Qualities

Weapon Quality List

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
Blind (X) Creates a dense cloud of smoke with a radius of X. Lasts for 1d10+10 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 3m of the hit square three times.
Dread-Base This weapon may only be wielded by someone wearing armour with the Dreadnought Quality.
Fist-Base This weapon may only be equipped to a hand wielding a Power Fist or, in E-Scale, an F-Power Glove. The hand may not pick up anything else.
Flashbang Any within blast radius must test Agility+10 or be blinded for a number of rounds equal to 1+Degrees of Failure.
Force You may channel ATP into the weapon as a Half Action. The Weapon gains +1 Damage and Penetration per 2 ATP and gains the Positron Quality. Channelling may be maintained as a free action. Once per turn after dealing damage with a Force weapon, you may immediately make a SR-30 test (opposed by Willpower); on a pass you add an extra ATP/2 to the damage dealt, counting any Chanelled ATP as part of that pool as well. After throwing a Chanelled weapon, you may spend 1 ATP per hit to retrieve the weapon as a free. This ATP may be drawn from Channelled ATP, but calculate damage accordingly.
F-Type This weapon may only be equipped by Evangelions wearing F-Type Armour.
Fusion Fusion Weapons gain the Tearing and Felling (2) Qualities and double their Penetration at Point Blank Range. At Long Range 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 Any within blast radius must test Toughness or be affected for 1d10 rounds. Roll on Hallucinogenic table to determine behaviour.
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 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).
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.
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.
Progressive Attacks with this weapon reroll damage once and take the highest result.
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 This weapon, When wielded by someone possessing an active AT Field, treats the target's Deflection as being 20% less 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. Once per turn after dealing damage with a Sigilite weapon, you may immediately make a SR test (opposed by Willpower); on a pass you add an extra ATP/2 to the damage dealt, counting any Chanelled ATP as part of that pool as well. After throwing a Chanelled weapon, you may spend 1 ATP per hit to retrieve the weapon as a free. This ATP may be drawn from Channelled ATP, but calculate damage accordingly.
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.
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 ATS by X.
Anti-Air (X) This weapon reduces the penalty to hit flying targets by X.
AT Foci (X) This 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 once per turn until the start of their next turn. You gain the corresponding amount until the start of your next turn.
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. 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.
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. 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.
Brutal On a hit that does damage the attack deals 1d5 instant Critical Damage.
Cleaving If a Cleaving weapon scores 2 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 to 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 Quality. 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) This weapon deals X extra Magnitude damage to Hordes.
Devouring Once per turn, 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 AT Field and Kinetic Barrier Deflection by 10% per hit. An Independent Character's Deflection may not be reduced by more than half % due to Disrupt per turn.
Fast Fast Melee weapons impose a -20 penalty on attempts to parry its attacks and take a +20 bonus when using or resisting Feints.
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 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 for 1 round.
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 stunned 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 default to it instead.
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 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.
Sarissa This Weapon may, on dealing Critical Damage, be destroyed in order to deal an extra 4 Critical Damage.
Scatter When fired at Point Blank Range, this weapon scores an extra hit for every two Degrees of Success, and inflicts +2 damage. However, when fired at ranges longer than Short, it takes a -10 penalty to hit and deals -2 damage.
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 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). 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 Burst) exceed your normal Burst 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 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. Firing Twin-Linked weapons count as a Burst attack.
Negative Qualities
Bulky This Weapon may not be fired unless someone besides the wielder is bracing the weapon as a Half Action every turn. Furthermore, it requires two Weapon Specialist slots when chosen by Hordes.
Faulty This Weapon may never gain to-hit bonuses due to range.
Inaccurate This weapon may never benefit from the Aim action.
Mounted (X) This weapon reduces your Agility by X so long as it is wielded, 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.
Slow Weapon cannot be used with Lightning Attack talent.
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 cannot be used to make Lightning Attack actions.
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.
Unwieldy This weapon cannot parry, and takes a -20 penalty to using or defending the Feint action. The weapon cannot be used to make Lightning Attack actions.

