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