Quality List

Table of Contents

Equipment Qualities

WEAPON SPECIAL QUALITIES
Name Subname Effect Example
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
Antimatter - Antimatter Weapons are Exotic Weapons and require the Exotic Proficiency (Antimatter) Talent to use. Antimatter Weapons ignore TB. -
Beam - Beam Weapons are melee weapons that use an energy 'beam' to deal damage. By default, Beam weapons use the same technology as Sun weapons, and so count as having the Sun Quality (inc. variable settings). They can be upgraded with other power sources, which will change its Qualities accordingly. Beam Weapons do not add Strength to damage, but instead add it to Penetration. Finally, Beam Weapons have ammo; If at any time the Beam Weapon is used (attacks, parries etc), then at the end of the Round, it uses just 1 ammo. Sir Elodie Huang is wielding a Beam Sabre. In Round 2, she makes a standard attack, so at the end of the round she uses 1 ammo, leaving her with 5. In Round 3, she makes a Lightning Attack and two Parries with it; she expends one ammo at the end of Round 3, leaving her with 4 more ammo left.
Det - When this weapon deals Critical Damage, including from Fury, then the attack also gains the Concussive (+Critical Damage dealt) quality. Det weapons always have Tearing. Sir Michael Namatjira strikes an enemy with his Detgun. It hits and deals 9 damage, rolling twice on the d10 as per Tearing. The target has 3 TB, reducing it to 6 damage; they have 4 wounds, so they now go into 2 Critical Damage. Thus the attack gains the Concussive (2) Quality.
Disruptor - Disruptors are Exotic Weapons and require the Exotic Proficiency (Disruptor) Talent to use. On destroying a body part, Disruptors usually vaporise it, destroying the part and anything in it. As a result, Ejection tests against a killing shot caused by a Disruptor take a -20 penalty, and Breaches from them deal +10 damage. Sir Robert Fraser strikes an enemy Modular Suit in the torso, destroying the unit. The pilot takes a -20 penalty to eject and rolls a 40; this pushes it down to 20, meaning they fail to eject! They then take +10 damage to their own bodies on top of the usual breach results.
Flechette - This weapon gains the Storm Quality when fired at Point Blank range. Flechette Weapons always have Scatter. Sir Elizabeth Deakin fires full-auto with a Flechette Rifle (full auto 4), at a target 2dm away, within Point Blank Range. She only scores 2 DoS, for 4 hits (1 base, 2 Full Auto, 1 Scatter), But because of the range, her rifle gains Storm; that 1 DoS is treated as being 4 DoS, meaning she now scores 6 hits (1 base, 3 full auto, 2 Scatter) to her hapless foe.
Grenade - Grenades can be used by anyone without requiring special training. They can be loaded into weapons with the Launcher (Grenade) Quality. -
Karcharos - Karcharos Weapons always have the Tearing or Savage Quality. Karcharos Weapons add +2 to the result of Furies. -
Launcher X This weapon loads special munitions, noted as X. It can hold a number of X up to its clip maximum. When firing this weapon, it thus uses the damage, penetration and Qualities of whatever X is loaded. Sir Michael Namatjira has a Grenade Launcher, which fires Grenades. He loads 6 Frag Grenades into it; whenever he fires it, he will now fire a Frag Grenade.
Mag - Mag Weapons don't take any penalties for firing on Burst. When fired on Burst, every second hit strikes the same location as the previous hit. Sir Elizabeth Deakin fires full-auto with her Magrifle, dealing 6 hits to an enemy MS. The first hit strikes the left arm, which means the second hit does too; the third hit strikes the head, and thus so does the fourth hit; the fifth hit also hits the head, meaning the sixth does as well.