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Hallucinogen 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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E-Scale Ranged Settings

General Weapons

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 WUP, and can pick multiple ammo types. 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. You may purchase 1 warhead type per 1 WUP, and may take multiple warhead types. 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: 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 20dm of the primary target. In Strategic Scale, this benefit may be sacrificed to instead hit every square adjacent to the target's. - Gains Tearing No
Special Payload: Fusion Warhead Attack gains +4 Penetration. This attack always counts as being at Point Blank range 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

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Bolt Weapons

Bolt Weapon Special Qualities
Special Bolts Bolt Weapons may be equipped with special bolt clips, outlined below. 1 clip may be taken per 1 WUP. Special bolt clips often come with ammo, range or special quality modifiers, outlined in the ammo entry.
Name Effect Range Effect Clip Effect Quality Effect
Special Bolts: Amputator Rounds Whenever this Weapon would score Critical Damage, it deals +2 extra. Reduced by a Step - Unreliable
Special Bolts: Disruptor Bolts Weapon gains the Disrupt (1) Quality. - - -2 Damage
Special Bolts: Iron Vengeance Bolts Weapon gains +2 Pen and the Vengeful (9) Quality. On a hit roll of 91-100, the gun explodes, dealing a single hit to the arm of the wielder. Reduced by a Step - -
Special Bolts: Metal Storm Bolts Weapon gains the Anti-Air (+10), Blast (2) and Devastating (2) Qualities. - - -1 Dam, Pen
Special Bolts: S² Bolts Weapon gains the Force Quality. Reduced by a Step - Unreliable
Special Bolts: Tox Bolts Weapon gains the Toxic (20) Quality. Reduced by a Step - -1 Dam, Pen

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Maser Weapons

Maser Weapon Special Qualities
Variable Maser Weapons have the Variable quality, which allows the gun to be fired in one of several modes as shown below. The character chooses which mode to use at the start of their turn. Modes may modify weapon qualities, or increase the amount of ammo each shot uses; details are listed in the setting profile.
Name Effect Ammo Used Per Shot Quality Effect
Variable: Beam Weapon gains the Beam Quality. Single shot only. 4 Ammo Reliable replaced with Unreliable
Variable: Overload Weapon gains the Felling (2) Quality. Full/Semi Auto quality halved. 4 Ammo Reliable replaced with Unreliable
Variable: Tactical Hits with this weapon, even if dealing no damage, treat the enemy as though hit by a Markerlight. For extra hits, allocate a different ally. 1 Ammo -1 Dam, Pen
Variable: Stun Weapon gains the Disabling quality. 1 Ammo -1 Dam, Pen
Variable: Surface Focus Weapon gains Acid (1). Loses Semi/Full Auto quality. 4 Ammo -2 Dam, Pen

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Positron Weapons

Positron Weapon Special Qualities
Maximal Positron Weapons have the Maximal quality, which allows the gun to be fired in one of two modes as shown below. The character chooses which mode to use at the start of their turn. Modes may modify weapon qualities, or increase the amount of ammo each shot uses; details are listed in the setting profile.
Name Effect Ammo Used Per Shot Quality Effect
Maximal: Maximum Penetration Weapon gains +4 Penetration. 3 Ammo Recharge
Maximal: Maximum Power Weapon gains +1d10 damage. Single shot only. 3 Ammo Recharge
Maximal: Maximum Yield Weapon gains Blast (2), +1 if 2d10, +2 if 3d10. 3 Ammo Recharge

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P-Scale Ranged Settings

General Weapons

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

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Bolt Weapons

Bolt Weapon Special Qualities
Special Bolts Bolt Weapons may be equipped with special bolt clips, outlined below. 1 clip may be taken per 1 WUP. Special bolt clips often come with ammo, range or special quality modifiers, outlined in the ammo entry.
Name Effect Range Effect Clip Effect Quality Effect
Special Bolts: Amputator Rounds Whenever this Weapon would score Critical Damage, it deals +2 extra. Reduced by a Step - Unreliable
Special Bolts: Disruptor Bolts Weapon gains the Disrupt (1) Quality. - - -2 Damage
Special Bolts: Iron Vengeance Bolts Weapon gains +2 Pen and the Vengeful (9) Quality. On a hit roll of 91-100, the gun explodes, dealing a single hit to the arm of the wielder. Reduced by a Step - -
Special Bolts: Metal Storm Bolts Weapon gains the Anti-Air (+10), Blast (2) and Devastating (2) Qualities. - - -1 Dam, Pen
Special Bolts: S² Bolts Weapon gains the Force Quality. Reduced by a Step - Unreliable
Special Bolts: Tox Bolts Weapon gains the Toxic (20) Quality. Reduced by a Step - -1 Dam, Pen

