Weapons come in one of four qualities. Each of these have their different effects on weapons.
|Poor||x .5||+1 Step|
-10 to Attack and Parry
|Common||x 1||+0 Step|
Works as stated
|Good||x 3||-1 Step|
+5 to Attack and Parry
|Best||x 10||-2 Steps|
+10 to Attack and Parry and +1 Damage
When taking the Aim action, the weapon gets an additional +10 to BS. When firing a single shot from a Basic
weapon that has taken the Aim action, it deals an additional 1d10 for every two degrees of success, up to
two additional dice. When firing a single shot from a Pistol weapon that has taken the Aim action, it deals an
additional 1d10 if at least two degrees of success are rolled.
This weapon either hits rather hard or lets loose a powerful burst upon impact, intending to knock their target
to it's knees. If the target suffers damage they must make a Toughness test with a penalty euqal to 10x the
the number in the parenthesis. Failure reults in being stunned for one round. If the damage they suffer is
greater than their Strength Bonus + Toughness Bonus, then the they are knocked prone.
This weapon is designed to be lightweight, made for duelists to land strikes against others. Parrys against
this weapon suffer a -20 penalty.
This weapon is designed to pierce through the exceptionally tough creatures. When a target is hit with this
weapon, reduce their Unnatural Toughness rating by the number in parenthesis. This reduction only lasts
for the damage of the weapon and does not reduce the Natrual Toughness bonus of the creature.
This weapon is made to catch things on fire. When a target is hit with the weapon, it must make an Agility
test or be caught on fire.
This weapon is made up up many intricate parts. It cannot be parried, but it cannot parry.
This weapon is made from either poor materials, manufacture, or science that simply isn't as advanced.
All attacks made by this weapon against non-Primitive armour have the Armour Points against it doubled
before reducing it from Penetration.
This weapon uses a fine edge that easily cuts through even the hardest materials. If the attack
generates 3 degrees of success on an attack, double the Penetration of the attack.
These weapons are designed to stun their enemies with a surge of energy. A target that suffers at least
1 damage after Armour and Toughness must make a Toughness Test with a +10 bonus per armour point
on the location hit. Failure results in the target being Stunned for a number of rounds equal to 1/2 the
This weapon is designed to violently tear and rip apart their targets. When rolling damage, roll an
additional damage die and discard the lowest.
This weapon is laced with a powerful chemical agent designed to kill their target quickly. If the target
suffers damage after Armour and Toughness, they must make a Toughness Test with a -5 penalty for
each point of damage after the first. Failure results in the toxin doing it's work, and the target suffers an
additional 1d10 damage that cannot be reduced by Armour or Toughness.
This weapon fires a payload with a seemingly random amount of stopping power behind it. When making an
attack with the weapon roll a d10 off to the side. On a 1, the weapon's final damage is halved. On a 10, the
weapon's final damage is doubled. Otherwise the weapon attacks as normal. A weapon with the Overheats
quality must also roll the Unstable die for the damage the wielder takes, though they may make the choice to
drop the weapon after they see whether the damage with will modified, as they can tell just how badly the
weapon is malfunctioning through readouts, the power source's glow, or how quickly it heats up.
The weapon is ill designed for use to quickly block or redirect attacks. Weapons with this quality cannot be
used to Parry other attacks.