Tools for the tool god.
Name | Description | Game Setting | Book | Page No. |
---|---|---|---|---|
Accurate | Some weapons are designed with precision in mind and respond superbly in skilled hands. They grant an additional bonus of +10 to the firerâs Ballistic Skill when used with an Aim Action, this is in addition to the bonus granted from Aiming. | Dark Heresy | Dark Heresy Core Rulebook | 128 |
Accurate | Some weapons are designed with precision in mind and respond superbly in skilled hands. They grant an additional bonus of +10 to the firerâs Ballistic Skill when used with an Aim Action in addition to the bonus granted from Aiming. When firing a single shot from a single Basic Weapon with the Accurate quality benefiting from the Aim action, the attack gains an extra d10 of damage for every two degrees of success to a maximum of two extra d10. | Rogue Trader | Rogue Trader Core Rulebook | 115 |
Accurate | Some weapons are designed with precision in mind and respond superbly in skilled hands. They grant an additional bonus of +10 to the firerâs Ballistic Skill when used with an Aim Action in addition to the bonus Aiming grants. When firing a single shot from a single Accurate Basic Weapon, if such an attack also uses the Aim action, it gains an extra 1d10 of damage for every two degrees of success to a maximum of two extra d10. | Deathwatch | Deathwatch Core Rulebook | 142 |
Accurate | Some weapons are designed with precision in mind and respond superbly to skilled hands. They grant an additional bonus of +10 to the ï¬ rerâs Ballistic Skill when used with an Aim Action, in addition to the bonus granted from Aiming. When ï¬ ring a single shot from a single Basic Weapon with the Accurate Quality beneï¬ ting from the Aim action, the attack gains an extra 1d10 Damage for every two Degrees of Success to a maximum of two extra 1d10. These extra d10s cannot generate Zealous Hatred. | Black Crusade | Black Crusade Core Rulebook | 148 |
Accurate | These weapons are designed with precision in mind and respond superbly in skilled hands. They grant an additional bonus of +10 to the ï¬rerâs Ballistic Skill when used with an Aim Action, in addition to the normal bonus granted from Aiming. When ï¬ring a single shot from a single Basic weapon with the Accurate Quality and beneï¬ting from the Aim Action, the attack inï¬icts 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. | Only War | Only War Core Rulebook | 169 |
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. | Dark Heresy | Dark Heresy Core Rulebook | 128 |
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. | Rogue Trader | Rogue Trader Core Rulebook | 115 |
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. | Deathwatch | Deathwatch Core Rulebook | 142 |
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 Parry Tests when using this weapon. Even if the wielder is using multiple Balanced weapons, he only gains the bonus once. | Black Crusade | Black Crusade Core Rulebook | 159 |
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. | Only War | Only War Core Rulebook | 169 |
Blast | 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 weaponâs blast radius in metres, indicated by the number in parenthesis, is also hit. Roll Hit Location and Damage individually for each person affected by a blast. | Dark Heresy | Dark Heresy Core Rulebook | 128 |
Blast | 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 weaponâs blast radius in metres, indicated by the number in parenthesis, is also hit. Roll Hit Location and Damage individually for each person affected by a blast. | Rogue Trader | Rogue Trader Core Rulebook | 115 |
Blast | Many missiles, grenades, and some guns create an explosion when they hit. When working out the effects of a Blast weapon, anyone within the weaponâs blast radius in metres (the number in parenthesis) is also hit. Roll Hit Location and Damage individually for each person affected by the blast. | Deathwatch | Deathwatch Core Rulebook | 142 |
Blast | 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 weaponâs blast radius in metres (indicated by the number in parenthesis) is also hit. Roll Damage once and apply it to each person affected by the blast. | Black Crusade | Black Crusade Core Rulebook | 149 |
Blast | 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 weaponâs 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. | Only War | Only War Core Rulebook | 169 |
Concussive | The weapon causes a barrage of sound and force upon impact. When you strike an opponent with a Concussive weapon, he must make a Toughness Test at a Difficulty of â10 per degree of success by which the attack succeeded or be Stunned for 1 Round. Auditory protection confers a +10 bonus to this Test, but does not negate the kinetic energy of the blast. Additionally, any target taking Damage greater than his Strength Bonus from a Concussive weapon is automatically knocked down. | Deathwatch | Deathwatch Core Rulebook | 142 |
Concussive | Some weapons create a deafening blast or shock wave when they hit. When target is struck by a Concussive weapon, must take a Toughness Test with a penalty equal to 10 times the number in parenthesis (X). For example a weapon with Concussive (2) would impose a â20 on Toughness Tests, and Concussive (0) would be a Test with no penalty. If he fails, target is stunned for 1 round per Degree of Failure. Additionally, if the target takes Damage greater than his Strength Bonus, the target is knocked Prone. | Black Crusade | Black Crusade Core Rulebook | 148 |
Concussive | 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 â20 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. | Only War | Only War Core Rulebook | 169 |
Corrosive | Some weapons utilise 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 targetâs 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. | Only War | Only War Core Rulebook | 169 |
Crippling | Particularly cruel or deadly weapons sometimes include things like living barbs or shards that remain in their victimsâ wounds, causing them immense pain and even slowly killing them. When a target suffers at least one Damage (after reductions for Armour and Toughness Bonus) from a weapon with the Crippling Quality, it counts as being âCrippledâ for the remainder of the encounter or until healed of all Damage. If a Crippled character takes more than a Half Action on a single turn, that character suffers Rending Damage equal to the number in parenthesis (X). This damage is not reduced by Armour or Toughness Bonus. | Rogue Trader | The Soul Reaver | 108 |
Crippling | Particularly cruel or deadly weapons sometimes include things like living barbs or shards that remain in their victimsâ wounds causing them immense pain and even slowly killing them. When a target suffers at least one wound from this weapon they count as being âcrippledâ for the remainder of the encounter or until healed of all Damage. If a crippled character takes more than a Half Action on their turn, they suffer Rending Damage equal to the number in parenthesis (X). This Damage is not reduced by armour or Toughness. | Black Crusade | Black Crusade Core Rulebook | 148 |
Crippling | 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 victimsâ 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 âcrippledâ 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. | Only War | Only War Core Rulebook | 169 |
Customised | The user has rebuilt and fined-tuned the weapon so he can operate it to his personal satisfaction. Reloading this weapon takes ½ the listed time, rounding up to the next full action (½ Action is still ½ Action). | Rogue Trader | Rogue Trader Core Rulebook | 115 |
Deadly Snare | The weapon envelops the target in snares which not only constrict but seek to strangle and flay their victim. This weapon quality functions in the same way as the Snare weapon quality (see Weapon Special Qualities on page 142 in Chapter V: Armoury), except that any character entangled by the weapon suffers the weapons damage again in their turn every round if they do not break free. | Deathwatch | Deathwatch Core Rulebook | 372 |
Defensive | A Defensive weapon, such as a shield, is intended to be used to block attacks and is awkward when used for making attacks. Defensive weapons grant a +15 bonus to tests made when used to Parry, but take a â10 penalty when used to make attacks. | Dark Heresy | Dark Heresy Core Rulebook | 128 |