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Maser Weapons

Maser Weapon Special Qualities
Variable Maser Weapons have the Variable quality, which allows the gun to be fired in one of several modes as shown below. The character chooses which mode to use at the start of their turn. Modes may modify weapon qualities, or increase the amount of ammo each shot uses; details are listed in the setting profile.
Name Effect Ammo Used Per Shot Quality Effect
Variable: Beam Weapon gains the Beam Quality. Single shot only. 4 Ammo Reliable replaced with Unreliable
Variable: Overload Weapon gains the Felling (2) Quality. Full/Semi Auto quality halved. 4 Ammo Reliable replaced with Unreliable
Variable: Tactical Hits with this weapon, even if dealing no damage, treat the enemy as though hit by a Markerlight. For extra hits, allocate a different ally. 1 Ammo -1 Dam, Pen
Variable: Stun Weapon gains the Disabling quality. 1 Ammo -1 Dam, Pen
Variable: Surface Focus Weapon gains Acid (1). Loses Semi/Full Auto quality. 4 Ammo -2 Dam, Pen

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Positron Weapons

Positron Weapon Special Qualities
Maximal Positron Weapons have the Maximal quality, which allows the gun to be fired in one of two modes as shown below. The character chooses which mode to use at the start of their turn. Modes may modify weapon qualities, or increase the amount of ammo each shot uses; details are listed in the setting profile.
Name Effect Ammo Used Per Shot Quality Effect
Maximal: Maximum Penetration Weapon gains +4 Penetration. 3 Ammo Recharge
Maximal: Maximum Power Weapon gains +1d10 damage. Single shot only. 3 Ammo Recharge
Maximal: Maximum Yield Weapon gains Blast (2), +1 if 2d10, +2 if 3d10. 3 Ammo Recharge

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Explosives

Launchers and Grenades Special Qualities
Name Effect
Blind (X) Creates a dense cloud of smoke with a radius of X. Lasts for 1d10+10 rounds. Blocks advanced sensors (SENTINELS etc).
Death Blossom Hits all targets within 3m three times.
Flashbang Any within blast radius must test Agility+10 or be blinded for a number of rounds equal to 1+Degrees of Failure.
Hallucinogen Any within blast radius must test Toughness or be affected for 1d10 rounds. Roll on Hallucinogenic table to determine behaviour.

