Weapon Special Qualities

ACCURATE - These weapons are designed with precision in mind and respond superbly in skilled hands. They grant an additional bonus of +10 to the firer’s Ballistic Skill when used with an Aim Action, in addition to the normal bonus granted from Aiming. When firing a single shot from a single Basic weapon with the Accurate Quality and benefiting from the Aim Action, the attack inflicts an extra 1d10 of Damage for every two Degrees of Success, to a maximum of an extra 2d10. These extra d10s cannot generate Righteous Fury.
BALANCED - Some weapons, such as swords and knives, are designed so that the weight of the hilt balances the weight of the blade, making the weapon easier to wield. Balanced weapons grant a +10 bonus to Weapon Skill Tests made to Parry. Even if the wielder is using multiple Balanced weapons, he only gains the bonus once.
BLAST (X) - Many missiles, grenades, and some guns create an explosion when they hit their target. When working out a hit from a Blast weapon, anyone within the weapon’s blast radius in metres, indicated by the number in parentheses, is also hit. Roll Damage once and apply it to each person affected by the blast.
CONCUSSIVE (X) - Some weapons create a deafening blast or shock wave when they hit. When a target is struck by a Concussive weapon, he must take a Toughness Test with a penalty equal to 10 times the number in parentheses (X). For example, a weapon with Concussive (2) would impose a –20 on Toughness Tests and Concussive (0) would be a Test with no penalty. If he fails, the target is Stunned for 1 Round per Degree of Failure. Additionally, if the target takes Damage greater than his Strength Bonus, he is knocked Prone.
CORROSIVE - Some weapons utilize highly caustic acids which cause damage to both the wearer and their equipment. If a target is hit by an attack from a Corrosive weapon, the Armour Points of any armour worn by the target in that location are reduced by 1d10 points. If the Armour Points of the armour are reduced below 0 or the target is not wearing any armour in that location, the excess amount of Armour Point Damage (the whole amount if the target is wearing no armour in that location) is dealt to the target. This excess Damage is not reduced by Toughness. A target’s armour can be reduced multiple times by the effects of a Corrosive weapon. The Armour Point Damage is cumulative. A suit of armour can be repaired with a successful Challenging (+0) Tech-Use Test. A Player Character who possesses the Armour Monger Talent can repair the armour while making use of that Talent.
CRIPPLING (X) - Particularly cruel or deadly weapons, usually employed by the xenos enemies of the Imperium, sometimes include things like living barbs or shards that remain in their victims’ wounds, causing them immense pain and even slowly killing them. When a target suffers at least one Wound from this weapon, he counts as being “crippled” for the remainder of the encounter or until healed of all Damage. If a crippled character takes more than a Half Action on his Turn, he suffers Rending Damage equal to the number in parentheses (X) to whichever location received the original Damage. This Damage is not reduced by Armour or Toughness.
DEFENSIVE - A Defensive weapon, such as a shield, is intended to be used to block attacks and is awkward when used to make attacks. Defensive weapons grant a +15 bonus to Tests made when used to Parry, but impose a –10 penalty when used to make attacks.
FELLING (X) - To kill powerful foes often requires fearsome weapons or special rounds with the ability to punch through even the toughest hides. When calculating Damage from Felling weapons, reduce the target’s Unnatural Toughness Bonus by the number in parentheses (X). Felling only reduces Unnatural Toughness, not the target’s base Toughness Bonus. The reduction occurs for calculating Damage only and does not persist.
FLAME - Some weapons belch great gouts of flame, igniting anything they strike. If a target of a Flame attack is hit (even if he suffers no Damage), he must succeed on an Agility Test or be set on fire (see page 266).
If the target of the Flame attack is a Vehicle, the pilot of the vehicle must make the appropriate Operate Skill Test with a bonus equal to the Vehicle Armour value on the facing hit by the Flame Attack. If the pilot fails, the Vehicle immediately catches fire (see the On Fire! sidebar on page 284).
FLEXIBLE - Some weapons, such as whips, are made up from lots of loosely connected segments, such as chains or supple woven hides. These kinds of weapons lash about when used to attack and cannot be Parried.
