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