Attack Quality List

Table of Contents

Attack Qualities

ATTACK QUALITIES
Name Effect
POSITIVE WEAPON QUALITIES
Accurate Accurate weapons gain a +10 bonus to BS when used with the aim action. When attacking with an Accurate weapon that is benefiting from the aim action, the weapon inflicts 1d10+PB damage on a hit roll of two degrees of success or more.
Balanced Parry tests made with this weapon take a +10 bonus.
Blast (X) This weapon hits everything within X metres of the target location. Roll damage once and apply to all targets. Blast damage always hits the Body.
Brutal When this weapon deals Critical Damage, (not including Righteous Fury) it deals +2 damage.
Carbine This weapon is a Carbine and may be fired one-handed with a -10 penalty instead of the usual -20. Furthermore, Carbines can be fired in melee combat with a -20 penalty.
Cleaving If a Cleaving weapon scores 2 degrees of success on a hit dealing critical damage (or a kill), 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 Attacks made with this weapon that hit with 3 degrees of success or more force the enemy to take a Toughness test. On a failure, the enemy is dazed for 1 round. If the enemy takes damage equal to their TB, they are knocked Prone.
Cruel (X) Attacks with this quality gain a bonus to their to-hit roll against targets who are dazed, stunned, surprised, helpless, prone or Knocked Down equal to the number in parentheses.
Crippling (X) Attacks made with this quality inflict the 'Crippling' status on targets so long as they score a single wound.
Deadly Attacks made with this weapon automatically confirm Righteous Fury.
Defensive This weapon gains a +15 bonus to parry attacks, but takes a -10 penalty to attacks made with this weapon.
Dependable Attacks made with this quality may reroll failed tests.
Devastating (X) Attacks made with this weapon against Hordes deals extra Magnitude damage equal to X.
Elemental (X, Y) Attacks made with this attack deal extra damage of a certain element. This element is listed first in parentheses, followed by the extra damage amount.
Fast (X) Attempts to evade this weapon with dodge or parry take a penalty to the test equal to X.
Fatal (X) Attacks made with this weapon against enemies that are dazed, stunned, surprised, helpless or are subject to a feint from you deal extra damage equal to the number in parentheses.
Felling(X) Attacks made with this weapon treat the enemy's Unnatural Toughness as being X lower for the purposes of damage.
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.
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.
Graviton Attacks with this quality deal extra damage to targets equal to the hit location's AP.
Keen This weapon deals +1 damage per 2 degrees of success.
Light When a Stumble is caused with this weapon, roll a 1d10. Only on a result of 10 does the wielder stumble.
Mighty This weapon rerolls Righteous Fury damage and takes the preferred result.
Nimble Nimble Weapons do not suffer the usual penalty for being used in a counter-attack.
Piercing Piercing weapons gain a +10 bonus to WS when used with the aim action. When attacking with a piercing weapon that is benefiting from the aim action, the weapon inflicts 1d10+AB damage on two degrees of success.
Precise Precise weapons gain a +10 bonus to hit when used with the aim action.
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.
Pulling (X) On successful hit, target tests Toughness. On a failure, the target is pulled towards the attacker a number of metres equal to the number in parentheses. Target enemy gains a +10 bonus to test per size category larger than attacker, and gains a -10 penalty per size category smaller. Does not affect Hordes.
Pushing (X) On successful hit, target tests Toughness. On a failure, the target is pulled away from the attacker a number of metres equal to the number in parentheses. Target enemy gains a +10 bonus to test per size category larger than attacker, and gains a -10 penalty per size category smaller. Does not affect Hordes.
Razor Sharp If Razor Sharp weapons score 3 degrees of success on a hit, their Penetration value is doubled.
Relentless Rapid weapons gain a +10 bonus to the Swift and Lightning Attack actions and deal an extra attack when used as part of a Swift or Lightning Attack. This attack does not count towards your maximum attack allowance.
Reliable Reliable weapons only jam on a roll of 100. Reliable spray weapons never jam.
Reach (X) Weapons with Reach can attack targets several meters away, equal to the number in parentheses. They may attack distant targets without penalty, even if there is someone else in the way (another enemy, or an ally). However, the weapon's reach also means it takes a -20 penalty to hit adjacent targets.
Redoubtable Enemies gain no to-hit bonuses for charging someone who bears a weapon with the Redoubtable quality. Redoubtable weapon wielders gain a +10 bonus to hit against a target who charged them until the end of their next action.
Savage Savage weapons roll two extra damage die, and drop the two lowest.
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.
Slayer This attack deals 1d5 Critical Damage on a successful hit.
Smashing Smashing weapons' attacks gain +2 Penetration per 2 degrees of success on the attack roll.
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.
Staggering When this weapon successfully hits an enemy, regardless of whether it deals damage, it causes the enemy to take a -5 penalty to all Reaction tests, with another -5 per 2 degrees of success on the attack roll.
Status Effect (X, Y, Z) When this attack successfully hits an enemy, the target must test against a Status Effect outlined in parentheses. It takes a bonus to the test equal to the number in parentheses. Effect lasts for Z rounds. For every 2 degrees of success on the attack roll, the target takes a -10 penalty to the test.
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.
Super Hit Bonus (X) Attacks with this weapon receive a modifier to their Super Hit Threshold equal to X.
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.
Unstoppable If an Unstoppable weapon's Penetration is greater than the AP of the enemy they hit, they reduce their target's TB by 1, +1 for every two points of Pen higher than AP (to a max of 4)
Vengeful (X) This attack triggers Righteous Fury on any damage roll with a value of X or higher.
Wearing If a Wearing attack hits and deals damage to a target, that target reduces their AP by 1 until healed. This effect can stack.
NEGATIVE WEAPON QUALITIES
Brittle When this weapon rolls a 96-100, or fails an attack test by 4 degrees or more, it instantly breaks, although it can be repaired.
Cumbersome (X) Attempts to evade this attack with dodge or parry take a bonus equal to the number in parentheses.
Heavy Attacks made with this weapon take a -10 penalty to hit.
Inaccurate This weapon does not benefit from the Aim Action.
Longshot This weapon takes a -10 penalty to hit targets which are closer than 30m. Attacks aimed at targets within Point Blank Range take a -30 penalty instead.
Primitive Attacks made with this weapon count the AP of the hit enemy as double for the purposes of damage reduction.
Slow This weapon causes stumbles on a roll of 91-100, and can never use the 'Lightning Attack' action.
Small This weapon is unable to parry attacks with the 'Heavy' qualities, or attacks made by enemies with size categories larger than the wielder.
Two-Handed This weapon must be fired with two hands; it cannot be fired with one.
Unarmed Attacks made with this weapon against enemies possessing weapons without this quality take a -20 to hit, and cannot parry attacks made by said weapons.
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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