Magma - Magma Weapons are Exotic Weapons and require the Exotic Proficiency (Magma) Talent to use. Magma Weapons always have the Igniting Quality. Furthermore, because Magma Weapons shoot molten rock or metal, if a hit target fails their test against Igniting, not only do they catch on fire, but they also take -30 to any tests involving the hit location, and a -20 penalty to putting out the fire. -
Mineral - Mineral Weapons are made of minerals (usually a metal or rock). Default Mineral Weapons are made of Thinsteel, but can be upgraded with other materials. -
Missile - Missiles must be loaded into weapons with the Launcher (Missile) Quality in order to be used. Enemies take a -20 penalty to dodge Missile attacks, so long as the missile attack benefitted from a Full Aim action. Sir Michael Namatjira fires a Frag Missile out of a Missile Launcher. His enemy rolls vs 60 to dodge (40 agility, 20 Dodge skill training); but because Namatjira full aimed on his previous turn, his enemy takes a -20 penalty to dodge, leaving him at vs 40.
Monoweb - Monoweb Weapons are Exotic Weapons and require the Exotic Proficiency (Monoweb) Talent to use. This weapon leaves behind a dense network of extremely sharp monofilament web. Whenever this weapon is used, the squares on which it was used become Difficult Terrain (2) for 10 rounds, or until destroyed by fire. Anyone who falls when trying to move through this space suffers a single hit as per the weapon's profile, treating DoF on the test as DoS for the purposes of Qualities requiring DoS. Sir Elizabeth Deakin fires her Monoweb Launcher at a square. As the Launcher is Blast (3), the square and all squares within 3 squares of it are now Monowebbed; they count as DTV (2), and anyone who fails a DTV test whilst moving over Monowebbed terrain takes damage as per the weapon: in this case, 1d10+3 P4 with Razor-Sharp.
Nuclear - Nuclear Weapons are Exotic Weapons and require the Exotic Proficiency (Nuclear) Talent to use. Nuclear weapons leave lingering radiation wherever they hit that poisons local organic life: anyone within a Construct struck by a Nuclear weapon must take a -20 Toughness test; on a failure, they gain the Radiation Poisoning injury. Nuclear Weapons are always Shameful. Anyone outside of a Construct dies instantly. Cpt. Nigel Malcolm is within a Modular Suit that is struck by a Nuclear Missile. Somehow he and his craft survive. He (not the Suit) must now make a Toughness-20 test; he fails, and will thus soon begin suffering the ill effects of radiation poisoning.
Plasma - Plasma Weapons always have the Overheats Quality. Plasma attacks that score a Fury gain the Break (Fury Critical roll) Quality. Furthermore, they possess multiple output settings. These settings can be chosen freely before an attack roll is made. Sir Robert Fraser hits an enemy with his Plasgun and rolls a 10; he confirms the Fury, and rolls a 3. His attack now gains the Break (3) Quality, damaging the target's AP.
- Plasvent The weapon gains the Vengeful (-2) Quality, but uses 4 Ammo. Sir Robert Fraser sets his Plasgun to Plasvent mode. It now gains Vengeful (-2) meaning it furies on an, 8, 9 or 10; but it uses 4 ammo, which for him is an entire clip.
- Plas Overload The weapon's power chamber is set to explode, either at the end of your turn, or at the end of the next round. On exploding, so long as the weapon has 1 ammo point left, it deals regular damage and gains Blast (+1). For every extra ammo point, it gains +1 damage and Penetration to a maximum of +4; for every extra 2 ammo points it gains Blast (+1). Sir Robert Fraser sets his Plasgun to Plas Overload mode, and sets it for the end of his turn. He then throws the Plasgun at a nearby enemy, landing at its feet. It has a full 4 ammo, so it deals 1d10+12 damage Pen 8, Blast 3.
Pneumatic - Pneumatic Weapons automatically confirm Fury. When making a Flurry with a Pneumatic Weapon, you may sacrifice all extra hits in order to add an equal amount of Penetration to your first attack; this first attack may also be Called. Sir Elliot Marshall strikes an enemy with his Pneumatic Hammer, using a Swift Attack; he scores 3 hits. He decides to sacrifice his 2nd and 3rd hit; in doing so he adds +2 Penetration to the attack of his first hit.
