Weapon Qualities

Weapon Qualities are a variety of different effects weapons may have on them representing different strengths or weaknesses they may possess beyond the typical higher and lower damage numbers or critical chance. Many special qualities also possess additional effects if successes are spent to activate them, or may require successes to be spent to activate the quality at all.


Serrated weapons are weapons which have serrated edges (sometimes called 'teeth') which dig into the flesh and bone. This makes it difficult to pull the weapon back out, but doing so causes much more damage by making the cut a lot messier and more difficult to treat if the individual were to survive. Serrated weapons cause an additional 1 point of damage on a successful weapon attack, 2 successes can be spent in order to make this deal 1 point of damage per round for a number of rounds equal to 1d4+1. This quality only applies to slashing weapons. A successful Medicine check will remove the damage per round effect.


Punching through solid walls and some armor, usually due to high caliber bullets or are similarly powerful or able to pierce through gaps. Puncturing weapons still deal 1/2 damage if armor would completely negate damage, and deals an additional 3 damage to the armor's integrity. Otherwise, armor which reduces damage doesn't reduce damage from Puncturing weapons, and reduces their integrity by 3 instead of whatever it normally reduces integrity by.


Melee weapons with a good length are able to reach further than the wielder's natural reach. Reach weapons increase the wielder's melee reach by 1 hex when attacking with the weapon. This quality only applies to melee weapons.


Piercing weapons which are capable of being set up as a 'brace' were used plenty in the old world as a counter to mounted troops in order to impale oncoming charging horsemen. If the subject of a charge by a mounted individual (be it mounted on a horse or motorbike) the wielder of the bracing weapon makes a free attack, and on a successful hit the rider can choose whether they or their mount is hit. If they are hit they take damage normally and are knocked off their mount and fall prone to the ground. If their mount is hit, it takes double damage and is stopped in front of the individual with the bracing weapon. This quality only applies to piercing melee weapons.


Weapons which are capable of being easily maneuvered for the purpose of maximizing damage through precision rather than through power. Agile weapons use Dexterity in place of Strength for the purpose of damage if Dexterity would be higher. This quality only applies to melee weapons.


These weapons sometimes set their foes on fire, setting flammable substances alight as well as creating intense burns. On a critical hit with a burning weapon the target is set on fire.


This weapon is particularly brutal when being struck by it, knocking the wind out of those it hits and sending them reeling. On a critical hit with a fatiguing weapon the target is afflicted with Moderate Dazed for 1 round per point of damage they take.

Firing Mode

Firing Mode (S)

Firearms which must be reloaded after every shot. These firearms can only ever make a single attack per round, regardless of abilities which grant multiple attacks.

Firing Mode (SA)

Common among all modern firearms are semi-automatic firing where the ammo is reloaded by a mechanism after having fired. Most modern firearms are semi-automatic or have a semi-automatic firing mode, and semi-automatic grants no bonuses nor penalties when used.

Firing Mode (B)

A burst fire gun shoots a set amount of bullets in rapid succession before stopping, giving more bullets than just one but not sacrificing accuracy as much as with an automatic. Attacking with burst fire increases the successes needed for a critical hit by 1, deals an additional 2 points of damage on a successful hit, and expends an additional 2 ammunition per attack.

Firing Mode (A)

Quick and expensive for spraying lead at the enemies with little regard for accuracy, automatics are difficult to control but immensely useful. When attacking with an automatic, increase the TN for the attack roll by 1 and the successes needed for a critical hit by 1 however on a successful hit the target takes one-and-a-half times damage from the automatic weapon.


This weapon is especially used for breeching through doors and other solid barriers in order to push through such as the breaching rounds made for shotguns. When attacking an inanimate object or door with a breaching weapon, the object takes an additional 4 damage to its integrity and any damage reducing effects are negated.


Weapons which spray a blast of shrapnel or pellets such as shotguns and flechette launchers, creating a cone-like blast. Weapons with the scatter property don't attack a single target but instead create a 3 hex cone of damage, with a separate attack roll for each target within the cone. This quality applies to ammo instead of weapons typically, as different ammunition types may alter a typically scatter weapon (such as a shotgun loading slugs).