FORCE - Force weapons are unique in that they only function properly when wielded by a true psyker, whose mental energies turn these ordinary looking weapons into devices of terrifying power. They can take the form of almost any normal hand weapon such as a sword, axe, halberd, or hammer, and in the hands of a non-psyker they function as such. When a psyker directs his powers through them, though, such a weapon can multiply his strength to superhuman levels.
Force weapons have special rules when used by a psyker and otherwise count as a Best Craftsmanship Mono variant of the standard Low-Tech weapon. In the hands of a psyker, the weapon deals bonus Damage and gains bonus Penetration equal to the psyker’s Psy Rating (so a Psy Rating 3 would grant +3 Damage and +3 Penetration) and the Damage type changes to Energy. In addition, whenever a psyker Damages an opponent, he may make a Focus Power Action (Opposed Willpower) as a Half Action. If he wins the Test, then for every Degree of Success, the Force weapon’s wielder deals an additional 1d10 E Damage, ignoring Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
HALLUCINOGENIC (X) - Hallucinogenic weapons use drugs or mind-altering exotic energy to disorient or disable their targets, often inducing a variety of short-lived psychological states and delusions. When a
creature takes a hit from a Hallucinogenic weapon, it must make a Toughness Test with a penalty equal to 10 times the number in parentheses (X) or suffer a temporary delusion and roll 1d100 on Hallucinogenic Effects. Respirators and sealed armour provide a +20 bonus to this Test. The effects last for 1 Round, plus 1 additional Round for every Degree of Failure.

Hallucinogenic Effects
Roll Effect
1 Bugsbugsbugsbugs! The character drops to the floor, flailing and screaming as he tries to claw off imaginary insects devouring his skin and flesh. In game terms, the character is Stunned.
2 My hands…! The character believes his hands have turned into slimy tentacles, or perhaps the flesh has begun to strip off the bone in bloody lumps. Regardless of the particulars, the character drops everything he is carrying and spends the duration staring at his hands and screaming. In game terms, the character is Stunned.
3 They’re coming through the walls! The character sees gruesome aliens bursting through the walls/ceiling/floor/bushes and opens fire. The character must spend each Turn firing at a random piece of terrain within his line of sight. Any creatures caught in the line of fire are subject to attacks as normal. Each Round, choose a new target at random (use the Scatter Diagram on page 255 to determine which direction that is, with a “7” meaning he shoots the ground, and a “0” meaning he fires wildly into the air).
4 Nobody can see me! The character believes he is invisible and wanders aimlessly, making faces at those around him. He waddles about in random directions each Round (use the Scatter Diagram on page 255), using a Full Action to move. The character retains his Reactions.
5 I can fly! The sky looks so big and inviting, the character flaps his arms trying to imitate a pterasquirrel. He may do nothing but jump up and down on the spot. If he is standing above ground level, he may throw himself off in a random direction, with the usual consequences for falling—appalling injury or death being the usual outcomes.
6 They’ve got it in for me… The character is overcome with paranoia, believing even his own comrades are out to get him. On the character’s Turn, he must move to a position of cover, getting out of line of sight from any other characters. He remains hidden until the effect ends.
7 They got me, mother… The character believes that the gas is toxic and collapses to the floor as if dead—he counts as being Helpless. Any other character who sees him “die” must pass an Intelligence Test or they think the character is dead too.
8 I’ll take you all on! The character is filled with a burning rage and a desire for violence. The character enters a Frenzy (see page 144) and attacks the closest opponent.
9 I’m only little! The character believes he has shrunk to half his normal size and everything else is big and frightening now. All other characters count as having a Fear Rating of 3 to the character.
0 The worms! The character desperately tries to remove a massive fanged worm he thinks is slowly winding its way up his leg. If holding a gun, he shoots himself with it or, if not, he hits himself in the leg with whatever melee weapon he is holding. If the character is currently holding no weapon, he draws a random weapon from those he carries and attacks himself with it. Randomly determine which leg the character believes to be trapped by the worm. The attack hits automatically and deals normal Damage.