Shield X Shields do not require any special Proficiency talents to use. They add X AP to the wielding arm and to the body, and the wielder can make Defensive Stances as a Half Action. -
Slicedisk - Slicedisk Weapons always have Silent and Razor Sharp. Slicedisk attacks that score a Fury also gain the Crippling (Fury damage) Quality. Sir Elizabeth Deakin fires full-auto with her Slicedisk, dealing 3 hits. The third one furies, and rolls a 2; this hit thus gains Crippling (2).
Sun - Sun Weapons can be loaded with basic fuel cells. Furthermore, they possess multiple output settings. These settings can be chosen freely before an attack roll is made. -
- Charged The weapon deals +1 damage, but uses an extra point of ammunition and cannot be fired Full Auto. Sir Robert Fraser sets his Sunrifle to Charged mode. It loses the ability to fire full auto; instead he fires it on semi auto (2 shots). Each shot uses 2 ammo for a total of 4.
- Ultracharged The weapon deals +2 damage, but uses an two extra points of ammunition and cannot be fired on Burst at all. Sir Robert Fraser sets his Sunrifle to Ultracharged mode. It loses the ability to fire burst; instead he fires it on single shot, using up 3 ammo for it.
- Mark The weapon loses the ability to fire on Burst and deals no damage, but so long as it hits the target, it Marks them as per a Markerlight. Sir Robert Fraser sets his Sunrifle to Mark mode. It deals no damage and can only be fired full auto, but a hit will Mark the enemy, allowing his allies to hit it with greater accuracy.
- Overload The weapon's power chamber is set to explode, either at the end of your turn, or at the end of the next round. On exploding, so long as the weapon has 1 ammo point left, it deals regular damage and gains Blast (+1). For every 10 ammo points, it gains +1 damage and Penetration to a maximum of +4. Sir Robert Fraser sets his Sunrifle to Overload mode, and sets it for the end of his turn. He then throws the Sunrifle at a nearby enemy, landing at its feet. It has a full 40 ammo, so it deals 1d10+7 damage Pen 4, Blast 1.
- Subdual The weapon gains the Disabling Quality and deals -1 damage. -
Thoric - Thoric Weapons are Exotic Weapons and require the Exotic Proficiency (Thoric) Talent to use. Thoric Weapons always have the Shocking and Volatile Qualities. -
Teleforce - Teleforce Weapons ignore Deflectors with a Strength below Penetration. Furthermore, they possess multiple output settings. These settings can be chosen freely before an attack roll is made. -
- Tightbond The weapon loses a step of range, may only be fired on Single Shot and uses 2 ammo, but gains the Felling (3) Quality. Sir Robert Fraser sets his Teleforce Caster to Tightbond mode. It now gains Felling (3), meaning it ignores 3 points of Unnatural Toughness; however, it loses a bracket of range (becoming Long Range) and may only be fired on single shot.
- Force Overload The weapon's power chamber is set to explode, either at the end of your turn, or at the end of the next round. On exploding, so long as the weapon has 1 ammo point left, it deals regular damage and gains Blast (+1). For every extra 2 ammo points, it gains +1 damage and Penetration to a maximum of +4; for every extra 3 ammo points it gains Felling (+1). Sir Robert Fraser sets his Teleforce Caster to Force Overload mode, and sets it for the end of his turn. He then throws the Caster at a nearby enemy, landing at its feet. It has a full 10 ammo, so it deals 2d5+8 damage Pen 7, Blast 1 Felling 3.
Weapon 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. -
Compact - Compact ranged weapons are are treated as Pistols instead of Basic weapons for all intents and purposes. Compact 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. -
Glove - This weapon is attached along an arm, like a glove. The hand may be used to manipulate objects as normal. Furthermore, the weapon may be used in place of any 'Unarmed attacks', such as in Grapples, and benefits from any talents that apply to Unarmed attacks. Sir Elliot Marshall uses the Knockdown action on an enemy. He scores enough results to gain a single Unarmed attack on the enemy; instead of using his regular Unarmed attack, he uses his Pneumatic Cestus instead.
