Quality List

Table of Contents

Special Qualities

WEAPON SPECIAL QUALITIES
Name Subname Effect
Design Qualities
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.
Crushing - When making a Flurry with a Crushing Weapon, you may sacrifice all extra hits in order to add an equal amount of Penetration to your first attack.
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 1d5dm in a random direction. This amount is reduced by your Ballistic Skill Bonus. On a miss, the attack moves xd5dm instead.
Light - Light weapons may always be readied as a Free Action, can be used as part of grapples, and you may use your AB in place of SB when attacking with them. However, they take a -20 penalty to parry attacks from two-handed weapons or creatures of a larger size than you.
Shield X This weapon is a shield. It adds X AP to the equipped arm as well as to your body. Furthermore, when you use the Guard Mode action, penalties to hit you increase by 10.
Smoke - Creates a dense cloud of smoke in all hit spots. Lasts for 1d5 rounds.
Unarmed Basic 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. However, if this weapon hits and deals damage after soak equal or greater to the target's TB, the target gains a level of fatigue. Unarmed attacks use either SB or AB depending on the user's discretion, cannot be dropped or disarmed, do not take up a hand and can be used in Grapples.
- Improved If this weapon hits and deals damage after soak equal or greater to the target's TB, the target gains a level of fatigue. Unarmed attacks use either SB or AB depending on the user's discretion, cannot be dropped or disarmed, do not take up a hand and can be used in Grapples.
Attack Pattern Qualities
Arc - On successfully hitting its target, this weapon strikes a number of other random targets within 10 squares equal to the number of DoS scored on the attack roll.
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.
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 it is terminated.
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 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 Burst, 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.
Positive Qualities
Accurate - When aimed, the weapon grants an extra +10 to hit. Basic weapons also deal Special Damage and gain the Proven (PB) Quality if it hits with +2 degrees or more.
Anti-Air X This weapon reduces the penalty to hit higher altitude targets by X.
Armour Killer - Attacks with this quality deal extra damage to targets equal to the hit location's AP.
Balanced - Parry tests, or attempts to Feint or resist Feint, made with this weapon take a +10 bonus. Handling modifiers improve this into Poised and degrade this into normal (no effect).
Brutal - When this weapon deals Lethal Damage, it deals +2 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 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.
Cracking X Targets struck by this attack reduce AP on the struck location by X. Cracking effects stack, but only up to a max equal to half the location's total AP (rounded up). This persists until the armour is repaired or, if the armour is part of the target's body, until they benefit from healing.
Cruel - Attacks with this Quality gain Technical Hits on targets who are Staggered.
Defensive - Parry tests made with this weapon take a +15 bonus, but attack tests with it take a -10 penalty.
Devouring - Once per round, if this weapon deals damage to a Non-Machine Independent Character, then you heal 1d5 wounds (but not Lethal Damage).
Disabling - Attacks by this weapon can be set to a non-lethal setting. Instead, every time they inflict Lethal Damage, they cause one level of fatigue and stun the enemy for a number of rounds equal to the amount of critical damage dealt.
Exposing - 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 and Ailment resistance tests, with another -5 per 2 degrees of success on the attack roll.
Fast - Fast Weapons impose a -20 penalty on attempts to parry its attacks and take a +20 bonus when using or resisting Feints, which does not stack with Balanced. It suffers no penalty for being used as part of a Counter Attack.
Felling X This weapon treats the target's Unnatural Toughness TB as being X lower for the purposes of soaking the attack.
Flexible - Enemies cannot parry attacks made with this quality.
Keen - Keen Weapons increase their damage on a hit by 1 per 2 Degrees of Success, to a maximum of WSB.
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*2m. 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 does not gain the usual attack test modifiers due to distance from a target. Instead, its modifiers are based on range: it 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.
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.
Poised - Parry tests, or attempts to Feint or resist Feint, made with this weapon take a +10 bonus. Attempts to parry this weapon take a -20 penalty. Handling modifiers cannot improve this quality, and degrade it into Balanced.
Precise - Precise Weapons add a +10 bonus to hit after an aim action.
Projection X This weapon increases the range of Spells cast by the wielder by X number of steps, to a maximum of Very Long.
Proven X If this weapon's damage die is lower than X, than the result defaults to X. This number may not be higher than the die's maximum result. Proven cannot force a Critical Hit.
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.
Reach X This melee weapon may make attacks against a target X squares away.
Reliable - Reliable Weapons only jam on attack rolls of 100. Reliable spray weapons never jam.
Savage - This weapon rerolls all damage die twice and takes the highest total result (not the result of each die).
Slayer - Attacks with this quality automatically pass Critical Confirm tests.
Snapshot - This weapon may be half-aimed as a Reaction.
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 - This weapon rerolls all damage die once and takes the highest total result (not the result of each die).
Toxic - If a Toxic weapon hits and deals damage to a target after TB and AP, the target must test Toughness. On a failure, the attack gains Special Damage.
Unbreakable - This weapon is considered unbreakable by any mundane method.
Unstoppable - Any Penetration this weapon has in excess of AP ignores up to 4 points of the target's TB.
Vengeful X This weapon reduces the Critical Hit threshold by X. For example, if the weapon is a 1d10 weapon with Vengeful (-1), then the weapon crits on a roll of 9 or 10; if it's a 1d5 weapon with Vengeful (-2), then it crits on a roll of 3, 4 or 5.
Ailment Qualities
Amnesing - On a successful hit by this weapon, the target must pass a Willpower test or suffer the Amnesiac ailment.
Brainwashing - On a successful hit by this weapon, the target must pass a Willpower test or suffer the Brainwashed ailment.
Burning - On a successful hit by this weapon, the target must pass an Agility test or suffer the Burning ailment.
Condemning - On a successful hit by this weapon, the target must pass a Willpower test or suffer the Condemned ailment.
Confusing - On a successful hit by this weapon, the target must pass a Willpower test or suffer the Confused ailment.
Damning - On a successful hit by this weapon, the target must pass a Willpower test or suffer the Damning ailment.
Despairing - On a successful hit by this weapon, the target must pass a Willpower test or suffer the Despairing ailment.
Dizzying - On a successful hit by this weapon, the target must pass an Agility test or suffer the Dizzy ailment.
Drowsing - On a successful hit by this weapon, the target must pass a Toughness test or suffer the Drowsing ailment.
Enraging - On a successful hit by this weapon, the target must pass a Willpower test or suffer the Enraged ailment.
Freezing - On a successful hit by this weapon, the target must pass a Toughness test or suffer the Frozen ailment.
Panicking - On a successful hit by this weapon, the target must pass a Willpower test or suffer the Panicked ailment.
Shocking - On a successful hit by this weapon, the target must pass a Toughness test or suffer the Shocked ailment.
Negative Qualities
Awkward X So long as you are wielding this weapon, you take X penalty to Agility tests.
Cumbersome X Attempts to evade this attack with dodge or parry take a bonus equal to the number in parentheses.
Faulty - This Weapon never gains to-hit bonuses due to Distance.
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.
Recharge - Whenever this weapon is fired, it may not be fired until after the following round.
Unbalanced - Parry tests, or attempts to Feint or resist Feint, made with this weapon take a -10 penalty. Lightning Attacks take a -20 penalty on top of the usual penalty. Handling modifiers improve this into normal (no effect) and degrade this into Unwieldy.
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 may not parry or make Lightning Attacks, and takes a -20 penalty to using or resisting Feint. Handling modifiers improve this into Unbalanced and cannot degrade the weapon.

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