HAYWIRE (X) - Haywire weapons make use of microwaves or electromagnetic radiation to destroy the inner workings of machines and tech. Everything within the field’s radius, indicated by the number in parentheses, is affected: Haywire (3) would affect an area with a three metre radius. Roll 1d10 on Haywire Field Effects (adding any modifiers from the weapon) to determine the strength of the effect. As the field slowly dissipates, the strength lessens one step in severity each Round until it becomes Insignificant (i.e., a result of Major Disruption would become Minor Disruption the following Round and then cease to have an effect the Round after that). Additional Haywire attacks in the same area do not stack but instead create a new effect that is either ignored if lower than the current effect or replaces the old one if higher.

Haywire Field Effects
Roll Field Strength
1–2 Insignificant: There is no noticeable effect on nearby technology.
3–4 Minor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality, Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –10 penalty. The Base Movement of anyone in power armour is reduced by 1.
5–6 Major Disruption: All actions utilizing technology, including firing Ranged weapons without the Primitive Quality, Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –20 penalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components function as a Primitive weapon of the analogous type.
7–8 Dead Zone: Technology within the affected area completely ceases to function. Power armour becomes unpowered reducing the wearer’s move to 1. Characters with cybernetic replacements to any internal organ(s) suffer one level of Fatigue each Round they remain in the Dead Zone. Melee weapons with technological components (i.e. power swords) function as a Primitive weapon of their type.
9–0 Prolonged Dead Zone: As Dead Zone.

INACCURATE - Inaccurate weapons are either far too cumbersome to aim properly or lack any kind of reliable sights. No bonus is gained from the use of the Aim Action with these weapons.
INDIRECT (X) - Mortars and similar Launcher weapons are often fired in a suppression mode, where the actual enemy cannot be seen and only their rough location is known. In these cases, mortar shells and the like can be fired without any actual line of sight required. Often such weapons are fired in conjunction with a spotter who directs fire from the weapon. Any ally with an auspex or who can see the target can assist with indirect fire.

  • When making any ranged attack Action (Standard Attack, Semi-Auto Burst, or Full Auto Burst) with an Indirect weapon, the attack does not have to target a location in line of sight of the active player, but is made at a –10 penalty and requires a Full Action instead of the normal Half Action. The active character, however, must be aware of his intended target, either by using the target’s last known position, through the use of a spotter, or through other means. The GM makes the final determination on whether or not the character is aware of his target’s location and may add penalties to this ranged attack based on how aware the character is of his target.
  • For each hit with the ranged attack, roll once on the Scatter Diagram (see page 255). The hit instead strikes the ground at a location a number of metres away from the intended target, in the direction rolled on the Scatter Diagram, equal to 1d10 minus the firer’s Ballistic Skill Bonus—to a minimum of zero.
  • If the ranged attack fails, or if the Semi-Auto Burst or Full Auto Burst Actions fail to achieve the maximum potential hits, the remaining missed hits—up to the maximum potential hit for the rate of fire used in the attack—are still fired, but miss their target. For each missed hit, roll once on the Scatter Diagram (see page 255). The hit instead strikes the ground at a location Xd10 metres away from the intended target in the direction rolled on the Scatter Diagram (where X is equal to the number in parentheses [X]).
  • If the active character has a Comrade in cohesion, that Comrade may spend a Full Action to help the character in aiming and steadying the weapon. If he does, then the attack with the Indirect weapon does not suffer from the normal –10 penalty and all missed hits only scatter Xd5 metres.

LANCE - Lance weapons fire focused beams of devastating energy, piercing armour with ease. Weapons with the Lance Quality have a variable Penetration value that is dependent on the accuracy of each shot. When a target is hit by a weapon with the Lance Quality, increase the weapon’s Penetration value by its base value once for each Degree of Success achieved by the attacker. For example, if a Dark Eldar Kabalite Warrior hit a Leman Russ Battle Tank with a Dark Lance and achieved 3 Degrees of Success, the Dark Lance would have a Penetration value of 20—the base Penetration value of the Dark Lance of 5 plus 15, 5 for each of the three Degrees of Success—for that shot. Note that this means that a weapon with the Lance Quality always has at least a Penetration value of 5 if its wielder hits the target, as a hit represents a single Degree of Success.