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 take a â10 penalty when used to make attacks. | Rogue Trader | Rogue Trader Core Rulebook | 115 |
Defensive | A Defensive weapon, such as a shield, is intended for blocking and is therefore awkward when used to make attacks. Defensive weapons grant a +15 bonus to tests made when used to Parry, but take a â10 penalty when used to attack. | Deathwatch | Deathwatch Core Rulebook | 142 |
Defensive | A Defensive weapon, such as a shield, is intended to be used to block attacks and is awkward when used for making attacks. Defensive weapons grant a +15 bonus to tests made when used to Parry, but take a â10 penalty when used to make attacks. | Black Crusade | Black Crusade Core Rulebook | 149 |
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 â10 penalty when used to make attacks. | Only War | Only War Core Rulebook | 169 |
Devastating | Either because of an unnatural psychological property or pure destructive power, a Devastating weapon shakes the confidence of a Squad struck by it. If the weapon hits, it does one additional point of Cohesion Damage regardless of Damage to Wounds, in addition to secondary effects on Cohesion from the hitâs Damage and other results. If the target is a Horde, it reduces its magnitude by a number equal to the number in parenthesis every time it is hit by this weapon. | Deathwatch | Deathwatch Core Rulebook | 142 |
Devastating | If the target is a horde, a successful hit from this weapon reduces the Hordeâs Magnitude by an additional amount equal to X. | Black Crusade | Black Crusade Core Rulebook | 149 |
Fast | The size and speed of this weapon makes it hard to Parry. Opponents that would Parry an attack against a weapon with the Fast quality take a â20 penalty on their Weapon Skill Tests. | Dark Heresy | The Inquisitor's Handbook | 96 |
Felling | Designed to puncture and to mangle, this weapon is capable of toppling even the mightiest foes. If the weapon hits, it ignores a number of levels of Unnatural Toughness possessed by the target equal to the number in the parenthesis. For instance, a Felling (1) weapon ignores the beneï¬ ts of Unnatural Toughness (x2) and would reduce the beneï¬ rts of unnatural Toughness (x3) by one multiplier. | Dark Heresy | Daemon Hunter | 66 |
Felling | Designed to puncture and to mangle, Felling weapons are capable of toppling even the mightiest foes. If the weapon hits, it ignores a number of levels of Unnatural Toughness possessed by the target equal to the number in parenthesis. For instance, a Felling (1) weapon ignores the beneï¬ts of Unnatural Toughness (x2) and would reduce the beneï¬ts of Unnatural Toughness (x3) by one multiplier. | Rogue Trader | The Soul Reaver | 108 |
Felling | Designed to puncture and to mangle, this weapon is capable of toppling even the mightiest foes. If the weapon hits, it ignores a number of levels of Unnatural Toughness possessed by the target equal to the number in parenthesis. For instance, a Felling (1) weapon ignores the benefits of Unnatural Toughness (x2) and would reduce the benefits of Unnatural Toughness (x3) by one multiplier. | Deathwatch | Deathwatch Core Rulebook | 142 |
Felling | 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 targetâs Unnatural Toughness Bonus by the number in parenthesis (X). Felling only reduces Unnatural Toughness, not the targetâs base Toughness Bonus. The reduction occurs for calculating Damage only, and does not persist. | Black Crusade | Black Crusade Core Rulebook | 149 |
Felling | 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 targetâs Unnatural Toughness Bonus by the number in parentheses (X). Felling only reduces Unnatural Toughness, not the targetâs base Toughness Bonus. The reduction occurs for calculating Damage only and does not persist. | Only War | Only War Core Rulebook | 169 |
Flame | Flame weapons project a cone of flame out to the range of the weapon. Unlike other weapons, flamers have just one range, and when fired, cast fiery death out to this distance. The wielder does not need to Test Ballistic Skill; he simply fires the weapon. All creatures in the flameâs path, a cone-shaped area extending in a 30 degree arc from the firer out to the weaponâs range, must make an Agility Test or be struck by the flames and take damage normally. If they take damage, they must succeed on a second Agility Test or be set on fire. Cover does not protect characters from attacks made by Flame weapons. Because Flame weapons make no roll to hit, they are always considered to hit targets in the body, and will Jam if the firer rolls a 9 on his Damage dice (before adding any bonuses). | Dark Heresy | Dark Heresy Core Rulebook | 128 |
Flame | Flame weapons project a cone of flame out to the range of the weapon. Unlike other weapons, flamers have just one range, and when fired, cast fiery death out to this distance. The wielder does not need to Test Ballistic Skill; he simply fires the weapon. All creatures in the flameâs path, a cone-shaped area extending in a 30 degree arc from the firer out to the weaponâs range, must make an Agility Test or be struck by the flames and take damage normally. If they take damage, they must succeed on a second Agility Test or be set on fire. Cover does not protect characters from attacks made by Flame weapons. Normally when a weapon is fired without the appropriate Weapon Training Talent or a heavy weapon is fired without bracing, the wielder suffers a â20% or -30% penalty respectively to his Ballistic Skill Test. When a weapon with the flame quality is fired by a wielder who does not possess the appropriate Weapon Training Talent, anyone in the weaponâs area of effect gains a +20% bonus to his Agility Test to avoid damage. This bonus rises to +30% if the flame weapon is heavy and the wielder is not braced. Because Flame weapons make no roll to hit, they are always considered to hit targets in the body, and will Jam if the firer rolls a 9 on his Damage dice (before adding any bonuses). | Rogue Trader | Rogue Trader Core Rulebook | 115 |
Flame | Flame weapons project a cone of flame out to the Range of the weapon. Unlike other weapons, flamers have just one range. When fired, they cast fiery death out to this distance. The wielder does not need to Test Ballistic Skill; he simply fires. The flameâs path is a cone-shaped area extending in a 30 degree arc from the firer out to the weaponâs Range. Any creatures caught in it must succeed on an Agility Test or be struck by the flames and take damage normally. If they take damage, they must succeed on a second Agility Test or catch on fire. (For the effects of being on Fire, see page 260.) Cover does not protect characters from attacks made by Flame weapons. Normally, when a weapon is fired without the appropriate Weapon Training Talent or a heavy weapon is fired without bracing, the wielder suffers a â20 or â30 penalty respectively to his Ballistic Skill Test. When a wielder who does not possess the appropriate Weapon Training Talent fires a weapon with the Flame Quality, anyone in the area of effect gains a +20 bonus to his Agility Test to avoid damage. This bonus rises to +30 if the weapon is heavy and the wielder is not braced. | Deathwatch | Deathwatch Core Rulebook | 142 |
Flame | Some weapons belch great gouts of ï¬ ame, 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 ï¬ re (see page 247). | Black Crusade | Black Crusade Core Rulebook | 149 |
Flame | Some weapons belch great gouts of ï¬ame, 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 ï¬re (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 ï¬re (see the On Fire! sidebar on page 284). | Only War | Only War Core Rulebook | 169 |
Flexible | Some weapons are made up from lots of loosely connected segments, such as chains or supple woven hides, such as whips. These kinds of weapons lash about when used to attack and cannot be Parried. | Dark Heresy | Dark Heresy Core Rulebook | 128 |
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. | Rogue Trader | Rogue Trader Core Rulebook | 115 |
Flexible | Some weapons are made up of a multitude of loosely- connected segments, such as chains, while others, such as whips, are woven from supple hides. These kinds of weapons lash about when used to attack and cannot be Parried. | Black Crusade | Black Crusade Core Rulebook | 149 |