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. Sir Michael Namatjira cannot see his enemies, who are behind a fortified wall; however, with his Grenade Launcher (Indirect 3) he intends to fire at where he thinks they are. He fires a grenade over the wall as a Full Action, taking a -10 penalty to his BS test. He fails! As a result, the grenade scatters 3d5 dm in a random direction.
Photon - Any within blast radius must test Agility+10 or be blinded for a number of rounds equal to 1+Degrees of Failure. -
Reach X This melee weapon may make attacks against a target Xdm away. Sir Elodie Huang is wielding a Beam Pike. An enemy is 2dm away, and normally she would not be able to attack them, but because her Pike has Reach (2), she can make melee attacks with it against targets 2dm away.
Smoke - Creates a dense cloud of smoke. Lasts for 1d5 rounds. -
Attack Pattern Qualities
Arc - On successfully hitting its target, this weapon strikes a number of other random targets within 10dm 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 dm. When you fail your BS test with a Blast Weapon, they scatter. Attempts to dodge a Blast attack take a -5 penalty per DoS. -
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 (but not dodged) it is terminated. Sir Robert Fraser fires a Teleforce Lance at an enemy 60 dm away. The Lance also hits everything in a straight line between him and his target.
Scatter - When fired at Point Blank Distance, 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 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 - When aimed, the weapon grants an extra +10 to hit; should an aimed single shot attack with this weapon hit with +3 Degrees or more, it deals an extra 1d10 damage and gains the Proven (PB) Quality. This only applies to a single intended target and not to targets 'in the way' such as from Line or Blast attacks. -
Break X Locations hit by a Break attack lose a number of AP on the location equal to X. This persists until the target is repaired. -
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. -
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 X Targets who take damage from this weapon equal or greater than their TB (after soak) must test Toughness, with a penalty equal to X. On a failure, they are dazed and knocked prone; if they fail by 3 or more DoS, they are Stunned -
Crippling - Targets that suffer damage from this weapon must test Toughness or gain the Crippling Status. 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 Attacks with this weapon deal X extra unit Power damage to Formations per attack (not per hit). -
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. -
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. -
Igniting - Targets hit by this weapon must pass an Agility test or be set on fire. -
Flexible - Enemies cannot parry attacks made with this quality. -
Power Field X Whenever this weapon parries or is parried by another, make a test roll with X as the target; should the test pass, the weapon is destroyed. Has no effect against weapons with the Power Field Quality. -
Precise - Precise Weapons add a +10 bonus to hit after an aim action. -
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. -
Rapid-Fire - This weapon imposes a -10 penalty to resist pinning against it. -
Razor Sharp - If Razor Sharp weapons score 3 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. -
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. -
Savage Attacks with this weapon reroll all damage dice twice and take the highest result (for attacks with 2d or more, you take the rolls with the highest sum). Replaces Tearing. -
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. -
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 Attacks with this weapon reroll all damage dice once and take the highest result (for attacks with 2d or more, you take the rolls with the highest sum). -
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. -
Vengeful X This weapon reduces the Fury threshold by X. For example, if the weapon is a 1d10 weapon with Vengeful (-1), then the weapon furies on a roll of 9 or 10; if it's a 1d5 weapon with Vengeful (-2), then it furies on a roll of 3, 4 or 5. -
Negative Qualities
Inaccurate - This weapon never benefits from the Aim action. -
Mounted - If a Weapon's Size is double or more than your own Size, it becomes Mounted, and must be mounted on a bipod, tripod or Artillery Harness before it can be fired. -
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. -
Shameful X This weapon is considered abhorrent, dishonourable, offensive and shameful; whenever it is used, the user incurs X Dishonour Points. -
Unbalanced - Parry, Flurry, Feint and Feint resistance tests take a -15 penalty with this weapon. -
Unreliable - This weapon jams on a roll of 91-100. -
Unwieldy - Parry, Flurry, Feint and Feint resistance tests take a -30 penalty with this weapon. -
Watercooled - This weapon is unable to function without being able to dump its heat into a large body of water. To set this weapon up, it must be adjacent to a large water source on the map; it takes two full actions to set the weapon up correctly. -

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