Equipment Qualities

Equipment Qualities

Weapon Qualities

Name Subname Effect
Design Qualities
Craftsmanship 1. Low Attack and Evasion (Parry for melee, Point Defense for ranged) Tests with this weapon take a -10 penalty.
- 2. Average Per normal. Don't bother noting this on the weapon entry.
- 3. High Attack and Evasion (Parry for melee, Point Defense for ranged) Tests with this weapon take a +10 bonus, and the weapon increases damage by 1.
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.
Gauntlet Gauntlet 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.
Markerlight This weapon is used as a half action and deals no damage; it automatically hits a body part of your choice and cannot be evaded. Ranged attacks from allies against this enemy gain a +10 bonus to hit until the start of your next turn. Multiple markerlights do not stack, but if a body part has three markerlights on it simultaneously, then called shots against that location take a +20 bonus to hit.
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 Guard Mode action as a Half Action with a shield.
Attack Patterns
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 (Deflection by an AT Field or negated with the Sacrifice action being the main ones) it is terminated.
Tight - 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
Accurate - This weapon adds a +10 bonus to hit after an aim action. Aimed called shots with this weapon gain the Proven (PB) Quality and increase Penetration by PB.
Anti-Armour - When Anti-Armour weapons score 3 degrees of success on a hit, their Penetration value is doubled.
Blitz - You double your DoS for the purposes of determining the amount of hits you score with this weapon as part of a Burst or Flurry.
Breaching - Attacks with this weapon treat Deflector Fields as having 10% less Deflection per point of Penetration.
Brutal X This attack deals X extra Lethal Damage whenever it inflicts Lethal Damage, including as part of a Critical Hit.
Cleaving - Any attack that removes a limb or defeat/kill an enemy grants you an extra standard attack; 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.
Defensive - Parry and Point Defense tests made with this weapon take a +15 bonus, but take a -10 penalty to attack tests.
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.
Disrupting X Each hit with this weapon weakens a target's Deflector Field by X*5. This cannot reduce the target's Deflection below half its normal value.
Felling X This weapon treats the target's Unnatural Toughness TB as being X lower for the purposes of soaking the attack.
Fire - Targets of a Fire Attack must test Agility when hit or be set on fire.
Flashbang - Any struck by this attack must test Agility+10 or be blinded for a number of rounds equal to 1+Degrees of Failure.
Gravitron - This weapon deals extra damage to targets by an amount equal to their Armour Points.
Guided - Attempts to dodge or jink this Weapon take a -20 penalty.
Hallucinogen - Being hit by this weapon causes the character to test Toughness; on a failure, they are Confused and suffer the effects for one round, plus another per Degree of Failure. If the weapon is one that causes damage (such as a blade) it must inflict damage after soak to have an effect.
Handling - This class of qualities outlines a weapon's balance and ease of handling. A weapon may only have one of these at any given time, and if it would have multiples, find the average and round down.
- 4. Balanced Parry and Point Defense 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.
- 3. Normal No effect. Don't record this on the weapon's sheet.
- 2. Unbalanced Burst or Flurry attack tests made with this weapon take a -10 penalty on top of any other modifiers. The weapon suffers an extra -10 penalty when used as part of a Parry or Point Defense test.
- 1. Unwieldy Burst or Flurry attack tests made with this weapon take a -20 penalty on top of any other modifiers. The weapon may not be used to Parry or Point Defend.
Haze X Creates a dense cloud of smoke with a radius of X. Lasts for 1d5+5 rounds. Blocks advanced sensors (SENTINELS etc).
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.
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.
Overcharge - This weapon has the ability to increase its damage output whilst draining its ammo reserves faster. Before firing, you can choose to fire it on Overcharge, which increases the damage and penetration by +1, but expend twice the amount of ammo.
Powerfield 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, 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.
Projection X This weapon increases the range of AT Field Powers, but not Spread Patterns, by X number of squares.
Proven X Proven always comes with a number in parentheses. Any damage die rolled cannot roll lower than this number and defaults to it instead. This number may not be higher than the die's maximum result.
Rapid - Burst or Flurry attacks with this weapon apply the -5 penalty to hit for every 2 hits instead of every 1.
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.
Sigil-Edge - Once per turn, you can apply an AT Field power with both the 'Offense' and 'Augment' keywords to this weapon as a Free Action.
Snapshot - This weapon may be half-aimed as a Reaction.
Snare - Enemies struck by this weapon that take damage after soak must pass an Agility test; on a failure, they are Immobilised for a round.
Softening X Enemies hit by this weapon, if they suffer damage after soak, reduce their AP on the hit area by X, until the start of your next turn.
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 - Attacks with this weapon reroll all damage dice once and take the highest sum result.
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.
Unstoppable This weapon ignores Toughness Bonus when reducing damage by soak.
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
Inaccurate - This weapon never benefits from the Aim action.
Oversized X So long as it is wielded, the wielder of this weapon takes an X penalty to all Agility tests.
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.
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.
Ungainly - This Weapon takes a -20 penalty to hit.
Unreliable - This weapon jams on a roll of 91-100.

-- Back to Top --

Armour Qualities

Name Subname Effect
Positive Qualities
Ablative X Ablatives may be used, once, to negate an attack, so long as that attack's penetration is no greater than X.
Chameleon X You gain the Chameleon trait, with a score equal to X.
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 Righteous Fury attacks 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.
Light - You do not take penalties to the Stealth skill whilst wearing this armour.
Psycloak - You are invisible to AT Pings and Passive Psychaudience, and may test Stealth to conceal yourself from more powerful AT Field detection abilities.
Psyproof X You gain X as a bonus to tests to resist mental abilities.
Recoilless - You 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 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.
Rugged - Attacks against you reroll damage and take the worse result (Tearing attacks lose Tearing instead.)
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. You also gain 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.
Sigil-Mailed - Once per round, you can apply an AT Field power with the 'Defense' keyword to yourself as a Free Action.
Slippery - All Grapple tests against you intending to initiate a Grapple or use a Grapple Controller action take a -20 penalty.
Specced X, Y AP is treated as +X against attacks of the matching damage type (Impact, Energy, Rending or eXplosive)
Stims - Whenever you are stunned or dazed, the duration is limited to one turn maximum.
Swifting X You gain the Unnatural Agility (X) trait, stacking with any pre-existing Unnatural Agility value.
Warded 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.
Negative Qualities
Awkward X You take an X Penalty to all Agility tests; furthermore, you are unable to dodge or run.
Heavy X You may not wear this armour unless either your Strength Bonus or Toughness Bonus is equal or higher to this value.
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 only counts half 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.

-- Back to Top --

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License