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. | Only War | Only War Core Rulebook | 170 |
Force | Made from the rarest materials and interlaced with psychic reactive and channelling circuitry of a design said to have originated with the Emperor himself when he walked among mortal men, force weapons are capable of channelling the mental power and aggression of a psyker into deadly, reality- rending force. It is theoretically possible to create force weapons in almost any form, and several unique and potent variants, such as the Nemesis weapons of the Grey Knights and the legendarily destructive Daemonhammers, exist. The three commonest types of force weapons are given here, the force sword, force axe and force staff. Unless wielded by a psyker, force weapons simply count as a Good Craftsmanship Mono variant of their standard Primitive weapon type (see pages 128 and 142 of D ark H eresy ). However, in the hands of a wielder with a Psy Rating, they are much more. For every point of Psy Rating the wielder has, the weaponâs Damage and Penetration increases by +1. For example, a force sword wielded by a character with Psy Rating 3 would inflict 1d10+3 R (plus SB) and have a Penetration of 5. In addition to normal Damage, whenever a psyker damages an opponent, he or she may, as a Free Action, channel psychic force and killing will into the blade. Treat this effect as a power with a Threshold 6. On a success, the wielder and victim make Opposed Willpower Tests. For every degree of success, the force weaponâs wielder deals an additional 1d10 points of Damage ignoring the victimâs Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weaponâs field. A force staff also acts as a Psy-Focus (see page 151 of D ark H eresy ). | Dark Heresy | The Inquisitor's Handbook | 187 |
Force | Force Weapons are unique in that they will 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 would 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 will otherwise count as Best Craftsmanship Mono variant of the standard Primitive weapon. In the hands of a psyker, the weapon deals bonus damage and gains bonus penetration equal to the psykerâs 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 succeeds in making the test and scores more degrees of success than his opponent, for every degree of success, the force weaponâs wielder deals an additional 1d10 E Damage, ignoring Armour or Toughness Bonus. Force weapons cannot be destroyed by a power weaponâs ï¬eld. Although Navigators are considered psykers, their powers are different from a regular psyker and they do not gain any of the above beneï¬ts for using a force weapon. | Rogue Trader | Into the Storm | 127 |
Force | The psi-lattice circuitry in force weapons is said to originate with the Emperor himself when he walked among mortal men. These weapons combine this archeotech circuitry pattern with the same rare, psycho-reactive crystal used in psychic hoods to channel the mental power of a psyker into deadly, reality-rending force. Force weapons can take many forms, and comprise several specialised variants; the most well known within the Adeptus Astartes are the Nemesis weapons of the Grey Knights. Force swords are the easiest of such weapons for a Librarian to obtain, followed by force staffs. Unless wielded by a psyker, force weapons simply count as a Common Astartes-sized weapon of the appropriate type with the Damage listed in the weaponâs profile. However, in the hands of a wielder with a Psy Rating, they are much more potent. For every point of Psy Rating the wielder has, the weaponâs Damage and Penetration increase by +1. For example, an Astartes force sword wielded by a character with Psy Rating 3 would inflict 1d10+5 (plus SB) and have a Penetration of 5. In addition to normal Damage, whenever a psyker damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every degree of success, the force weaponâs wielder deals an additional 1d10 Damage, ignoring the victimâs Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weaponâs field. The Focus Power Test to channel psychic force through a Force Weapon can be made at any of the three psychic powersâ power levels (see page 185), and has the same chance to generate Psychic Phenomena/Perils of the Warp (see page 186-188). The additional damage dealt by channelling psychic force through a Force Weapon is Energy for the purposes of determining Critical Damage. | Deathwatch | Deathwatch Core Rulebook | 155 |
Force | Used exclusively by psykers, these weapons combine archeotech circuitry pattern with rare psycho-reactive crystals to channel their mental power into deadly, reality- rending force. Force weapons can take many forms, and comprise several specialised variants, but are largely restricted to swords, staves, and axes. Any melee weapon with the Primitive Quality can be a Force weapon, and increases its Availability to Extremely Rare. Unless wielded by a psyker, Force weapons simply count as normal weapons of their type and are not considered to have the Force Quality. In the hands of a wielder with a Psy Rating, their true power is revealed. For every point of Psy Rating the wielder has, the weaponâs Damage and Penetration increase by +1. If the weapon possesses the Primitive Quality, it loses this Quality. For example, a Force sword wielded by a character with Psy Rating 3 would inï¬ ict 1d10+3 (plus SB) and have a Penetration of 3. In addition to normal Damage, whenever a psyker Damages an opponent, he may, as a Free Action, channel psychic force and killing will into the blade. This requires a Focus Power Test using Opposed Willpower. For every Degree of Success, the Force weaponâs wielder deals an additional 1d10 E Damage, ignoring the victimâs Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weaponâs ï¬ eld. | Black Crusade | Black Crusade Core Rulebook | 149 |
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 psykerâs 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 weaponâs wielder deals an additional 1d10 E Damage, ignoring Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weaponâs ï¬eld. | Only War | Only War Core Rulebook | 170 |
Gauss | Gauss weapons use a form of electromagnetic projection completely unknown to humanity to strip away the constituent molecules of a target. In the case of more powerful gauss weapons, this process occurs so rapidly and completely that the emerald beam of energy may appear to punch through its target, though it may be more accurate to think of it as âdiggingâ its way through. Whether the particles that previously made up a gauss weaponâs target are discarded or somehow stored for later use is unknown. A weapon with the Gauss Quality generates Righteous Fury on a roll of a 9 or 10. A weapon with the Gauss Trait is always capable of inï¬ icting Righteous Fury, even in the hands of an NPC that would not normally beneï¬ t from the rule. In the hands of an NPC that normally beneï¬ ts from Righteous Fury, it is automatically triggered successfully, without an additional roll. At the GMâs option, this rule may be suspended in the case of Hordes. | Deathwatch | The Outer Reach | 119 |
Gyro Stabilised | The weapon has a small auto-stabilisation unit that is typically built towards the end of the barrel. While not as powerful as a suspensor, the gyro-stabiliser helps keep the weapon levelled at the optimal angle for ï¬ring. A Gyro-Stabilised weapon never counts its target as being further than Long Range (normal maximum range still applies). Heavy weapons with this Quality reduce the penalty for ï¬ring without Bracing to â20. | Rogue Trader | Into the Storm | 121 |
Gyro Stabilised | The weapon has a small auto-stabilisation unit that is typically built towards the end of the barrel. While not as powerful as a suspensor, the gyro-stabiliser helps keep the weapon levelled at the optimal angle for firing. A Gyro-Stabilised weapon never counts its target as being further than Long Range (normal maximum range still applies). Heavy weapons with this Quality reduce the penalty for firing without Bracing to â20. | Deathwatch | Deathwatch Core Rulebook | 143 |
