Tag: Weapon Quality

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  • Power Field

    A field of power wreathes weapons with this Quality, increasing their Damage and Penetration. Such modifiers are already included in the weapon’s profile. When the wielder successfully uses this weapon to Parry an attack made with a weapon that lacks this …

  • Shocking

    Shocking weapons can stun their opponents with a powerful surge of energy. A target that takes at least 1 point of Damage from a Shocking weapon after Armour and Toughness Bonus must make a Toughness Test. He receives a +10 bonus for every Armour Point on …

  • Overheat

    Certain weapons are prone to overheating, either because of poor design or because they fire unstable superheated ammunition. A weapon with this Quality overheats on an attack roll of 91 or higher. When this happens, the wielder suffers energy damage …

  • Reliable

    Based on tried and true technology, Reliable weapons seldom fail. If a Reliable weapon Jams, roll 1d10 and only on a roll of 10 has it in fact Jammed. Otherwise, it just misses as normal.

  • Accurate

    Some weapons are designed with precision in mind and respond superbly in skilled hands. They grant an additional bonus of +10 to the firer’s Ballistic Skill when used with an Aim Action in addition to the bonus Aiming grants. When firing a single shot …

  • Scatter

    The standard ammunition of these weapons spreads out when fired, hitting more of the target. If fired at a foe within Point Blank Range, every two degrees of success indicates another hit (use Table 9-5: Multiple Hits on page 239). However, at longer …

  • Unreliable

    Certain weapons misfire more often than normal because they are badly maintained or constructed. An Unreliable weapon suffers a Jam on a roll of 91 or higher, even if fired on Semi- or Full Auto.

  • Tearing

    Tearing weapons are vicious devices, exploding while lodged inside their victim or using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded.

  • Flame

    Flame weapons project a cone of flame out to the Range of the weapon. Unlike other weapons, flamers have just one range. When fired, they cast fiery death out to this distance. The wielder does not need to Test Ballistic Skill; he simply fires. The flame’ …

  • Blast

    Many missiles, grenades and some guns create an explosion when they hit their target. When working out a hit from a Blast weapon anyone within the weapon's blast radius in metres, indicated by the number in parenthesis, is also hit. Roll hit location and …

  • Primitive

    Crude and basic in design, these kinds of weapons, while still deadly, are less effective against modern armour. All Armour Points are doubled against hits from Primitive weapons unless the armour also has the Primitive Quality. Non-Primitive armour …