon's attack hits a target, it reduces the target's AP by the amount in parentheses.
Amp(X) Weapon increases your ATS by the number shown in parentheses.
AT Foci (X) Weapon can sustain a number of Sustain Half powers equal to X as a Free Action. It also increases your Intelligence Bonus by X for the purposes of the AT Focus talent.
AT Leech On a hit, the target loses 1d5 ATS for 1 round and you gain the same amount.
AT Surge Whenever you score 5 Degrees of Success with this weapon, you may instantly as a free action use one of the following AT Powers: AT Blast, AT Wave, Repulsion. You must have the ATP available to trigger this power, and you may expend any Chanelled ATP on the power as well.
Balanced Parry tests made with this weapon take a +10 bonus.
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 Dgrees 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. By spending 2 ATP as a half action, or 4 ATP as a free, you may shift the weapon's length to make it a longer weapon. This makes it two-handed, but deals extra damage equal to half your SB.
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.
Blaster Blaster Weapons deal +2 Damage, Penetration and gain Devastating (2) at Point Blank Range. Conversely they lose 2 Damage and Penetration at anything beyond Short Range.
Brutal On a hit that does damage the attack deals 1d5 instant Critical Damage.
Burst Weapons with the Burst quality fire Semi or Full auto as a half action, but gain no BS bonus from the action.
Cleaving If a Cleaving weapon scores 2 degrees of success on a hit dealing critical damage, the wielder can make an immediate 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 to their TB (after soak) must test Toughness, with a -5 penalty per degree of success on the hit. On a failure, they are Dazed (Half actions only) for one round and knocked prone.
Corrosive If this weapon's attack deals damage after TB and AP, it deals +1d5 extra damage.
Crippling Enemies hit by this weapon must test toughness or gain the 'Crippling' quality. Characters with the Crippling quality must pass toughness if they take anything more than a single half action per turn or take 1d10 damage, ignoring TB and AP. They cannot take Critical Damage from this, but if they take Crippling damage at Wounds 0 they begin to suffer from Blood Loss. E-Scale Units (Evas etc) apply this damage to the affected limb. If more than one limb is affected, roll damage once and apply to all.
Defensive Parry tests made with this weapon take a +15 bonus, but take a -10 penalty to attack tests.
Devastating (x) This weapon, when attacking Hordes, deals an extra point of Magnitude damage equal to the number in parentheses.
Devouring Should this attack hit and do damage the attacker heals 1d5 wounds.
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.
Disruptive (X) Attacks by this weapon automatically penetrate AT Fields with an ATS equal to the Penetration of the weapon. Every hit with a Disruptive weapon that hits an enemy with an AT Field reduces the Field's Deflection Rating by 10% per number in parentheses, cumulative, until the start of the target's next turn (not including Celerity). Enemies that do not possess AT Fields (eg. D-Titans) instead take an extra 1d5 damage per number in parentheses.
Fast Fast Melee weapons impose a -10 penalty on attempts to parry its attacks.
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 cannot parry attacks made with this quality.
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 1d10m in a random direction. This amount is reduced by your Ballistic Skill Bonus. On a miss, the attack moves xd10m instead.
Lash Take a -20 WS test as a half on an enemy. Should it hit, the enemy is picked up and hurled SB*5 dm. They take 1d10+SB damage should they hit something, and the target is knocked prone.
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.
Longshot This Weapon takes a -30 penalty to hit at Point Blank range, a -10 to hit vs. targets within 50dm, a +10 to hit vs. targets 100dm away and +30 to hit vs. targets more than 200dm away. Can fire onto other continents or into orbit.
Necrotoxin Targets hit by the weapon reduce their TB by 1 for 1 round.
Nimble Weapon does not suffer the usual penalty for being used in a counter-attack.
Offhand Weapon reduces penalty to hit when making offhand or two-weapon attacks by 10.
Paralytic Strike Body parts hit by this weapon's attacks, if the attack deals damage, cannot be used for 1 round. If the body part is a head or torso the target is stunned for 1 round.
Power Field Whenever this weapon is used as to successfully parry, roll a 1d100; on a 26 or higher it destroys the offending weapon so long as it is not an unarmed, natural, Power Fielded or Angelic weapon.
Precise Precise Weapons add a +10 bonus to hit after an aim action.
Projection (X) This weapon increases the range of AT Field powers by 10m/1dm in P-Scale and 10dm/1km in E-Scale per X.
Proven(x) Proven always comes with a number in parentheses. Any damage die rolled cannot roll lower than this number and default to it instead.
Razor Sharp If Razor Sharp weapons score 2 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.
Scatter When fired at Point Blank Range, this weapon scores an extra hit for every two Degrees of Success, and inflicts +3 damage. However, when fired at ranges longer than Short, it takes a -10 penalty to hit and deals -3 damage.
Shocking(x) On a successful hit by this weapon, the target must test toughness, with a penalty to the test equal to ten times the 'x' in parentheses. On a failure the target is stunned for one round.
Snare (X) On a hit, the enemy must test Agility with a penalty equal to the number in parentheses. 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.
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). Targets test Agility to avoid the attack (this does not count as a reaction), but may use Dodge as a Reaction instead if so desired. On single-hit Spray weapons, the weapon jams on a damage roll of 9.
Storm Attacks made with this weapon deal double the normal amount of hits. So for example, a Scatter attack would deal two extra hits per two Degrees of Success, whilst a Full Auto Attack would deal two extra hits per Degree of Success. The total number of hits may not (for Semi/Full) exceed your normal Semi/Full limits.
Tearing When rolling damage for this weapon, roll an extra die and drop the lowest damage die.
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 A Twin-Linked Weapon takes a +20 to hit, and if it scores 2 or more Degrees of Success, inflicts one 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.
Negative Qualities
Inaccurate This weapon may never benefit from the Aim action.
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.
Slow Weapon cannot be used with Lightning Attack talent.
Unbalanced Parry tests made with this weapon take a -10 penalty, and the weapon cannot be used to make Lightning Attack actions.
Unreliable This weapon jams on a roll of 91-100.
Unwieldy This weapon cannot be used to parry or make Lightning Attack actions.

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Hallucinogenic Chart

Roll Effect
01-10 Bugsbugsbugsbugs! The character drops to the floor, flailing and screaming as he tries to claw off imaginary insects. Prone, and counts as Stunned.
11-20 My Hands…! The character believes horrible things have happened to his hands, flaying, mutation, etc. Drops everything carried in hands and counts as Stunned.
21-30 They're coming in through the walls! Hallucinates horrible monsters coming out of the ground/walls and opens fire. Character attacks a random piece of terrain (anything in the way gets hit as usual). Different target selected next round.
31-40 Nobody can see me! The character believes ve is invisible and wanders aimlessly. Moves in a random direction each round, using full move. Retains Reactions.
41-50 I can fly! Character jumps up and down on the spot, attempting to fly. If standing above ground level, may throw self off in random direction- falling damage applies.
51-60 They've got it in for me… The character is overcome with paranoia and believes vis comrades want vim dead. On turn, runs to cover out of LoS and stays there until effect wears off.
61-70 They got me, mother… The character believes ve has died and collapses to the floor. Counts as Helpless. Other characters who see 'death' must pass Intel test or think the character is also dead.
71-80 I'll take you all on! The character enters Frenzy and attacks the closest opponent.
81-90 I'm only little! Character believes ve is half his usual size and everything else is big and frightening. All other characters count as Fear (3) for character.
91-100 The worms! Character believes a giant worm is trying to snake itself around vis leg and attacks said leg with weapon (either ranged or melee). If weapon is not drawn, will draw weapon and attack.

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