Tag: Weapon Special Quality

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  • Tearing

    Tearing weapons are vicious devices, exploding with 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.

  • Balanced

    Some weapons, such as swords and knives, are designed so that the weight of the hilt balances the weight of the blade, making the weapon easier to wield. Balanced weapons grant a +10 bonus to "Weapon Skill":http:// Tests made to "Parry":http://.

  • 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 …

  • Blast (X)

    Many missiles, grenades, and some guns create an explosion when they hit. When working out the effects of a Blast weapon, anyone within the weapon's blast radius in metres (the number in parenthesis) is also hit. Roll Hit Location and Damage individually …

  • Felling (X)

    Designed to puncture and mangle, this weapon is capable of toppling even the mightiest of foes. If the weapon hits, it ignores a number of levels of Unnatural Toughness possessed by the target equal to the number in parenthesis. For instance, a Felling (1 …

  • Toxic

    Some weapons rely on toxins and poisons to do their damage. Anyone that takes Damage from a Toxic weapon after reduction for Armour and Toughness Bonus must make a Toughness Test with a -5 Penalty for every Point of Damage suffered. Success indicates no …

  • Concussive

    The weapon causes a barrage of sound and force upon impact. When you strike an opponent with a Concussive weapon, he must make a Toughness Test at a Difficulty of -10 per degree of success by which the attack succeeded or be Stunned for 1 Round. Auditory …

  • Defensive

    A Defensive weapon, such as a shield, is intended for blocking and is therefore awkward when used to make attacks. Defensive weapons grant a +15 bonus to tests made when used to Parry, but take a -10 penalty when used to attack.

  • 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' …

  • Gyro-Stabilised

    The weapon has a small auto-stabilisation unit that is typically built towards the end of the barrel. While not as powerful as a suspensor, the gyro-stabiliser helps keep the weapon leveled at the optimal angle for firing. A Gyro-Stabilised weapon never …

  • Haywire (X)

    The weapon generates an electro-magnetic field that troubles the machine spirits of most technology. Everything within the field's radius, indicated by the number in parenthesis, is affected. Roll on Table 5-4: Haywire Field Effects (with any modifiers …

  • Overheats

    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 …

  • 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 …

  • 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 a Primitive Quality. Non-Primitive armour doubles …

  • Razor Sharp

    The shearing edge of this weapon can glide through the most of advanced armour as though it were primitive tin. When rolling to attack with this weapon, if the attack roll results in two or more Degrees of Success, double the weapon's Penetration.

  • Recharge

    Because of the volatile nature of the weapon's ammunition or due to the way it fires, the weapon needs time between shots to Recharge. The weapon must spend the Round after firing building up a charge and cannot be fired--in effect you can only fire the …

  • 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.

  • Sanctified

    Damage inflicted by a Sanctified weapon counts as Holy Damage, which has certain effects on some Daemonic warp creatures. All weapons with this special Quality must be either Exceptionally or Master-Crafted.

  • 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. However, at longer ranges this spread of small projectiles reduces …

  • 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 …

  • Smoke

    These weapons throw up dense clouds of smoke to create cover. Then a hit is scored from a weapon with the Smoke Quality, it creates a smokescreen 3d10 metres in diameter from the point of impact. This screen lasts for 2d10 Rounds, or less in adverse …

  • Snare

    Weapons with this Quality are designed to entangle enemies. On a successful hit, the target must make an Agility Test or be immobilised. An immobilised target can attempt to burst the bonds (a Strength Test) or wriggle free (an Agility Test) on his Turn. …

  • Storm

    A weapon with the Storm Quality unleashes shots at a rapid speed, often through use of a double-barrelled design. This Quality doubles the number of hits inflicted on the target and the amount of ammunition expended. For example, when firing a weapon with …

  • Twin-Linked

    A Twin-linked weapon represents two identical weapons connected together and linked to fire at the same time, often through one pull of the trigger or push of a button. Twin-linked weapons are built this way in order to increase the chances of scoring a …

  • Volatile

    Volatile matter is charged with potential energy, and reacts violently on a solid hit. If a 10 is rolled for Damage on a weapon with the Volatile Quality, Righteous Fury occurs automatically, dealing another 1d10 points of Damage. If the second roll …

  • Devastating (X)

    Either because of an unnatural psychological property or pure destructive power, a Devastating weapon shakes the confidence of a Squad struck by it. If the weapon hits, it does one additional point of Cohesion Damage regardless of Damage to Wounds, In …

  • Living Ammunition

    The ranged weapons of the Tyranids use ammunition that is grown, gestated, or excreted by the creature or weapon. As such, ranged Tyranid weapons do not have a clip value (it is considered to be infinite), and do not need to be reloaded. The weapon also …

  • Reactive

    Collision with other matter does not stop the fusion reaction of this attack. The blast continues in a straight line out to the Range of the weapon. The firer may attempt to catch one additional target within 2 metres of the first with an additional –10 …

  • Proven (X)

    Weapons with a Proven quality always inflict massive damage and treat any die roll for damage lower than the Proven rating (as indicated by the number in parentheses) as if it were the Proven rating instead. Thus a Proven (3) weapon would treat any die …

  • Force Weapons

    | *Name* | *Class* | *Dmg* | *Pen* | *Special* | *Wt* | *Req* | *Renown* | | [[Astartes Force Staff]] | Melee | 1d10+2 R | 2 | [[Balanced]], Special | 5 | 25 | Respected | | [[Astartes Force Sword]] | Melee | 1d10+1 I | 0 | [[Balanced]], Special | 5 | …

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