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Weapon Special Qualities

*ACCURATE: Additional +10 to hit when used with an Aim Action. Accurate Basic weapons will add extra d10 damage
(max 2d10) for every 2 DoS achieved if used with Aim Action.
*BALANCED: +10 to Parry.
*BLAST (X): All within the weapons blast radius in metres is hit. Roll Hit Location and Damage individually for each
person affected.
*CONCUSSIVE (X) When target is struck by a Concussive weapon, must take a Toughness Test with a penalty equal to 10
times the number in parenthesis (X). For example a weapon with Concussive (2) would impose a 20 on Toughness Tests,
and Concussive (0) would be a Test with no penalty. If he fails, target is stunned for 1 round per Degree of Failure.
Additionally, if the target takes Damage greater than his Strength Bonus, the target is knocked Prone.
*CORROSIVE: Permenantly reduces Armor Points in Hit Location by d10. Excess AP reduction adds to Damage
*CRIPPLING (X) When a target suffers at least one wound from this weapon they count as being crippled for the
remainder of the encounter or until healed of all Damage. If a crippled character takes more than a Half Action on their turn,
they suffer Rending Damage equal to the number in parenthesis (X). This Damage is not reduced by armour or Toughness.
*CUSTOMSED: Reloading takes 1/2 the listed time, rounding up the next full action, with a minimum of 1/2 action.
*DEFENSVE: +15 to Parry, 10 to hit.
*DEVASTATNG(X) This weapon reduces the Hordes Magnitude by an additional amount equal to X.
*FELLING (X) When calculating damage from Felling weapons, reduce the targets Unnatural Toughness Bonus by the
number in parenthesis (X).
*FLAME: If a target of a Flame attack is hit (even if he suffers no Damage), he must succeed on an Agility Test or be set on
fire
*FLEXBLE: Cannot be Parried.
*FORCE For every point of Psy Rating the wielder has, the weapons Damage and Penetration increase by +1. If the weapon
possesses the Primitive Quality, it loses this Quality. In addition to normal Damage, whenever a psyker Damages an
opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test
using Opposed Willpower. For every Degree of Success, the Force weapons wielder deals an additional 1d10 E Damage,
ignoring the victims Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapons field.
*GYRO-STABILISED never counts its target as being farther than Long Range (normal maximum range still applies).
Heavy weapons with this Quality reduce the penalty for fi ring without Bracing to 20.
*HALLUCINOGENIC (X) make a Toughness Test with a penalty equal to 10 times the number in parenthesis (X)
(Respirators and sealed armour provide a +20 bonus to this Test. The effects last for 1 Round, plus 1 additional Round for
every Degree of Failure). or suffer a temporary delusion and roll 1d10 and suffer the effect!
1 Bugsbugsbugsbugs! The character drops to the fl oor, fl ailing and screaming as he tries to claw off imaginary insects
devouring his skin and flesh. In game terms, the character is Stunned.
2 My hands! The character believes his hands have turned into slimy tentacles, or perhaps the fl esh has begun to strip off
the bone in bloody lumps. Regardless of the particulars, the character drops everything he is carrying and spends the duration
staring at his hands and screaming. In game terms, the character is Stunned.
3 Theyre coming through the walls! The character sees gruesome aliens bursting through the walls/ceiling/fl oor/bushes
and opens fi re. The character must spend each Turn fi ring at a random piece of terrain within his line of sight. Any creatures
caught in the line of fi re are subject to attacks as normal. Each round, choose a new target at random (use the scatter diagram
on page 244 to determine what direction that is, with a 7 meaning he shoots the ground, and a 0 meaning he fi res wildly
into the air).
4 Nobody can see me! The character believes he is invisible and wanders aimlessly, making faces at those around him. He
waddles about in random directions each round (use the scatter diagram on page 244), using a Full Action to move. The
character retains his Reactions.
5 I can fly! The sky looks so big and inviting, the character fl aps his arms trying to imitate a pterasquirrel. He may do
nothing but jump up and down on the spot. If he is standing above ground level, he may throw himself off in a random
direction, with the usual consequences for fallingappalling Damage or death being the usual outcomes.
6 Theyve got it in for me The character is overcome with paranoia, believing even his own comrades are out to get him.
On the characters Turn, he must move to a position of cover, getting out of line of sight from any other characters. He
remains hidden until the effect ends.
7 They got me, mother The character believes that the gas is toxic and collapses to the fl oor as if deadhe counts as
being helpless. Any other character who sees him die must pass an Intelligence Test or they think the character is dead too.
8 Ill take you all on! The character is fi lled with a burning rage and a desire for violence. The character enters a Frenzy
(see page 124) and attacks the closest opponent.
9 Im only little! The character believes he has shrunk to half his normal size, and everything else is big and frightening now.
All other characters count as having a Fear Rating of 3 to the character.
0 The worms! The character desperately tries to remove a massive fanged worm he thinks is slowly winding its way up his
leg. If holding a gun, he shoots himself with it, or if not, he hits himself in the leg with whatever melee weapon he is holding.
If the character is currently holding no weapon, he draws a random weapon from those he carries and attacks himself with it.
Randomly determine which leg the character believes to be trapped by the worm. The attack hits automatically and deals
normal Damage
*HAYWIRE (X) Everything within the fields radius, indicated by the number in parenthesis, is affected As the fi eld slowly
dissipates, the strength lessens one step in severity each round until it becomes Insignificant
1-2 Insignificant: There is no noticeable effect on nearby technology.
3-4 Minor Disruption: All actions utilising technology, including fi ring Ranged weapons without the Primitive

