Weapon Qualities

18 qualities

The special properties that distinguish weapons beyond raw stats. Every quality changes how a weapon plays.

Area Attack

Hits all targets in a defined area with a single attack roll.

Bleed

On hit, target takes 1 damage at the start of each turn until treated (Medicine TN 9) or they spend an action applying pressure.

Breaker

Armor Piercing 1 — Ignore 1 point of Armor Rating.

Concealable

+2 Roll Bonus to hide this weapon on your person (Stealth or Finesse check).

Intimidating

When you brandish this weapon threateningly, gain +1 Roll Bonus to Force checks.

Knockdown

On hit, target must succeed at IRON or GRIT (TN 11) or be knocked Prone.

Light

No mounted-fire penalty — can be used effectively from a moving mount.

Mounted Only

Can only be used effectively from horseback.

Parry

+1 Defense when wielded — you can use the weapon to deflect.

Rapid Cycle

Can fire twice without moving (second shot at +2 Tempo, no Aim bonus).

Reach

Can attack targets up to 3m away; +1 TN to attack targets at Point-Blank.

Reliable

This weapon never jams on Fumbles; only on specific malfunctions.

Scatter

Can hit up to 2 adjacent targets at Close range (roll once, apply to both).

Scope

+2 Roll Bonus at Far range only. No benefit at other ranges; Point-Blank suffers an additional −2 dice.

Slow Reload

Reloading takes Tempo 8 instead of standard reload Tempo.

Stun

On a Critical hit, the target must roll GRIT + Resilience vs TN 11 or become Stunned.

Two-Handed

Requires both hands; cannot use with shield.

Volatile

On Fumble, weapon misfires: user takes 1d3 damage and weapon jams.