Imperium

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Armory

Weapon Qualities

Accurate

Grant an additional bonus of +10 to the firer’s 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.

Balanced

Grant a +10 bonus to Weapon Skill Tests made to Parry.

Blast(X)

When working out the effects of a Blast weapon, anyone within the weapon’s blast radius in metres (the number in parenthesis) is also hit. Roll Hit Location and Damage individually for each person affected by the blast. A Blast weapon that hits a Horde hits a number of times equal to its Blast value.

Customized

Reloading this weapon takes ½ the listed time, rounding up to the next full action.

Concussive

Target that takes a hit from this weapon must make a Toughness Test at a Difficulty of –10 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.

Defensive

Grant a +15 bonus to tests made when used to Parry, but take a –10 penalty when used to attack.

Devastating(X)

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 hit’s 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.

Fast

Opponents that would Parry an attack against a weapon with the Fast quality take a –20 penalty on their Weapon Skill Tests.

Felling(X)

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.

Flame

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 flame’s path is a cone-shaped area extending in a 30 degree arc from the firer out to the weapon’s 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. Cover does not protect characters from attacks made by Flame weapons. 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. 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).

Flexible

These kinds of weapons lash about when used to attack and cannot be Parried.

Gyro-Stabilized

A Gyro-Stabilized 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 –20.

Haywire(X)

The weapon generates an electromagnetic field that troubles the machine spirits of most technology. Everything within the field’s radius, indicated by the number in parenthesis, is affected. Roll on accompanying table 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.
1d100 Roll  Field Strength
01-20       Insignificant: There is no noticeable effect on nearby technology
21-40       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.
41-60       Major 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 –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.
61-80       Dead Zone: Technology within the affected area completely ceases to function. Power armour becomes  
                  Unpowered. 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 function as a Primitive
                  weapon of the analogous type.
81-100      Prolonged Dead Zone: As Dead Zone
                  
                  
                           
                     


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Weapons

Armor