Quality, Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics suffer a
10 penalty. The Base Movement of anyone in power armour is reduced by 1.
5-6 Major Disruption: All actions utilising technology, including fi ring Ranged weapons without the Primitive Quality,
Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics suffer a 20
penalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components
function as a Primitive weapon of the analogous type.
7-8 Dead Zone: Technology within the affected area completely ceases to function. Power armour becomes unpowered,
reducing the wearers movement to 1. Characters with cybernetic replacements to any internal organ(s) suffer one level of
Fatigue each round they remain in the Dead Zone. Melee weapons with technological components (i.e., power swords)
function as a Primitive weapon of their type.
9-0 Prolonged Dead Zone: As Dead Zone (if this result is rolled, the fi eld lasts for two rounds as it lessens to Dead Zone
during the following round).
*INACCURATE: No bonus gained from Aim Action.
*INDIRECT (X): Weapon does not require LoS. Suffer -10 to Hit and require Full Action instead of Half Action. If hit,
Scatter d10-BS of firer metres. If miss ( or not full hit from Semi,Full Auto Burst ) Scatter Xd10 metres. Ally can aid if she
has an auspex or can see the target.
*LANCE: Armor Penetration increased by base value for every DoS
*MAXIMAL when fired on Maximal mode, adds 10 to its range, adds 1d10 to its Damage and +2 to its Penetration. If it has
the Blast Quality then this is improved by +2 The weapon also uses three times the normal amount of ammo per shot and
gains the Recharge Quality.
*MELTA weapon doubles its Penetration when firing at Short Range.
*OVERHEATS: Unmodified roll of 91 or more on to hit roll causes Overheat, see page 129.
*POWER FELD: When Parrying an attack made with a weapon that lacks this quality, there is a 75% chance of destroying
the attackers weapon.
*PRMTVE: When rolling for Damage with these weapons, any dice roll greater than the number in parenthesis (X) counts
as that number. Rigtheous Fury as normal
*PROVEN (X) treat any die roll for Damage lower than the Proven rating as if it were the Proven rating instead.
*RAZOR SHARP three or more Degrees of Success when rolling to hit with this weapon, double this weapons Pen when
resolving the hit.
*RECHARGE: Can only fire every-other Round.
*RELABLE: If Jam, roll 1d10 and only on roll of 10 has it Jammed.
*SANCTIFIED counts as Holy Damage
*SCATTER: At Point Blank Range this weapon gains a +10 to hit and infl icts an additional +3 Damage. At Short Range it
gains an additional +10 to hit. At Long or Extreme Range it suffers 3 Damage (to a minimum of 0).
*SHOCKNG: If weapon causes Damage, Test Toughness or Stunned (+10 bonus per AP).
*SMOKE (X) When a hit is scored from a weapon with the Smoke Quality, it creates a smokescreen a number of metres in
diameter from the point of impact equal to the number in parenthesis (X). This screen lasts for 1d10+10 Rounds, or less in
adverse weather conditions
*SNARE (X): the target must make an Agility Test with a penalty equal to 10 times the number in parenthesis (X) or be
immobilised. An immobilised target can attempt no other Actions except to try to escape the bonds. He can attempt to burst
the bonds (a Strength Test) or wriggle free (an Agility Test) in his Turn. The target is considered helpless until he escapes.
*SPRAY No BS All creatures in the weapons path, a cone-shaped area extending in a 30-degree arc from the firer out to the
weapons range, must make an Agility Test or be struck by the attack and take Damage normally Jam if the firer rolls a 9 on
any of his Damage dice (before adding any bonuses).
*STORM: Doubles the number of hits inflicted on the target.
*TAINTED Weapons with this Quality add their wielders Corruption Point Bonus (the 10s column of their Corruption Point
total) to Damage dealt
*TEARNG: Roll two dice for Damage, take the best result.
*TOXC: Damage from a Toxic weapon, after reduction for armour and Toughness Bonus, must make a Toughness Test
with a penalty equal to 10 times the number in parenthesis (X) or suffer an additional 1d10 points of Damage (of the same
type as the weapon which infl icted the hit) not reduced by armour or Toughness
*TWN-LNKED: +20% to hit, may score one additional hit if the attack roll succeeds by two or more degrees of success.
Twin-Linked weapons expend twice their RoF in ammunition with each shot
*UNBALANCED: 10 when used to Parry.
*UNRELABLE: Jams on roll of 9100.
*UNSTABLE: On a successful hit, roll 1d10: 1: Inflicts half Damage, 29: Inflicts normal Damage, 10: Inflicts double
Damage.
*UNWIELDY: Cannot be used to parry, cannot make any Lightning Attack.
*WARP WEAPONS ignore Armour and the AP generated from cover. Force fields and armour specially warded work
normally against them

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