Gyro Stabilised | The weapon has a small auto-stabilisation unit that is typically built towards the end of the barrel. While not as powerful as a suspensor, the gyro-stabiliser helps keep the weapon levelled at the optimal ï¬ ring angle. A Gyro-Stabilised weapon never counts its target as being farther than Long Range (normal maximum range still applies). Heavy weapons with this Quality reduce the penalty for ï¬ ring without Bracing to â20. | Black Crusade | Black Crusade Core Rulebook | 149 |
Hallucinogenic | 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 parenthesis (X) or suffer a temporary delusion and roll 1d100 on Table 5-1: 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. | Black Crusade | Black Crusade Core Rulebook | 149 |
Hallucinogenic | 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 Table 6â7: 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. | Only War | Only War Core Rulebook | 170 |
Haywire | The weapon generates an electro-magnetic field that troubles the machine spirits of most technology. Everything within the fieldâs radius, indicated by the number in parenthesis, is affected. Roll on Table 5â4: Haywire Field Effects (with 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 b ecomes Insignificant. | Deathwatch | Deathwatch Core Rulebook | 143 |
Haywire | Haywire weapons make use of microwaves or electromagnetic radiation to destroy the inner workings of machines and tech. Everything within the ï¬ eldâs radius, indicated by the number in parenthesis, is affected: Haywire (3) would affect an area with a three metre radius. Roll 1d100 on Table 5â2: Haywire Field Effects (adding any modiï¬ ers from the weapon) to determine the strength of the effect. As the ï¬ eld slowly dissipates, the strength lessens one step in severity each round until it becomes Insigniï¬ cant (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 will either be ignored if lower than the current effect or replaced if higher. | Black Crusade | Black Crusade Core Rulebook | 149 |
Haywire | Haywire weapons make use of microwaves or electromagnetic radiation to destroy the inner workings of machines and tech. Everything within the ï¬eldâs radius, indicated by the number in parentheses, is affected: Haywire (3) would affect an area with a three metre radius. Roll 1d10 on Table 6â8: Haywire Field Effects (adding any modiï¬ers from the weapon) to determine the strength of the effect. As the ï¬eld slowly dissipates, the strength lessens one step in severity each Round until it becomes Insigniï¬cant (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. | Only War | Only War Core Rulebook | 170 |
Inaccurate | Weapons with this quality are either badly designed or simply woefully made, and regardless of the care taken when used, offer little better than a lucky chance to hit. No bonus is gained froom the use of the Aim Action with such weapons. | Dark Heresy | Dark Heresy Core Rulebook | 128 |
Inaccurate | Weapons with this quality are either badly designed or simply woefully made, and regardless of the care taken when used, offer little better than a lucky chance to hit. No bonus is gained from the use of the Aim Action with such weapons. | Rogue Trader | Rogue Trader Core Rulebook | 116 |
Inaccurate | Inaccurate weapons are either far too cumbersome to aim properly or lack any kind of reliable sights. These weapons never gain a bonus from Aiming. | Black Crusade | Black Crusade Core Rulebook | 149 |
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. | Only War | Only War Core Rulebook | 169 |
Indirect | Mortars and similar Launcher weapons are often ï¬red 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 ï¬red without any actual line of sight required. Often such weapons are ï¬red in conjunction with a spotter who directs ï¬re from the weapon. Any ally with an auspex or who can see the target can assist with indirect ï¬re. 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 â10 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 targetâs last known position, through the use of a spotter, or through other means. The GM makes the ï¬nal determination on whether or not the character is aware of his targetâs 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 ï¬rerâs Ballistic Skill Bonusâto 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 hitsâup to the maximum potential hit for the rate of ï¬re used in the attackâare still ï¬red, 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 â10 penalty and all missed hits only scatter Xd5 metres. | Only War | Only War Core Rulebook | 171 |
Lance | Lance weapons ï¬re 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 weaponâs 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 20âthe base Penetration value of the Dark Lance of 5 plus 15, 5 for each of the three Degrees of Successâfor 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. | Only War | Only War Core Rulebook | 171 |
Living Ammunition | The ranged weapons of the Tyranids use ammunition that is grown, gestated, or excreted by the creature or weapon. As such, ranged Tyranid weapons do not have a clip value (it is considered to be infinite), and do not need to be reloaded. The weapon also never Jams. | Deathwatch | Deathwatch Core Rulebook | 372 |
Maximal | Maximal weapons have two ï¬ re settings allowing the wielder to either use the weapon at its lower setting to conserve ammo and allow a higher rate of ï¬ re, or make single powerful blasts requiring the weapon to recharge between shots. Before making an attack the user can choose to either ï¬ re the weapon normally, in which case it uses the proï¬ le detailed on Table 5-3: Ranged Weapons, or to ï¬ re it on Maximal. When the weapon is ï¬ red on Maximal it adds 10 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. | Black Crusade | Black Crusade Core Rulebook | 150 |
Maximal | Maximal weapons have two ï¬re settings allowing the wielder to either use the weapon at its lower setting to conserve ammo and allow a higher rate of ï¬re or make single powerful blasts that require the weapon to recharge between shots. Before making an attack, the user can choose to either ï¬re the weapon normally, in which case it uses the proï¬le detailed on Table 6â9: Ranged Weapons, or to ï¬re it on Maximal. When the weapon is ï¬red 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. | Only War | Only War Core Rulebook | 171 |
Melta | [Post Errata] Astartes melta weapons double their Penetration when firing at Short Range or closer. [Pre Errata] Astartes melta weapons deal an extra 1d10 Damage to targets at Short Range or closer. To use the various classes of melta weapons, a character must have the Pistol Training (Melta), Basic Weapon Training (Melta), or Heavy Weapon Training (Melta) Talents. | Deathwatch | Deathwatch Core Rulebook | 148 |
Melta | Using intense blasts of heat to excite particles and carve away armour, these weapons can slag even the hardest materials if ï¬ red from a close enough range. This weapon doubles its Penetration when ï¬ ring at Short Range. | Black Crusade | Black Crusade Core Rulebook | 150 |
Melta | Using intense blasts of heat to excite particles and carve away armour, these weapons can slag even the hardest materials if ï¬red from a close enough range. This weapon doubles its Penetration when ï¬ring at Short Range. | Only War | Only War Core Rulebook | 171 |
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. | Only War | Only War Core Rulebook | 172 |
Overheats | Certain weapons are prone to overheating, either because of poor design or they fire unstable superheated ammunition. An unmodified to hit roll of 91 or higher causes the weapon to Overheat. Roll 1d10 and consult Table 5-6: Weapon Overheating to see what happens. | Dark Heresy | Dark Heresy Core Rulebook | 129 |
Overheats | Certain weapons are prone to overheating, either because of poor design or because they fire unstable superheated ammunition. A weapon with the Overheats special quality overheats on an attack roll of 91 or higher. When a weapon overheats, the wielder suffers energy damage equal to the weaponâs 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 down and may not be fired again until the second round after overheating. A weapon with this quality does not Jam, and any effect that would cause the weapon to Jam (i.e., certain psychic powers) instead causes the weapon to overheat. | Rogue Trader | Rogue Trader Core Rulebook | 116 |