MAXIMAL - Maximal weapons have two fire settings allowing the wielder to either use the weapon at its lower setting to conserve ammo and allow a higher rate of fire or make single powerful blasts that require the weapon to recharge between shots. Before making an attack, the user can choose to either fire the weapon normally, in which case it uses the profile detailed on Table 6–9: Ranged Weapons, or to fire it on Maximal. When the weapon is fired on Maximal it adds 10 metres to its Range, adds 1d10 to its Damage, and +2 to its Penetration. If it has the Blast Quality, then this is improved by +2; i.e., a weapon with Blast (3) become Blast (5). The weapon also uses three times the normal amount of ammo per shot and gains the Recharge Quality.
MELTA - Using intense blasts of heat to excite particles and carve away armour, these weapons can slag even the hardest materials if fired from a close enough range. This weapon doubles its Penetration when firing at Short Range.
OGRYN-PROOF - The bestial Ogryn that serve amongst the ranks of the Imperial Guard have hands that are not only much larger than those of a normal human, but also far stronger. Most Ogryn have a hard time using them to perform delicate, or even normal, tasks. There are many weapons, however, that are perfect for use by these cumbersome creatures. Characters with the Clumsy Trait can use any weapon with the Ogryn-Proof Quality with no penalty.
OVERHEATS - Certain weapons are prone to overheating, either because of poor design or because they fire unstable superheated ammunition. A weapon with the Overheats Quality overheats on an attack roll of 91 or higher. When a weapon overheats, the wielder suffers Energy Damage equal to the weapon’s Damage with a Penetration of 0 to an arm location (the arm holding the weapon if the weapon was fired one-handed, or a random arm if the weapon was fired with two hands). The wielder may choose to avoid taking the Damage by dropping the weapon. Dropping a weapon is a Free Action. A weapon that overheats must spend the Round afterwards cooling the weapon to overheat.
POWER FIELD - A field of power wreathes weapons with this Quality, increasing their Damage and Penetration. Such modifiers are already included in the weapon’s profile. When the character successfully use this weapon to Parry an attack made with a weapon that lacks this Quality, he has a 75% chance of destroying his attacker’s weapon. Weapons with the Warp Weapon Quality and Natural Weapons are immune to this effect.
PRIMITIVE (X) - Crude and basic in design, these kinds of weapons, while still deadly, are less effective against modern armour. When rolling for Damage with these weapons, any dice roll greater than the number in parentheses (X) counts as that number. For example, a weapon with Primitive (7) would count all Damage rolls of 8, 9 or 0 as 7. These weapons can still generate Righteous Fury as normal, on a Damage roll of 0.
PROVEN (X) - Weapons with a Proven Quality always inflict massive trauma and treat any dice roll for Damage lower than the Proven rating (as indicated by the number in parentheses) as if it were the Proven rating instead. Thus, a Proven (3) weapon would treat any die roll of 1 or 2 as a 3 for the purposes of calculating Damage.
RAZOR SHARP - Certain weapons or ammunition have the ability to slice right through armour if they hit just right. If the wielder scores three or more Degrees of Success when rolling to hit with this weapon, double this weapon’s Pen when resolving the hit.
RECHARGE - Because of the volatile nature of the weapon’s ammunition or due to the way it fires, the weapon needs time between shots to Recharge. The weapon must spend the Round after firing building up a charge and cannot be fired—in effect, the character can only fire the weapon every other Round.
RELIABLE - Based on tried and true technology, Reliable weapons seldom fail. Reliable weapons only jam on an unmodified hit roll of 00. Reliable weapons with the Spray Quality, or which do not make hit rolls, never jam.
SANCTIFIED - These weapons are blessed against the forces of Chaos. Any Damage inflicted by a Sanctified weapon counts as Holy Damage. Holy Damage does not have any integral effects, but works differently against some Daemonic and Warp creatures.
SCATTER - The standard ammunition of these weapons spreads out when fired, hitting more of the target. If fired at a foe within Point Blank range, every two Degrees of Success the firer scores indicates another hit (use Multiple Hits). However, at longer ranges this spread of small projectiles reduces its effectiveness. All Armour Points are doubled against hits from Scatter weapons at Long or Extreme Range.