Weapons with unnatural curvature or designs which are intended to maximize the pain individuals experience when hit, these weapons typically don't kill any better or worse than similar weapons, but instead do their damage in such a way as to be particularly savage. On a critical hit with a Brutal weapon, the target is afflicted with Moderate Pain for 1 round per point of damage they take.


Weapons with particular designs intended to pull or manipulate the weapons out of the hand of the targeted wielder, disarming weapons are usually less suited towards traditional combat and instead rely on disarming rather than being practical or dealing damage. On a successful hit with a disarming weapon, they can cause the target to drop their weapon. On a critical hit with a Disarming weapon, the weapon instead flies 1d4 hexes away in a random direction.


Conduit weapons are weapons which naturally draw in supernatural powers into it, allowing it to function freely. This weapon can be used as an Implement by a spellcaster.


Weapons which are light or easy to use when dual wielding, this quality reduces the penalties from two-weapon fighting with this weapon, making it easier to hit with. When two-weapon fighting with this weapon, reduce the increase to TN from two-weapon fighting by 1.


These weapons are made in such a way to make cuts harsher, bludgeons more brutal, and doesn't pierce cleanly, using strange designs to maximize damage and pain. Successes can be spent to inflict the Pain status effect (starting at Trivial) against the opponent, you must deal Hit Point damage with this attack in order to use this.


Weapons which are effective at dealing damage brutally, ripping through a foe and making injuries more grievous. Successes can be spent in order to deal additional points of damage, up to a maximum of x1.5 of the weapon's base damage (thus a weapon dealing 4 damage can have 1 success spent to deal 5 damage, or 2 spent to deal 6 damage).


Weapons with a great ability to puncture, these weapons are often used as part of coordinated charges or couching on horseback. If you move your maximum move speed in a straight line before making an attack with this weapon, you reduce the amount of successes needed to critically hit by 1. This quality only applies to piercing weapons.


Subduing weapons are specifically designed or are good at taking foes out without causing serious bodily harm. These weapons take no penalty on making attacks which deal nonlethal damage (normally, dealing nonlethal damage with a lethal weapon imposes a +2 TN to the attack roll).


Composite is a quality relating to bows, with your bow draws applying your strength to your bow. Bows with this special quality apply Strength to damage unlike normal ranged weapons.


Weapons that are 'charged' have the capacity to be prepared for their next attack. For melee weapons this usually means activating some form of motor and letting the weapon run for a moment before it can be used. In the case of firearms, it often means pumping or cocking the gun multiple times before shooting it. As a Minor Action you can charge the weapon, preparing it for use. It increases the damage of the weapon by its listed amount and expends 1 fuel when charged plus 1 additional fuel every minute it remains charged. Once a weapon is charged, it remains charged until deactivated or until the fuel runs out.


Although most weapons are capable of being taken apart, whether for cleaning or repairs, assembled weapons are ones which are meant to be easy to assemble and disassemble for either ease of storage or to hide the weapon easier. Assembling and disassembling an assembled weapon takes 1 minute. You are able to hide or disguise the true nature of the weapon easier, gaining a +1 die bonus on Deception checks to lie regarding the weapon and a +1 die bonus on Trickery checks to hide the weapon.


Weapons with electrical currents running through them which discharge upon striking a target. These weapons not only deal electricity damage, but also end up creating an arc of electricity that spans out against nearby targets. On a successful hit with this weapon, the target takes an additional 2 points of electricity damage. Successes can be spent in order to create an arc which affects an additional target within 2 hexes of the original target. When doing this, roll a new attack roll and on a successful hit the new target only takes 1 damage. This new target cannot be the original target. More than one arc can be created, however the same person cannot be struck by an arc twice in one round. This quality only applies to melee weapons.


Unlike most ranged weapons, some utilize condensed flames in their ammunition which not only helps the shot bury further into the target, but causes pain in those struck. On a successful hit with this weapon, the target takes an additional 2 points of fire damage. Successes can be spent to increase the fire damage by 1 (to a maximum of 6). This damage is unaffected by critical hits. This quality only applies to ranged weapons.


