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SPECIAL QUALITIES

Accurate (X)
Lower Critical Hit Rating by X to a
minimum of 1.
Agile
This weapon may be fired even while
engaged in a Ramming Attack or Boarding
Action.
Armoured (X)
The component takes up additional X
Space and ignores the first X Critical Hits it
suffers.
Blinding (X)
In addition to any damage dealt, the target
suffers a penalty equal to X to all Ballistics
Skills Tests and Detection Tests for its next
turn.
Broadside
Halve the Strength and treat this as two
macrobatteries, rolling to hit separately. If
it has the Storm quality then roll to hit
only once, doubling the hits for each
degree of success.
Blast
On a result of 1-2 on the Critical Hit Table,
two adjacent components are affected
instead of one.
Compact (X)
The component takes X less Space than
normal. Critical Hits to the component deal
an additional X damage to Hull Integrity.
Corrupting
Critical Hits with this weapon also prevent
the raising of the Gellar Field without a
successful Emergency Repairs Test.

Crippling (X)
Instead of rolling for a Critical Hit, continue
to deal X damage directly to the targets
Hull Integrity at the start of every round if
it is not removed by a successful
Emergency Repairs Test.
Ethereal (X)
Every hit from this weapon that isnt
negated by Void Shields deals an additional
X points of damage to the Crew.
Extended Range (X)
Increase base Range by X.
Flak
A macrobattery may be loaded with special
munitions or fired in an area burst mode,
declare this at the start of the turn. It adds
half its normal Strength to the Turret
Rating of its firer and cannot make a
standard attack.
Focused
Requires one fewer degrees of success to
score an additional hit.
Disruptive (X)
Calculate damage normally but deal none
to the Hull Integrity. For every full X points
of damage, randomly select one
Component to become Unpowered.
Ere We Go! (X)
If this weapon would deal damage to the
targets Hull Integrity, roll a d10 instead.
On X or higher the munitions were filled
with deadly (and suicidal, usually Ork)
attackers. Resolve a Hit-and-Run Attack
instead of dealing the weapons damage.

Immaterial (X)
For every hit, roll d10. On a result of X or
higher the hit ignores the Void Shields.
Incendiary
Critical Hits caused by this weapon are all
Fire! Critical Hits.
Ion (X)
Instead of rolling for a Critical Hit, the
targets Armour may be reduced by X
points. Track the facing closest to the
attacker. An Emergency Repairs Test will
remove this penalty, but the ship will
require extensive repairs afterwards. If
multiple Ion (X) weapons strike the target
in the same turn and the same facing,
apply only the highest value of X. The
effect stacks between turns unless
repaired.
Gauss (X)
On a damage roll of X or higher, the hit
ignores armour.
Gravity
This weapon uses the targets own mass
against it. It deals additional damage equal
to the targets Hull Integrity / 10.
Lance
Lances ignore the targets Armour.
Loota (X)
On a Critical Hit, roll a d10. On X and
higher the affected component is ripped
out of the target and drawn towards the
firer, dealing an additional d10 damage to
the targets Hull Integrity. It takes d10
turns for the component to reach the firer
and the weapon cannot fire again without
losing the component.

SPECIAL QUALITIES
Oversized (Ship Class)
The weapon may only be mounted on the
Prow and fire into the Forward Arc if it is
smaller than the Ship Class it was built
for.
Piercing (X)
This weapon ignores X points of the
targets Armour.
Precise (X)
Damage from all hits by this weapon is
increased by X for every degree of success.
Prism (X)
Before rolling to hit, the weapon may
increase its damage by X for every point of
Strength it surrenders.
Pulsar (X)
After successfully hitting with this weapon,
an additional attack may be made, up to a
total of X times, using the same modifiers
as the original attack. One miss prevents
this from continuing.

Rending (X)
When a damage dice is rolled equal to or
higher than X, deal an additional d5
damage for that hit.
Sapping (X)
Targets struck by this weapon lowers
Speed by 1 or Manoeuvrability by 7 per hit
for X rounds.

Toxic Component (X)


Critical hits to this component releases
hazardous materials to this on board. Deal
X damage to the Crew and twice that to
Morale.

Scatter (X)
Increase Strength by 1d5 when attacking a
target within X VU. However, the longrange penalty is doubled.

Toxic Weapon (X)


These weapons deal an additional X points
of damage to the Crew and Morale to the
target after a successful attack.

Screamer (X)
Critical Hits with this weapon also prevents
the target from Disengaging for X rounds
or until a successful Emergency Repairs
Test.

Tractor
A Critical Hit with this weapon also moves
the target 1 VU closer to the firer.

Self-Propelled Ordnance (X)


The weapons base Range is increased by
up to X VU at the cost of reducing damage
by up to X.

Resonating (X)
For every full X points of Armour the target
has, increase damage by 1.

Self-Sufficient
This component does not require Power to
operate.

Reliable
Emergency Repairs requires only a
Challenging (+0) Tech Use Test for this
component. Repairs require 1d5 turns and
every degree of success on the Tech Use
Test lowers the number of turns by 2 to a
minimum of 1. Reliable components
cannot also be Volatile or Unreliable.

Shield-Breaker (X)
If this strikes a Void Shield roll a d10. On X
or higher the Void Shield will not be
automatically restored in the next turn
without a successful Emergency Repairs
Test.

Reload / Recharge
May only fire every other strategic turn.

Tearing
Roll for damage twice, discarding the
lowest result.

Storm
Double the amount of hits per degree of
success, up to the weapons Strength.

Turbo
These weapons ignore the long range
penalty.
Unreliable
Emergency Repairs require a Hard (-20)
Tech Use Test and all durations to repair
are doubled.
Volatile
Critical Hits to this component increases
the severity: Unpowered becomes
Damaged; Damaged becomes Destroyed;
Destroyed also starts a Fire! critical.

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