Overheats | Certain weapons are prone to overheating, either because of poor design or because they fire unstable superheated ammunition. A weapon with this Quality overheats on an attack roll of 91 or higher. When this happens, the wielder suffers energy damage equal to the weaponâs damage with a Penetration of 0 to an arm location (the arm holding the weapon if it was fired one-handed, or a random arm if it was fired with two hands). The wielder may choose to avoid taking damage by dropping the weapon. Dropping a weapon is a Free Action. A weapon that overheats must spend the round afterwards cooling down and may not be fired again until the second round after overheating. A weapon with this Quality does not Jam, and any effect that would cause a Jam (i.e., certain psychic powers) instead causes the weapon to overheat. | Deathwatch | Deathwatch Core Rulebook | 143 |
Overheats | Certain weapons are prone to overheating, either because of poor design or because they ï¬ re unstable superheated ammunition. An unmodiï¬ ed roll to hit of 91 or higher causes the weapon to Overheat. When this happens the wielder immediately suffer a single hit from the weapon to his arm (left or right, depending on which hand he favours). Once the hit has been resolved the wielder must then make an Agility Test or drop the weapon as a Free Action. Whether or not the wielder drops the weapon, it must spend the following round cooling down and cannot be used. Weapons with this Special Quality never jam; and jam result indicates they Overheat instead. | Black Crusade | Black Crusade Core Rulebook | 150 |
Overheats | O VERHEATS Certain weapons are prone to overheating, either because of poor design or because they ï¬re 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 weaponâs Damage with a Penetration of 0 to an arm location (the arm holding the weapon if the weapon was ï¬red one-handed, or a random arm if the weapon was ï¬red 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 down and cannot be ï¬red again until the second Round after overheating. A weapon with this Quality does not jam and any effect that would cause the weapon to jam instead causes the weapon to overheat. | Only War | Only War Core Rulebook | 172 |
Power Field | A field of power wreathes weapons with this quality, increasing its Damage and Penetration. Such modifiers are already included in the weaponâs profile. When you successfully use this weapon to Parry an attack made with a weapon that lacks this quality, you have a 75% chance of destroying your attackerâs weapon. | Dark Heresy | Dark Heresy Core Rulebook | 129 |
Power Field | A field of power wreathes weapons with this quality, increasing their Damage and Penetration. Such modifiers are already included in the weaponâs profile. When you successfully use this weapon to Parry an attack made with a weapon that lacks this quality, you have a 75% chance of destroying your attackerâs weapon. Weapons with the Warp Weapon Quality and Natural Weapons are immune to this effect. | Rogue Trader | Rogue Trader Core Rulebook | 116 |
Power Field | A field of power wreathes weapons with this Quality, increasing their Damage and Penetration. Such modifiers are already included in the weaponâs profile. When the wielder successfully uses this weapon to Parry an attack made with a weapon that lacks this Quality, he has a 75% chance of destroying his attackerâs weapon. Weapons with the Warp Weapon Trait and Natural Weapons are immune to this effect. | Deathwatch | Deathwatch Core Rulebook | 143 |
Power Field | A ï¬ eld of power ï¬ ickers around weapons with this Quality, increasing its Damage and Penetration. Such modiï¬ ers are already included in the weaponâs proï¬ le. When a character successfully uses this weapon to Parry an attack (or his own attack is parried) by a weapon without the Power Field, Natural Weapon, or Warp Weapon Quality or Trait, he has a 75% chance of destroying his attackerâs weapon. | Black Crusade | Black Crusade Core Rulebook | 150 |
Power Field | A ï¬eld of power wreathes weapons with this Quality, increasing their Damage and Penetration. Such modiï¬ers are already included in the weaponâs proï¬le. 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 attackerâs weapon. Weapons with the Warp Weapon Quality and Natural Weapons are immune to this effect. | Only War | Only War Core Rulebook | 172 |
Primitive | Crude and basic in design, these kinds of weapons, while still deadly, are less effective against modern armour. All Armour Points are doubled against hits from Primitive weapons, unless the armour also has the Primitive quality. | Dark Heresy | Dark Heresy Core Rulebook | 129 |
Primitive | Crude and basic in design, these kinds of weapons, while still deadly, are less effective against modern armour. All Armour Points are doubled against hits from Primitive weapons, unless the armour also has the Primitive quality. Non-Primitive armour doubles its APs before being reduced for penetration. | Rogue Trader | Rogue Trader Core Rulebook | 116 |
Primitive | Crude and basic in design, these kinds of weapons, while still deadly, are less effective against modern armour. All Armour Points are doubled against hits from Primitive weapons unless the armour also has the Primitive Quality. Non-Primitive armour doubles its AP before being reduced by Penetration. | Deathwatch | Deathwatch Core Rulebook | 143 |
Primitive | Crude and basic in design, these kinds of weapons, while still deadly, are less effective than more modern weapons. When rolling for Damage with these weapons, any dice roll greater than the number in parenthesis (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 still require a Damage score of 0 to generate Zealous Hatred as normal. | Black Crusade | Black Crusade Core Rulebook | 150 |
Primitive | 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. | Only War | Only War Core Rulebook | 172 |
Proven | Weapons with the Proven Quality always inï¬ict signiï¬cant injuries and treat any die roll for Damage lower than the value in parenthesis as if it were that number instead. For instance, a Proven (3) weapon treats any die roll of 1 or 2 as 3 for the purposes of calculating Damage. | Rogue Trader | The Soul Reaver | 108 |
Proven | Weapons with the Proven Quality have a minimum damage die result equal to the rating. Thus, a weapon with the Proven 3 Weapon Quality has a minimum result of 3 for all damage dice. These dice are not re-rolled; any result lower than the rating is considered to instead be equal to the rating. | Deathwatch | Living Errata v1.1 | 10 |
Proven | Weapons with the Proven Quality always inï¬ ict massive trauma and may treat any die roll for Damage that is lower than the Proven rating (as indicated by the number in parenthesis) as if it were the Proven rating instead. Thusly, a Proven (3) weapon would treat any die roll of 1 or 2 as a 3 for purposes of calculating Damage. | Deathwatch | The Outer Reach | 119 |
Proven | Weapons with a Proven Quality always inï¬ ict massive trauma and treat any die roll for Damage lower than the Proven rating (as indicated by the number in parenthesis) as if it were the Proven rating instead. Thusly, a Proven (3) weapon would treat any die roll of 1 or 2 as a 3 for the purposes of calculating Damage. | Black Crusade | Black Crusade Core Rulebook | 150 |
Proven | Weapons with a Proven Quality always inï¬ict 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. | Only War | Only War Core Rulebook | 172 |
Razor Sharp | The shearing edge of this weapon can glide through the most advanced armour as though it were primitive tin. When rolling to attack with this weapon, if the attack roll results in two or more Degrees of Success, double the weaponâs Penetration for that attack. | Rogue Trader | The Soul Reaver | 119 |
Razor Sharp | The shearing edge of this weapon can glide through the most advanced armour as though it were primitive tin. When rolling to attack with this weapon, if the attack roll results in two or more Degrees of Success, double the weaponâs Penetration. | Deathwatch | Deathwatch Core Rulebook | 143 |
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 weaponâs Pen when resolving the hit. | Black Crusade | Black Crusade Core Rulebook | 151 |