Bulky weapons with a fuel dispenser and an ignition allow this weapon to be set ablaze in order to be used against foes. By spending a Minor Action, you can set the weapon on fire and dealing half the weapon's listed damage as fire damage in addition to its normal type. This expends 1 fuel upon use, and the effect lasts until the beginning of your next turn. Weapons set on fire through this mechanism lose 1d4 integrity each time.


Informally referred to as 'dart guns', injection guns are made with the express purpose of delivering a drug or other such reagent you want. Upon landing a successful hit and dealing damage any poison, disease, pharmaceutical, or drug placed into the needler is injected and affected. Attacks to Resilience or Grit from these effects receives a +1 die bonus on attacks against these defenses.


Weapons which are so loud their usage (or the bullet hitting its target) causes all of those around it to have trouble hearing. On melee weapons this means everyone within 2 hexes of the weapon (including the wielder) has a 7D attack roll made against their Resilience, and on a successful hit they are inflicted with Trivial Deafness. On a ranged weapon if the weapon deals sonic damage the creature hit by the attack has this attack made against their Resilience instead (even if the sonic attack roll would miss). Otherwise, the ranged weapon functions as per the melee weapon's rules. Loud weapons increase the TN to Sneaking checks by +5.


Melee weapons which are aerodynamic enough to be thrown or weapons which are most effective thrown such as darts, these weapons have a specific range they're able to be thrown by as per a ranged weapon (listed next to the Thrown property in parenthesis), and when thrown they add Strength to damage as if they were a melee weapon.


Typically a quality of thrown weapons, returning weapons come back to their wielder's hand after having been thrown (assuming they are capable of catching it). Thrown weapons which are thrown return to the wielder's hand at the end of their turn unless they otherwise don't have a hand free, choose not to catch it, or would be unable to catch it (such as having moved behind a wall after throwing it).


Weapons with the sniping property are able to be aimed before shooting in order to fire accurately at a longer range. By spending a Minor Action to aim, multiply the weapon's normal range by the amount listed next to Sniping in parenthesis. However, you cannot move after having done this as moving causes you to stop aiming.


Melee weapons with the choking quality are used as part of grappling and restraining a foe, typically by tying the weapon around their throat and pulling in order to block their windpipe. This weapon can only be used while grappling a target, and deals damage to them so long as you keep them grappled, no attack roll is required from the weapon as the grapple check takes care of it. In addition to dealing damage, opponents brought to 0 Hit Points or lower from this weapon are considered suffocating - see the suffocation rules.


Weapons with the pushing quality apply force against their target on a successful hit, leaving them more open to subsequent attacks and potentially even knocking them down. On a successful hit with a pushing weapon, the opponent is pushed a number of hexes in a direction of your choice equal to half of your Strength (minimum 1). If the opponent collides with a solid object they take no damage from colliding with the object unlike normal but are instead Severely Staggered until the end of their next turn. Opponents affected by the staggered condition of this ability cannot be affected by it again for the next minute.


Exclusive to two-handed melee weapons, especially those with either two ends (such as a two-bladed sword) or those with two blades parallel to each other (such as a labrys), these weapons are capable of being used for two-weapon fighting despite being two-handed weapons. Double weapons wielded in one hand lose their Double property.


Exclusive to melee weapons, backswing is a property of some very quick weapons which are capable of landing multiple hits in a quick succession. If you successfully hit your opponent and would roll enough successes you can spend them to target the opponent's Avoid again with another attack treating it as if you had only rolled once but hit them twice (thus any effects which take place on a single attack apply to the second 'attack roll' you make).

Rapid Fire

Exclusive to firearms, weapons with this special property are only usable in their Automatic mode (and thus only list Firing Mode (A)). Weapons with this ability increase the penalties from automatic fire by 1, and instead of dealing one-and-a-half times damage while firing in an automatic burst you are instead able to make three separate attack rolls against the same target. Each consecutive successful hit grants a +1 die bonus to the subsequent attack roll(s).

Rapid Reload

Exclusive to firearms, a weapon with rapid reload takes very little effort to reload. Firearms by default take 2 Minor Actions to reload, while a firearm with Rapid Reload only takes a single Minor Action to reload.

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