Weapon Qualities in Sternwald Sector | World Anvil

Weapon Qualities

Weapon Quality Benefit
Accurate (x) For each 2 DoS on the BS Test after an Aim Action gain +1d10 damage to max of (X)
Air Burst Those caught under the center of the blast take damage twice. For larger weapons this may be the center of the blast, equivalent to Blast (1) area. Or larger for Titan weapons.
Anti-Armor After reduction for Armor, all damage done to a Vehicle is doubled
Anti-Structure After reduction for Armor, all damage done to a Structure is doubled
Balanced Wielder gains +10% to parry (Gained 1x, regardless of # of balanced weapons)
Blast (x) Weapon affects area in a circle, affecting a central target square and radiating out a number of meters equal to the value of (X)
Bolt Bolt weapons automatically confirm Righteous Fury on 10+, Astartes and Legion do so on a 9+.
Cinematic (x) Target of less than Size (X) must spend a fate point to avoid immediate death. Targets of Size (X) or greater, or Possessing From Beyond, Demonic or Wearing Suitable Armor take damage as usual. (Armor: Cermaic upgrade or similar). Those spending a Fate Point are reduced to 1 wound
Combi- (x) In a given round, one may fire either weapon as the Primary, and perform any attacks as permissable . The other portion is then the secondary weapon and one may expend ones Reaction to make a Standard Attack (if the weapon may do this) at -20% BS (Spray weapons grant a +20% to tests to avoid)
Concussive (x) Roll Strength test on being hit by weapon at Str -10% x (X) or become Prone. You are also stunned for 1 round
Corrosive (x) Reduces armor value on location hit by (X), usually 1d10 if not specified.
Crippling (x) If a character previously Wounded by a Crippling weapon attempts more than a 1/2 action on their subsequent turns they take (X) wounds, not reduced for Armor or Toughness
Defensive This weapon grants +15% to Parry attempts, but -10% to attacks made using it.
Destructive Any Pen exceeding the Armor Value of the Location hit is added to the Damage affecting the target.
Devastating (x) When used against hordes or similar style of opponent, it does (X) bonus magnitude damage.
Fast Attempts to dodge take a -10%, Parry Unaffected.
Felling (x) Ignore (X) degrees of Natural Toughness in calculating Damage (Or Natural Armor)
Flame Target must test Agility to avoid catching on Fire and be affected per the Flame rules. Upon taking damage from a Flame Weapon, test for Pinning (They are terrifying weapons).
Flexible Cannot parry, only Dodge. If declare Parry by opponent, change to Dodge is -20 to avoid *
Force Counts as Best Craft. Mono Version of Low Tech Weapon If user has Psyker Trait: +(PR) to Penetration and Damage If user damages opponent: Psyker Makes Focus Test (Opposed Willpower) If Psyker wins: The target takes a # of 1d10 damage / DoS to wounds, up to the psykers willpower bonus. (Willpower 35: max of 3d10 bonus damage dice - straight to wounds) If Target Wins: No Biggie, nothing happens.
Graviton Bonus Damage equal to Cover AV + AV on Face or location struck. Vehicle crits always to Motive System
Gyro Stabilzed Ignore penalties for ranges beyond Long Range
Hallucinogenic (x) Per Rules on DH2. 146
Haywire (x) Everything tech based within (X) ceases to function per the DH2 Rules on p147.
Ignore Cover Ignore cover bonus to AP
Inaccurate Weapon cannot benefit from the Aim Actions
Indirect (x) Do not require Line of Sight to Target, Rules on DH2 p.147
Lance Penetration: Base Pen multiplied by Degrees of Success on Attack Roll
Las Variable Setting Double Ammo Spent: +2 Damage, Triple Ammo Spent: +4 Damage, +2 Pen
Maximal Weapon gains: +10m Range, +1d10 Damage, +2 Pen, +Blast (2), and Recharge (1)
Melta Cinematic Damage unless above Size (5- Hulking) or possess Demonic or From Beyond Trait.
Ogryn Proof Ogryn take no penalty to use this weapon
Overcharge (x) Gain (x) bonus damage, but shot gains Overheats quality for that shot