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 weaponâs Pen when resolving the hit. | Only War | Only War Core Rulebook | 172 |
Recharge | Because of the volatile nature of the weaponâs 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 firedâin effect you can only fire the weapon every other Round. | Dark Heresy | Dark Heresy Core Rulebook | 129 |
Recharge | Because of the volatile nature of the weaponâs 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 firedâin effect you can only fire the weapon every other Round. | Rogue Trader | Rogue Trader Core Rulebook | 116 |
Recharge | Because of the volatile nature of the weaponâs 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 firedâin effect you can only fire the weapon every other round. | Deathwatch | Deathwatch Core Rulebook | 143 |
Recharge | Because of the volatile nature of the weaponâs ammunition or due to the way it ï¬ res, the weapon needs time between shots to Recharge. The weapon must spend the Round after ï¬ ring building up a charge and cannot be ï¬ redâin effect the character can only ï¬ re the weapon every other Round. | Black Crusade | Black Crusade Core Rulebook | 151 |
Recharge | Because of the volatile nature of the weaponâs ammunition or due to the way it ï¬res, the weapon needs time between shots to Recharge. The weapon must spend the Round after ï¬ring building up a charge and cannot be ï¬redâin effect, the character can only ï¬re the weapon every other Round. | Only War | Only War Core Rulebook | 172 |
Reliable | Based on tried and true technology, Reliable weapons seldom fail. If a Reliable weapon Jams, roll 1d10 and only on a roll of 10 has it in fact Jammed, otherwise it just misses as normal. | Dark Heresy | Dark Heresy Core Rulebook | 129 |
Reliable | Based on tried and true technology, Reliable weapons seldom fail. If a Reliable weapon Jams, roll 1d10 and only on a roll of 10 has it in fact Jammed, otherwise it just misses as normal. | Rogue Trader | Rogue Trader Core Rulebook | 116 |
Reliable | Based on tried and true technology, Reliable weapons seldom fail. If a Reliable weapon Jams, roll 1d10 and only on a roll of 10 has it in fact Jammed. Otherwise, it just misses as normal. | Deathwatch | Deathwatch Core Rulebook | 143 |
Reliable | Patterned on tried-and-true technology, Reliable weapons seldom fail. Reliable weapons only Jam on an unmodiï¬ ed hit roll of 00. Reliable weapons with the Spray Quality or which do not make hit rolls never Jam. | Black Crusade | Black Crusade Core Rulebook | 151 |
Reliable | Based on tried and true technology, Reliable weapons seldom fail. Reliable weapons only jam on an unmodiï¬ed hit roll of 00. Reliable weapons with the Spray Quality, or which do not make hit rolls, never jam. | Only War | Only War Core Rulebook | 172 |
Sanctified | Any Damage infl icted by a sanctifi ed weapon counts as Holy Damage, which has certain effects on some Daemonic and warp creatures (see page 329 of the D ark H eresy r ulebook ). | Dark Heresy | Blood of Martyrs | 114 |
Sanctified | Damage inflicted by a sanctified weapon counts as Holy Damage, which has certain effects on some Daemonic and warp creatures. All weapons with this special quality must be of either Good Craftsmanship or Best Craftsmanship. | Dark Heresy | Ascension | 137 |
Sanctified | Any damage inï¬ icted by a Sanctiï¬ ed weapon counts as Holy damage, which has certain effects on some Daemonic and Warp creatures (see page 329 of the D ARK H ERESY Rulebook). | Dark Heresy | Daemon Hunter | 66 |
Sanctified | Damage inflicted by a Sanctified weapon counts as Holy Damage, which has certain effects on some Daemonic and warp creatures. All weapons with this special Quality must be either Exceptionally or Master-Crafted. | Deathwatch | Deathwatch Core Rulebook | 143 |
Sanctified | These weapons are blessed against the forces of Chaos. Any Damage inï¬ icted by a Sanctiï¬ ed weapon counts as Holy Damage. Holy damage does not have any integral effects, but works different against some Daemonic and Warp creatures (see page 140). | Black Crusade | Black Crusade Core Rulebook | 151 |
Sanctified | These weapons are blessed against the forces of Chaos. Any Damage inï¬icted by a Sanctiï¬ed weapon counts as Holy Damage. Holy Damage does not have any integral effects, but works differently against some Daemonic and Warp creatures (see page 155). | Only War | Only War Core Rulebook | 172 |
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, each two degrees of success the firer scores indicates another hit (use Table 7-6: Multiple Hits on page 190). 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. | Dark Heresy | Dark Heresy Core Rulebook | 129 |
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, each two degrees of success the firer scores indicates another hit (use Table 9-5: Multiple Hits on page 239). 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. | Rogue Trader | Rogue Trader Core Rulebook | 116 |
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 indicates another hit (use Table 8â2: Multiple Hits on page 239). However, at longer ranges this spread of small projectiles reduces its effectiveness. Double all Armour Points against hits from Scatter weapons at Long or Extreme Range. | Deathwatch | Deathwatch Core Rulebook | 144 |
Scatter | The standard ammunition of these weapons spreads out when ï¬ red, hitting more of the target. At Point Blank Range this weapon gains a +10 to hit and inï¬ icts an additional +3 Damage. At Short Range it gains an additional +10 to hit. At Long or Extreme Range it suffers â3 Damage (to a minimum of 0). | Black Crusade | Black Crusade Core Rulebook | 151 |
Scatter | The standard ammunition of these weapons spreads out when ï¬red, hitting more of the target. If ï¬red at a foe within Point Blank range, every two Degrees of Success the ï¬rer scores indicates another hit (use Table 8â2: Multiple Hits on page 246). 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. | Only War | Only War Core Rulebook | 173 |
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 Toughness Test, though they receive a +10 bonus for every Armour point they have on the location hit. If they fail, they are Stunned for a number of Rounds equal to half the Damage they suffered. | Dark Heresy | Dark Heresy Core Rulebook | 129 |
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 Toughness Test, though he receives a +10 bonus for every Armour point he has on the location hit. If he fails, he is Stunned for a number of Rounds equal to half the Damage he suffered. | Rogue Trader | Rogue Trader Core Rulebook | 116 |
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 Toughness Test. He receives a +10 bonus for every Armour Point on the location hit. If he fails, he is Stunned for a number of Rounds equal to half the Damage he suffered. | Deathwatch | Deathwatch Core Rulebook | 144 |
Shocking | Shocking weapons can Stun their opponents with a powerful surge of energy. A target that takes a hit from a Shocking weapon must make a Challenging (+0) Toughness Test. If he fails, he is Stunned for a number of Rounds equal to his Degrees of Failure. | Black Crusade | Black Crusade Core Rulebook | 151 |
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. | Only War | Only War Core Rulebook | 173 |
Smoke | 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 3d10 metres in diameter from the point of impact. This screen lasts for 2d10 Rounds, or less in adverse weather conditions (see the effects of Smoke on page 210). | Dark Heresy | Dark Heresy Core Rulebook | 129 |
Smoke | 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 3d10 metres in diameter from the point of impact. This screen lasts for 2d10 Rounds, or less in adverse weather conditions (see the effects of Smoke on page 248). | Rogue Trader | Rogue Trader Core Rulebook | 116 |
Smoke | Rather than inï¬ icting 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 parenthesis (X). This screen lasts for 1d10+10 Rounds, or less in adverse weather conditions (see the effects of Smoke on page 243). | Deathwatch | Deathwatch Core Rulebook | 151 |
Smoke | 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 3d10 metres in diameter from the point of impact. This screen lasts for 2d10 Rounds, or less in adverse weather conditions (see page 249). | Deathwatch | Deathwatch Core Rulebook | 144 |
