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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