Area Attack
Hits all targets in a defined area with a single attack roll.
18 qualities
The special properties that distinguish weapons beyond raw stats. Every quality changes how a weapon plays.
Hits all targets in a defined area with a single attack roll.
On hit, target takes 1 damage at the start of each turn until treated (Medicine TN 9) or they spend an action applying pressure.
Armor Piercing 1 — Ignore 1 point of Armor Rating.
+2 Roll Bonus to hide this weapon on your person (Stealth or Finesse check).
When you brandish this weapon threateningly, gain +1 Roll Bonus to Force checks.
On hit, target must succeed at IRON or GRIT (TN 11) or be knocked Prone.
No mounted-fire penalty — can be used effectively from a moving mount.
Can only be used effectively from horseback.
+1 Defense when wielded — you can use the weapon to deflect.
Can fire twice without moving (second shot at +2 Tempo, no Aim bonus).
Can attack targets up to 3m away; +1 TN to attack targets at Point-Blank.
This weapon never jams on Fumbles; only on specific malfunctions.
Can hit up to 2 adjacent targets at Close range (roll once, apply to both).
+2 Roll Bonus at Far range only. No benefit at other ranges; Point-Blank suffers an additional −2 dice.
Reloading takes Tempo 8 instead of standard reload Tempo.
On a Critical hit, the target must roll GRIT + Resilience vs TN 11 or become Stunned.
Requires both hands; cannot use with shield.
On Fumble, weapon misfires: user takes 1d3 damage and weapon jams.