Smoke | Rather than inï¬icting 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). | Only War | Only War Core Rulebook | 173 |
Snare | Weapons with this quality are designed to entangle enemies. On a successful hit, the target must make an Agility Test or be immobilised. 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) in his Turn. The target is considered helpless until he escapes. | Dark Heresy | Dark Heresy Core Rulebook | 129 |
Snare | Weapons with this quality are designed to entangle enemies. On a successful hit, the target must make an Agility Test or be immobilised. 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) in his Turn. The target is considered helpless until he escapes. | Rogue Trader | Rogue Trader Core Rulebook | 116 |
Snare | Weapons with this Quality are designed to entangle enemies. On a successful hit, the target must make an Agility Test or be immobilised. An immobilised target can attempt to burst the bonds (a Strength Test) or wriggle free (an Agility Test) on his Turn. The target is considered helpless until he escapes. | Deathwatch | Deathwatch Core Rulebook | 144 |
Snare | 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 parenthesis (X) or be immobilised. For example, a weapon with Snare (1) would impose a â10 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) in his Turn. Both tests are made with the same penalty as the original test. The target is considered helpless until he escapes. | Black Crusade | Black Crusade Core Rulebook | 151 |
Snare | 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 â10 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. | Only War | Only War Core Rulebook | 173 |
Special | Dark Heresy | Dark Heresy Core Rulebook | 0 | |
Special | Rogue Trader | Rogue Trader Core Rulebook | 0 | |
Special | Deathwatch | Deathwatch Core Rulebook | 0 | |
Special | Black Crusade | Black Crusade Core Rulebook | 0 | |
Special | Only War | Only War Core Rulebook | 0 | |
Special | Dark Heresy Second Edition | Dark Heresy Second Edition Core Rulebook | 0 | |
Spray | Spray weapons project a cone of missiles, liquid or ï¬ re out to the range of the weapon. Unlike other weapons, Spray weapons have just one range, and when ï¬ red, hit all those in their area of effect. The wielder does not need to Test Ballistic Skill; he simply ï¬ res the weapon. All creatures in the weaponâs path, a cone-shaped area extending in a 30-degree arc from the ï¬ rer out to the weaponâs range, must make an 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 will Jam if the ï¬ rer rolls a 9 on any of his Damage dice (before adding any bonuses). | Black Crusade | Black Crusade Core Rulebook | 151 |
Spray | Spray weapons project a cone of missiles, liquid, or ï¬re out to the range of the weapon. Unlike other weapons, Spray weapons have just one range and, when ï¬red, hit all those in their area of effect. The wielder does not need to Test Ballistic Skill; he simply ï¬res the weapon. All creatures in the weaponâs path, a cone-shaped area extending in a 30-degree arc from the ï¬rer out to the weaponâs 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 ï¬rer 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. | Only War | Only War Core Rulebook | 173 |
Storm | A weapon with the Storm Quality doubles the amount of hits infl icted on the target. Every degree of success (for Full Auto) or two degrees of success (for Semi-Auto) up to the weaponâs listed rate of fi re results in two hits instead of one (including when fi ring a single shot). A weapon with the Storm quality uses up ammunition twice as fast as usual (meaning that if a Storm weapon fi res on semi-auto with a rate of fi re equal to 2, it uses 4 rounds of ammunition). | Dark Heresy | Blood of Martyrs | 114 |
Storm | A weapon with the Storm Quality doubles the amount of hits inflicted on the target. Every degree of success (for Full Auto) or two degrees of success (for Semi-Auto) up to the weaponâs listed rate of fire results in two hits instead of one (including when firing a single shot). A weapon with the Storm quality uses up ammunition twice as fast as usual (meaning that if a Storm weapon fires on semi-auto with a rate of fire equal to 2, it uses 4 rounds of ammunition). | Dark Heresy | Ascension | 137 |
Storm | A weapon with the Storm Quality doubles the number of hits inï¬ icted on the target. Every degree of success (for Full Auto), or two degrees of success (for Semi- Auto), up to the weaponâs listed rate of ï¬ re results in two hits instead of one (including when ï¬ ring a single shot). A weapon with the Storm Quality uses up ammunition twice as fast as usual (meaning that if a Storm weapon ï¬ res on Semi-auto with a rate of ï¬ re equal to 2, it uses 4 rounds of ammunition). | Dark Heresy | Daemon Hunter | 66 |
Storm | A weapon with the Storm Quality doubles the amount of hits inflicted on the target. For example, when firing a weapon with the Storm Quality in fully automatic mode, each degree of success will yield two additional hits (up to the weaponâs firing rate, as normal). | Rogue Trader | Rogue Trader Core Rulebook | 117 |
Storm | A weapon with the Storm Quality unleashes shots at rapid speed, often through use of a double-barrelled design. This Quality doubles the number 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 (to a maximum of twice the weaponâs Full Automatic rate of fire). | Deathwatch | Deathwatch Core Rulebook | 144 |
Storm | A weapon with the Storm Quality unleashes shots at rapid speed, often through use of a double-barrelled design. This Quality doubles the number of hits inï¬ icted on the target and the amount of ammunition expended. For example, when ï¬ ring a weapon with the Storm Quality in fully automatic mode, each degree of success yields two additional hits (to a maximum of twice the weaponâs Full Automatic rate of ï¬ re). | Black Crusade | Black Crusade Core Rulebook | 151 |
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 inï¬icted on the target and the amount of ammunition expended. For example, when ï¬ring a weapon with the Storm Quality in fully automatic mode, each Degree of Success yields two additional hits (up to the weaponâs ï¬ring rate, as normal). | Only War | Only War Core Rulebook | 173 |
Tainted | These weapons are infused with the power of Chaos, and manifest the corruption in their bearer. Weapons with this Quality add their wielderâs Corruption Point Bonus (the 10s column of their Corruption Point total) to Damage dealt. | Black Crusade | Black Crusade Core Rulebook | 152 |
Tearing | Tearing weapons are vicious devices, often using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll two dice for Damage and choose the highest. | Dark Heresy | Dark Heresy Core Rulebook | 129 |
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. | Rogue Trader | Rogue Trader Core Rulebook | 117 |
Tearing | Tearing weapons are vicious devices, exploding while lodged inside their victim or 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. | Deathwatch | Deathwatch Core Rulebook | 144 |
Tearing | Tearing weapons are vicious devices, often using multitudes of fast-moving jagged teeth to rip into ï¬ esh and bone or simply blasting massive wounds in ï¬ esh. These weapons roll one extra die for Damage, discarding the lowest die rolled. | Black Crusade | Black Crusade Core Rulebook | 151 |
Tearing | Tearing weapons are vicious devices, often using multitudes of fast-moving jagged teeth to rip into ï¬esh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded. | Only War | Only War Core Rulebook | 173 |
Tesla | Tesla weapons are another example of the Necronsâ remarkable weapon technology. These weapons ï¬ re crackling bolts of electricity that some witnesses claim move as if with minds of their own. These bolts of lightning are incredibly hot, enough to char the ï¬ esh from a manâs bones in moments. In some cases, these energetic projectiles have even been observed to crack ceramite and plasteel. What is truly astounding about these weapons, however, is the manner in which the arcs of electricity leap from their initial target to others nearby. In some cases, the lightning makes this leap multiple times, such that a single direct hit from a Tesla weapon might incapacitate an entire squad. When a weapon with the Tesla Quality rolls a 9 or 10 for Damage, or kills or otherwise incapacitates a target, lightning arcs to an additional, randomly determined target within 5m of the ï¬ rst, scoring an additional hit against that target. This extra hit has the potential to score further âextraâ hits in the same manner. No attack roll is needed for these additional hits, which are applied to the targetâs Body location. | Deathwatch | The Outer Reach | 119 |