SHOCKING - Shocking weapons can Stun their opponents with a powerful surge of energy. A target that takes at least 1 point of Damage from a Shocking weapon, after Armour and Toughness Bonus, must make a Challenging (+0) Toughness Test. If he fails, he is Stunned for a number of Rounds equal to his Degrees of Failure.
SMOKE (X) - Rather than inflicting Damage, these weapons throw up dense clouds of smoke to create cover. When a hit is scored from a weapon with the Smoke Quality, it creates a smokescreen a number of metres in diameter from the point of impact equal to the number in parentheses (X). This screen lasts for 1d10+10 Rounds, or less in adverse weather conditions (see the effects of Smoke on page 253).
SNARE (X) - Weapons with this Quality are designed to entangle enemies. On a successful hit, the target must make an Agility Test with a penalty equal to 10 times the number in parentheses (X) or be immobilised. For example, a weapon with Snare (1) would impose a –10 on Agility Tests. An immobilised target can attempt no other Actions except to try to escape the bonds. He can attempt to burst the bonds (a Strength Test) or wriggle free (an Agility Test) on his Turn. Both of these Tests to escape also have a penalty equal to 10 times the number in parentheses. The target is considered helpless until he escapes.
SPRAY - Spray weapons project a cone of missiles, liquid, or fire out to the range of the weapon. Unlike other weapons, Spray weapons have just one range and, when fired, hit all those in their area of effect. The wielder does not need to Test Ballistic Skill; he simply fires the weapon. All creatures in the weapon’s path, a cone-shaped area extending in a 30-degree arc from the firer out to the weapon’s range, must make a Challenging (+0) Agility Test or be struck by the attack and take Damage normally. Cover does not protect characters from attacks made by Spray weapons unless it completely conceals them. Because Spray weapons make no roll to hit, they are always considered to hit targets in the body, and jam if the firer rolls a 9 on any of his Damage dice (before adding any bonuses). Due to their inaccurate nature, Spray Weapons cannot be used to make Called Shot Actions.
STORM - A weapon with the Storm Quality unleashes shots at rapid speed, often through use of a double-barrelled design. This Quality doubles the amount of hits inflicted on the target and the amount of ammunition expended. For example, when firing a weapon with the Storm Quality in fully automatic mode, each Degree of Success yields two additional hits (up to the weapon’s firing rate, as normal).
TEARING - Tearing weapons are vicious devices, often using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded.
TOXIC (X) - Some weapons rely on toxins and poisons to do their damage. Anyone that takes Damage from a Toxic weapon, after reduction for Armour and Toughness Bonus, must make a Toughness Test with a penalty equal to 10 times the number in parentheses (X) or suffer an additional 1d10 points of Damage (of the same type as the weapon which inflicted the hit) not reduced by Armour or Toughness. For example, a weapon with Toxic (4) would impose a –40 on Toughness Tests. Some weapons or creatures may carry additional effects with their toxins or inflict more Damage as indicated in their individual descriptions.
TWIN-LINKED - A Twin-Linked weapon represents two identical weapons connected together and linked to fire at the same time, often through one pull of the trigger or push of a button. Twin-linked weapons are built this way in order to increase the chances of scoring a hit through the crude expedience of blasting more shots at the target. A weapon with the Twin-linked Quality gains a +20 to hit when fired and uses twice as much ammunition. In addition, the weapon scores one additional hit if the attack roll succeeds by two or more Degrees of Success. Lastly, the weapon’s reload time is doubled.
UNBALANCED - Heavy and difficult to ready after an attack, these kinds of weapons cannot be used to make Lighting Attack Actions, and impose a –10 when used to Parry.
UNRELIABLE - Certain weapons misfire more often than normal because they are badly maintained or constructed. An Unreliable weapon suffers a jam on a roll of 91 or higher, even if fired on Semior Full Auto.
UNWIELDY - Huge and often top-heavy, Unwieldy weapons are too awkward to be used with finesse. Unwieldy weapons cannot be used to Parry or make Lightning Attack Actions.

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