Ranged Weapons.xls
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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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NameCost
Availability
Effect
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Poorx .5+1 Step
Gains Unreliable. If it had Reliable, loses Reliable instead. If already
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Unreliable, Jams on any miss.
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Commonx 1+0 Step
Works as stated
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Goodx 3-1 Step
Only Jams on a d10 roll of 10.
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Bestx 10-2 Steps
Never Jams or Overheats
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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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Blast (X)
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The weapon explodes and effects an area many times larger than the original projectile. When making an
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attack with the weapon, everyone within X meters of the point of impact is also hit by the attack, everyone
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effected rolling for damage and location separately. If the attack misses, then it deviates a number of meters
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equal to the degrees of failure in a random direction. Each person caught in the blast can spend their reaction
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to make a Dodge test, success granting them an immediate Half Action Move to try and get out of the blast,
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though it could grant someone else an attack of opportunity. If your movement alone could not save you,
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you can add in your Strength Bonus to the distance you can move, but you end the movement prone as you
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barely leap away. Blast weapons always target a square, not a person.
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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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Inaccurate
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This weapon's projectile tragectory is too wild to account for. No Ballistic Skill bonus of any kind can be
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gained from using the Aim Action with this weapon (including Range penalties via certain scopes). The
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Aim Action may still be taken to gain other bonuses awarded from taking an aim action.
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Indirect (X)
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This weapon is designed to lob projectiles over long distances in an arc. When fired this way, you can
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fire upon a target that is not in line of sight as long as they can be informed of it's location. In this case,
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the weapon requires a Difficult (-10) Ballistic Skill or Intelligence test as a Full Action. Even on a hit, the
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attack scatters 1d10m minus the firer's Degrees of Success. On a miss, the shot scatters xd10m, where
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X is equal to the value in parentheses. If another Explorer spends a Full Action to help steady the weapon
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the firer gains +10 to the test and misses only scatter Xd5m instead. You can never get an Aim bonus
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firing this way. If equipped to a flyer, it cannot fire a weapon this way when in flight, it must be stationary
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on the ground. A weapon cannot be fired this way in a 0G environtment. If the weapon has a minimum
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range listed, it can only fire Indirectly. When firing a Blast weapon this way, resolve a miss this way.
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Any other modifiers may apply.
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Melta
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These weapons are designed to melt the strongest metals. When this weapon is within half range of a
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mechanical target, the weapon gains the Tearing property and doubles Penetration.
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Overheats
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This weapon heats up to almost unbearable levels when it fails to work properly. On a natural roll of 91+
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the weapon Overheats, dealing the weapon's damage Pen 0 to the Arm holding the weapon, rolled
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randomly if held in two hands. The wielder can drop the weapon as a Free Action to avoid the damage.
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The weapon then requires a round to cool. If anyone attempts to pick it up before it has cooled, they
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suffer the damage. If the weapon has the Recharge Quality or other similair effect, it must cool before
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it can Recharge/count turns from it's other effect. This weapon never Jams, so any effect that would
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cause it to Jam causes it to Overheat instead.
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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 finely edged projectile that easily cuts through even the hardest materials. If the
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attack generates 3 degrees of success on an attack, double the Penetration of the attack.
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Recharge
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This weapon must spend a turn recharging before it can be fired again. Effectively, it can only fire every
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other turn.
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Reliable
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This weapon is less prone to Jams. When a Jam is rolled, roll 1d10. On a 10, then the weapon is actually
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Jammed. Otherwise, it is just a normal miss. This extents to Overheats as well.
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Scatter
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These weapons are intended to fire out a cone of small shrapnel at their target. When fired, weapons
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with the Scatter property get an additional +10 BS to hit at Point Blank and score an additional hit for every
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two degrees of success up to your BS Bonus. At Short range, these weapons gain an additional +10 to
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BS. At long range and farther, AP is doubled against these attacks.
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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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Smoke
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These weapons call up a dense cloud of smoke on impact. When a hit is scored, a cloud 3d10 meters in
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radius forms around the target. It lasts for 2d10 rounds or less depending on weather conditions.
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Snare
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Qualities
Bolt
Flame
Las
Launchers
Melta
Plasma
Primitive
Solid Projectile
Exotic
Grenades and Missiles
Ammunition
Upgrades
Downgrades
Craftsmanship
Quirks