Toxic | 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 â5 penalty for every point of Damage taken. Success indicates there is no further effect from the weapon. Failure however deals an immediate 1d10 points of Impact Damage to the target with no reduction from Armour or Toughness Bonus. | Dark Heresy | Dark Heresy Core Rulebook | 129 |
Toxic | 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 â5 penalty for every point of Damage taken. Success indicates there is no further effect from the weapon. Failure however deals an immediate 1d10 points of Impact Damage to the target with no reduction from Armour or Toughness Bonus. | Rogue Trader | Rogue Trader Core Rulebook | 117 |
Toxic | 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 â5 Penalty for every Point of Damage suffered. Success indicates no further effect from the weapon. Failure, however, deals an immediate 1d10 points of Impact Damage to the target with no reduction from Armour or Toughness Bonus. | Deathwatch | Deathwatch Core Rulebook | 144 |
Toxic | 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 parenthesis (X) or suffer an additional 1d10 points of Damage (of the same type as the weapon which inï¬ icted the hit) not reduced by armour or Toughness. For example, a weapon with Toxic (4) would impose a â40 on Toughness Tests. Some weapons or creatures may carry additional effects with their toxins or inï¬ ict more Damage as indicated in their individual descriptions. | Black Crusade | Black Crusade Core Rulebook | 152 |
Toxic | 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 inï¬icted the hit) not reduced by Armour or Toughness. For example, a weapon with Toxic (4) would impose a â40 on Toughness Tests. Some weapons or creatures may carry additional effects with their toxins or inï¬ict more Damage as indicated in their individual descriptions. | Only War | Only War Core Rulebook | 173 |
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 the 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% bonus to hit when fired and uses twice as much ammunition. In addition, the weapon may score one additional hit if the attack roll succeeds by two or more degrees of success. Lastly, the weaponâs reload time is doubled. | Dark Heresy | Ascension | 137 |
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% bonus to hit when fired and uses twice as much ammunition. In addition, the weapon may score one additional hit if the attack roll succeeds by two or more degrees of success. Lastly, the weaponâs reload time is doubled. | Rogue Trader | Rogue Trader Core Rulebook | 117 |
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 bonus to hit when fired and uses twice as much ammunition. In addition, the weapon may score one additional hit if the attack roll succeeds by two or more degrees of success. Lastly, the weaponâs reload time is doubled. | Deathwatch | Deathwatch Core Rulebook | 144 |
Twin Linked | A simple way to increase the ï¬ repower of a weapon is to strap two of them together! Twin-linked weapons represent two of the same kind of weapon ï¬ xed together and rigged to ï¬ re simultaneously with a single squeeze of the trigger. When ï¬ ring a Twin-Linked weapon the wielder can choose to either gain a +10 to hit or an additional hit if they score at least one successful hit. Twin-Linked weapons expend twice their RoF in ammunition with each shot. | Black Crusade | Black Crusade Core Rulebook | 152 |
Twin Linked | A Twin-Linked weapon represents two identical weapons connected together and linked to ï¬re 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 ï¬red 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 weaponâs reload time is doubled. | Only War | Only War Core Rulebook | 173 |
Unbalanced | Heavy and difficult to ready after an attack, these kinds of weapons impose a â10% penalty when used to Parry. | Dark Heresy | Dark Heresy Core Rulebook | 130 |
Unbalanced | Heavy and difficult to ready after an attack, these kinds of weapons impose a â10% penalty when used to Parry. | Rogue Trader | Rogue Trader Core Rulebook | 117 |
Unbalanced | Heavy and difficult to ready after an attack, Unbalanced weapons impose a â10 penalty when used to Parry. | Deathwatch | Deathwatch Core Rulebook | 144 |
Unbalanced | Heavy and difï¬ cult to ready after an attack, these kinds of weapons impose a â10 penalty to any Parry Skill Tests when wielding this weapon. Unbalanced weapons cannot be used to make Lightning Attacks. | Black Crusade | Black Crusade Core Rulebook | 152 |
Unbalanced | Heavy and difï¬cult to ready after an attack, these kinds of weapons cannot be used to make Lighting Attack Actions, and impose a â10 when used to Parry. | Only War | Only War Core Rulebook | 173 |
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 Semi- or Full Auto. | Dark Heresy | Dark Heresy Core Rulebook | 130 |
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 Semi- or Full Auto. | Rogue Trader | Rogue Trader Core Rulebook | 117 |
Unreliable | Certain weapons misï¬ re 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 ï¬ red on Semi- or Full Auto. | Black Crusade | Black Crusade Core Rulebook | 152 |
Unreliable | Certain weapons misï¬re 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 ï¬red on Semi- or Full Auto. | Only War | Only War Core Rulebook | 173 |
Unstable | Weapons with this quality use ammunition that is both volatile and unstable and can react unpredictably when detonated. When an Unstable weapon scores a hit, roll 1d10. On a score of 1 it inflicts only half Damage, on a score of 2â9 it deals normal Damage, and on a score of 10 it inflicts twice the normal Damage. | Dark Heresy | Dark Heresy Core Rulebook | 130 |
Unstable | Weapons with this quality use ammunition that is both volatile and unstable and can react unpredictably when detonated. When an Unstable weapon scores a hit, roll 1d10. On a score of 1 it inflicts only half Damage, on a score of 2â9 it deals normal Damage, and on a score of 10 it inflicts twice the normal Damage. | Rogue Trader | Rogue Trader Core Rulebook | 117 |
Unwieldy | Huge and often top-heavy, Unwieldy weapons are too awkward to be used defensively. Unwieldy weapons cannot be used to Parry. | Dark Heresy | Dark Heresy Core Rulebook | 130 |
Unwieldy | Huge and often top-heavy, Unwieldy weapons are too awkward to be used defensively. Unwieldy weapons cannot be used to Parry. | Rogue Trader | Rogue Trader Core Rulebook | 117 |
Unwieldy | Huge and often top-heavy, Unwieldy weapons are too awkward to be used defensively. Unwieldy weapons cannot be used to Parry. | Deathwatch | Deathwatch Core Rulebook | 144 |
Unwieldy | Huge and often top-heavy, Unwieldy weapons are too awkward to be used defensively. Unwieldy weapons cannot be used to Parry. Unwieldy weapons cannot be used to make Lightning Attacks. | Black Crusade | Black Crusade Core Rulebook | 152 |
Unwieldy | Huge and often top-heavy, Unwieldy weapons are too awkward to be used with ï¬nesse. Unwieldy weapons cannot be used to Parry or make Lightning Attack Actions. | Only War | Only War Core Rulebook | 174 |
Volatile | Volatile matter is charged with potential energy, and reacts violently on a solid hit. If a 10 is rolled for Damage on a weapon with the Volatile Quality, Righteous Fury occurs automatically, dealing another 1d10 points of Damage. If the second roll results in 10, further Damage is possible (see Righteous Fury on page 245). | Deathwatch | Deathwatch Core Rulebook | 144 |
Warp Weapon | Rare weapons are sometimes composed of the raw power of the Warp or crafted with foul sorcery to hold its power and make them anathema to all living things. Warp weapons ignore Armour and the AP generated from cover. Force ï¬ elds and armour specially warded work normally against them. | Black Crusade | Black Crusade Core Rulebook | 152 |
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