Overheats 91%+ and the weapon hits the user 1 time at the listed Damage, Pen 0, on the arm holding the weapon. The weapon cannot be fired for 2 rounds, and the user can Drop the weapon to avoid the damage.
Plasma Corrosive Quality Equal to AP, Also Maximal
Powerfield Destroy opponents weapon on 26%+ unless Power, Natural , Force or Warp.
Primitive (x) Damage rolls above (X) count as (X)
Proven (x) Any D10 rolled for Damage that shows less than (X) counts value of (X)
Radiation (x) Bypassed Natural Armor, Pass Toughness Test -10% per point of X, or take xd10 temporary damage to Toughness and Strength. Damage lasts until extensive therapy from a Medicae.
Radioactive Damage from this weapon cannot be healed with First Aid nor can natural healing begin until any involved projectiles are removed.
Razor Sharp If your attack hits by 3+ degrees double the Pen value of the weapon
Reach (x) User may attack targets (X) meters away with Melee weapon
Recharge (x) Must wait (X) rounds after use before firing again on any setting.
Reliable Weapon fails badly at 95-99, traumatic failure on 00 only
Sanctified Unspecified Bonus to creatures from the Warp. Ignore Toughness Bonus, Flame, both or similar.
Scatter Point Blank: +10% to hit, +1 Hit per 2 Degrees of Success on BS test. Short Range: +10% to hit. Long Range or Greater: -20% to hit, -5 damage /range increment.
Shocking (x) On Damage: Test Toughness -10% x (X), or be stunned for 2 x DOF rounds Test if the weapon penetrates the target's armor and Skin to cause a wound
Slam (x) Roll Strength test on being hit by weapon at Str -10% x (X) or be knocked back (X) meters and become Prone. If you hit an obstacle, take falling damage. If knocked off a high ledge, take falling damage (and probably death)
Slow Weapon cannot make Multiple attacks.
Smoke (x) Blockes Visual sight through (X)m blast. Duration variable, DH2 p.149
Snare (x) Test Agility -10%x (X), or be Immobilised. DH2 p.149
Spray Those in the area affected test Agility (+20 If the firer is untrained), and move to the nearest edge of the area. 30 Deg. Cone. If the user rolls a 9 they jam, if they roll Double 9 they hit the user.
Storm Double # of hits, Double ammo spent
Stunning (x) On successful hit: Test Toughness -10% x (X) or be stunned for DOF rounds Test if attack connects with the target, even if damage and pen generate 0 wounds. If damage occurs the weapon uses the Shocking Quality if present.
Tearing Roll 1 extra D10 and drop lowest.
Tesla (x) If your damage roll is equal to or greater than value (X) the attack moves to affect the next closest person (other than the attacker). This person must then attempt an evasion or take else take a new damage roll equal to the original weapon. If this damage roll is equal or greater than (X) the cycle continues. The distance of this effect is 10 meters - the (X) value.
Threshing Melee Weapon doubles # of Hits inflicted.
Top/Rear Facing Regardless of facing hit, damage calculation uses the targets top or rear facing AP value
Toxic (x) Test Toughness -10%x(X) or take 1d10 to Wounds ignoring Armor and Toughness
Twin-Linked Semi Auto/Full Auto +20% to hit, +1 Hit if target hit by 2+ DoS, uses 2x Ammo, 2x Reload time.
Unbalanced Cannot Make Lightning Attacks, -10% to Parry
Unreliable Weapon fails on 85+, Traumatic Failure on 90-95%, 96%+ weapon breaks and cannot be used til repaired.
Unstable If attack fails over 90%+ weapon is broken - until repaired it may not be used again.
Unwieldy Cannot Parry, not Lightning Attack
Vengeful (x) Triggers Righteous Fury on (X)+ on a d10.
Volkite Weapon is Inaccurate, but gains Flame Quality, also if one confirms a Righteous Fury upon the attacker the hit counts as having the Melta quality.
Warp Weapon ignores Armor Value on location except for Natural Armor, or if the Armor is Warded in some way. It does not ignore Field Saves.

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