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Armour Quality List

ARMOUR QUALITY LIST
Name Effect
Requirement Qualities
Heavy (X) You may not wear this armour unless either your Strength or Toughness is equal or higher to this value.
Iron Giant You must have the Iron Giant trait to wear this armour; whilst in this armour, you count your size category as being one higher for all purposes except that enemies do not take a bonus to hit you. Furthermore, whilst wearing this armour, delicate tasks take a -10 penalty to tests unless using equipment specifically designed for a Guard.
Iron Guard You must have the Iron Guard trait to wear this armour.
Material Qualities
Angelic Silk You may reroll one Dodge test per round.
Cerovite You are immune to fire damage, and Fusion attacks against you never double their Penetration against you.
Damaskite Attacks against you reduce their Penetration by -2. You gain the Shimmer (2) quality.
Fieldblinder You are invisible to AT Pings. Furthermore, Angelic Senses are treated as being half of what they are for the purposes of detecting you.
Morning's Light You gain a +10 modifier to agility and willpower tests against attacks or effects that stem from an Angel-based lifeform (Angels, Evas, Dysses, Solomons etc). Furthermore, whenever it would be appropriate, you count as having the Unnatural Strength and Toughness (+1) traits against these lifeforms.
Shadowline Unless they're at Point Blank Range, attacks against you always treat you as being at Extreme Range. Called shots on you take an extra -10 penalty. Attacks against you always incur Run penalties if you have moved, even if it's a half move.
Sigilite Armour Whenever you take damage, test Willpower-30. On a success, you reduce the amount of damage taken by your Willpower Bonus, to a minimum of zero. If the result of your roll is lower than your Willpower Bonus entirely, then you negate the attack completely.
Suzanium Attacks against you reroll damage and take the worse result (negates Tearing instead; removes 1 reroll from Hy-Prog). Awareness tests to locate you using indirect (out of LoS) electronic methods take a -20 penalty.
Positive Qualities
Ablative (X) Attacks with a Penetration below X are negated. Attacks with a Penetration above X are negated, but the armour loses Ablative in the process. If the attack's penetration is more than double X, then the armour loses Ablative but the attack is not negated.
Auto-Doc (X) Your armour possesses X loads of biogel which may be administered to you as a Free Action. Furthermore, so long as you are wearing it and the Auto-Doc function is operable, you heal 1 wound and 1 Fatigue per hour. Critical Damage is unaffected. Auto-doc comes with 6 slots to administer drugs which are loaded with morphine by default; you are also is granted a +10 bonus to toxic/gas attacks. Finally, Auto-Doc makes you a valid target for the Remote Care talent.
Chameleon (X) You may as a Half Action activate Chameleon Mode. You gain a +30 bonus to Stealth tests, and attacks made against you take a -20 penalty. Energetic activity (Running or attacking) reduces the Stealth bonus to +10 and the attack penalty to -10. You may sustain Chameleon Mode for a number of rounds per day up to X.
Dreadnought You increase your size by 1 category and are immune to Concussion, Knockdown and Grapple by anything smaller than Hulking. Furthermore, you're also immune to Smoke and Flashbangs. You gain the Auto-Stabilised Trait and may wield Heavy Weapons with one hand.
Empowering (X) You gain the Unnatural Strength (X) trait, stacking with any pre-existing Unnatural Strength value.
Fortified Enemies take a -20 penalty to tests to confirm Righteous Fury attacks against you.
Inspirational Any allies who can see you take +10 to WP tests.
Intimidating You gain a +10 bonus to Intimidation tests.
Invulnerable (X) When you are hit with an attack with a Penetration value lower than your AP, you automatically roll against X; on a success, the attack is completely negated.
Light You do not take penalties to the Stealth skill whilst wearing this armour.
Psy-Proof (X) You gain X as a bonus to tests to resist mental abilities.
Recoilless Wearer may fire Basic Weapons with one hand without penalty.
Rejuvenating (X) X times per mission, you may, as a Free Action, restore 1d10+TB wounds to yourself or remove TB Critical Damage; however, it cannot restore lost body parts. Furthermore, so long as you are wearing your armour, you heal 1 wound and 1 Fatigue per hour. Critical Damage is unaffected.
Sealed This armour is considered to be environmentally sealed. Environmental hazards (such as toxic air or radiation) do not affect you unless they breach the armour by doing so. Furthermore, when you take damage from being aflame (but not from flame-based attacks), you may add half your AP (rounding up) to the reduction from said damage instead of none. Finally, so long as the suit has power, it provides basic life support systems such as air filtration or nutrient recycling.
Sentinel You gain a +20 to Awareness tests and the Sonar Sense and Dark Sight traits.
Shimmer (X) This armour is protected by a distortive energy field, or holo-emitters, or the like. Attacks against you reduce their DoS by X, with the attack failing if DoS is reduced to below 0.
Slippery All Grapple tests against you intending to initiate a Grapple or use a Grapple Controller action take a -20 penalty.
Specialised (X, Y) AP is treated as +X against attacks of the matching damage type (Impact, Energy, Rending or eXplosive)
Spirit Armour (X) You treat your Deflection as though your ATS were X higher than it really is.
Stims Whenever you are stunned, the duration is limited to one turn maximum.
Swift (X) You gain the Unnatural Agility (X) trait, stacking with any pre-existing Unnatural Agility value.
Negative Qualities
Awkward (X) You reduce your agility by X; furthermore, you are unable to dodge or run.
Powered This armour has an electrical power source. So long as you are wearing it, you count as a Machine for the purposes of EMP or similar attacks.
Primitive This armour halves its AP against attacks, unless the attack is with a weapon of the Primitive quality as well.
Weak Spot (X) A called shot against a location covered by this armour which scores 3 or more DoS treats the AP as lower equal to X.

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