Quality List

Special Qualities

Weapon 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.
Crushing - When making a Burst with a Crushing Weapon, you may sacrifice all extra hits in order to add an equal amount of Penetration to your first attack.
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.
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.
Aura X Aura attacks are centered on you, dealing a hit to all targets within a radius of X Squares of you. Unless otherwise specified, Aura attacks auto-hit. Attempts to dodge an Aura attack take a -5 penalty per X; if they pass, they are pushed to the nearest edge of the blast radius.
Blast X Blast weapons explode on impact, dealing an attack to all targets within a radius of X squares. When you fail your BS test with a Blast Weapon, the attack scatters. Attempts to dodge a Blast attack take a -5 penalty per X; if they pass, they are pushed to the nearest edge of the blast radius. Blast attacks always hit the torso. They can be called, but only if directly aimed at a target; furthermore, everything else in the radius takes a hit to the torso.
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 (Negation with the Sacrifice action being an example) it is terminated.
Tight - 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.
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.
Positive Qualities
Accurate - This weapon adds a +10 bonus to hit after an aim action. Aimed called shots with this weapon deal Special Damage and gain the Proven (PB) Quality.
Anti-Air X This weapon reduces the penalty to hit higher altitude targets by X.
Anti-Armour - When Anti-Armour weapons score 3 degrees of success on a hit, their Penetration value is doubled.
Armour Killer - Attacks with this quality deal extra damage to targets equal to the hit location's AP.
Blitz - You double your DoS for the purposes of determining the amount of hits you score with this weapon as part of a Burst.
Brutal - When this weapon deals Lethal Damage, it deals +2 damage.
Cleaving - Any attack that removes a limb or defeat/kills an enemy grants you an extra standard attack, made immediately; this attack can also trigger Cleaving.
Concussive - Targets who take damage from this weapon equal or greater than their TB (after soak) must test Toughness. 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 biological target, then you restore 1d5 lost wounds (but not Lethal Damage). Not usable by Machines.
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.
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.
Guided - Attempts to dodge or jink this Weapon take a -20 penalty.
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. Incompatible with Unwieldy.
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 1d5 squares in a random direction. This amount is reduced by your Ballistic Skill Bonus. On a miss, the attack moves x d5 squares instead.
Keen - Keen Weapons increase their damage on a hit by 1 per 2 Degrees of Success, to a maximum of WSB. Does not apply to Flurries.
Lash - As a Standard Attack with a -20 penalty, you can on a hit, in lieu of damage, hurl the target a number of metres equal to your SB. They take 1d10+SB damage should they hit something, and the target is knocked prone.
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.
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.
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 half again per x.
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 - Burst attacks with this weapon apply the -5 penalty to hit for every 2 hits instead of every 1.
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.
Smoke - Creates a dense cloud of smoke in all hit spots. Lasts for 1d5 rounds.
Snapshot - This weapon may be half-aimed as a Reaction.
Subdual - Attacks by this weapon can be set to a non-lethal setting. Every time they inflict Lethal damage, they deal no damage but instead cause one level of fatigue and stun the enemy for a number of rounds equal to the amount of Lethal damage dealt.
Tearing - This weapon rerolls all damage die once and takes the highest total result (not the result of each die).
Toxic X Biological targets who are struck by this weapon and take any damage after soak must pass a Toughness test, or suffer X levels of fatigue.
Unbreakable - This weapon is considered unbreakable by any mundane method.
Unstoppable This weapon ignores Toughness Bonus when reducing damage by soak.
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 - Whenever this weapon jams, it backfires, dealing a single hit to the wielder, which can be avoided if the weapon is dropped as a Free Action.
Recharge - Whenever this weapon is fired, it may not be fired until after the following round.
Ungainly - This Weapon takes a -20 penalty to hit.
Unreliable - This weapon jams on a roll of 91-100.
Unwieldy - This weapon may not parry, and takes a -20 penalty to using or resisting Feint.

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Armour Qualities

ARMOUR QUALITY LIST
Name Subname Effect
Positive Qualities
Barrier X This armour gains +X AP, until the target takes an attack with Penetration higher than X.
Chameleon X You may as a Half Action activate Chameleon Mode, which provides you with the Chameleon trait for X rounds. Once used, you may not activate Chameleon again until you refresh the armour with meditation.
Durable X Unless they explicitly ignore armour, attacks against you cannot reduce your AP below X via Penetration (eg if you have Durable (2), you always count your AP as 2 even if the attack's penetration would reduce it to 1 or 0).
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 Critical Hits against you.
Implacable - You increase your size by 1 category and are immune to Concussion, Knockdown and Grapple by anything smaller than yourself in size categories. You gain the Auto-Stabilised Trait and may wield Heavy Weapons with one hand.
Inspirational X Any allies who can see you take +X to WP tests to resist Fear, Despair and pinning.
Invulnerable X When you are hit with an attack with a Penetration value lower than your AP, you automatically roll a d100 against X; on a success, the attack is completely negated.
Layered - Layered armour doubles its AP against Blast attacks.
Lightweight - You do not take penalties to the Stealth skill whilst wearing this armour. (Obviously if you wear a piece of armour without this then the effect is negated.)
Recoilless - You may fire Basic Weapons with one hand without penalty.
Rejuvenating X X times per day, you may, as a Free Action, restore 1d10+TB wounds to yourself or remove TB Lethal 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. Lethal Damage is unaffected.
Sentinel - You gain a +20 to Awareness tests and the Sonar Sense and Dark Sight traits.
Shadowy - Unless they're at Point Blank Distance, so long as you are in cover, ranged attacks against you always treat you as being at Extreme Distance.
Shimmer X When making successful dodge or parry tests, you add X to the degrees of success gained. Once per turn, after you make a successful dodge, you may as a Free Action move up to x metres in any direction, which does not trigger attacks of Opportunity.
Slippery - All Grapple tests against you intending to initiate a Grapple or use a Grapple Controller action take a -20 penalty.
Stims - Whenever you are Stunned or Dizzy, the duration is limited to a single turn.
Swifting X You gain the Unnatural Agility (X) trait, stacking with any pre-existing Unnatural Agility value.
Negative Qualities
Bulky X So long as you are wearing this armour, you take X penalty to Agility tests.
Slow - So long as you are wearing this armour, you are unable to dodge or run.
Weak Spot - A called shot against a location covered by this armour gains Penetration equal to DoS, to a maximum of the attacker's BSB.

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