The Heavy Armory ยท Chapter 6
Qualities
Passive qualities are always on. Active qualities are triggered by spending Boons from a successful attack. Ranked qualities carry a number. Drawback qualities make the weapon worse and are not optional.
Core Qualities Used in This Book
| Quality | Ranked | In brief |
|---|---|---|
| Accurate | Yes | Add X Boon Dice to attacks |
| Auto-Fire | No | Add 1 Trial Die to the attack. On a hit, spend 2 Boons per extra hit, on the original target or another within Short range of it |
| Blast | Yes | Spend 2 Boons to deal X damage to others near the target. At vehicle scale, see Chapter 4 |
| Burn | Yes | Spend 2 Boons: ongoing damage each round. At vehicle scale, see Chapter 3 |
| Inaccurate | Yes | Add X Bane Dice to attacks |
| Limited Ammo | Yes | X shots before it must be reloaded or replaced |
| Linked | Yes | After a hit, spend 2 Boons per extra hit on the same target, up to X times |
| Pierce | Yes | Ignore X points of Armor, or of Resistance at personal scale |
| Slow-Firing | Yes | After firing, the weapon cannot fire for X rounds |
| Vicious | Yes | Add +X to Critical Injury rolls caused by the weapon |
Qualities Given in Full
Anti-Air
The weapon is built to hit aircraft. It does not add the 2 Bane Dice for attacking a target in flight, and it halves the Bane Dice for attacking a smaller target, rounding down.
Backblast X
First published in The Modern Armory. When the weapon fires, every character Engaged with the firer and behind the weapon suffers X damage, reduced by Resistance. Fired from inside a room or a vehicle, the firer suffers it too.
Breach X
A quality of personal-scale weapons built to defeat armour. Against a vehicle or a structure, multiply the weapon's damage and Successes by X and divide by 10 for its Hull damage, and ignore X points of the target's Armor. Against a person the weapon deals its printed damage. No weapon has both Breach and Siege. See Chapter 4.
Crew X
The weapon needs X people to work it. Each person short adds 1 Bane Die to attacks and 1 to its Slow-Firing rating. With fewer than half, rounded up, it cannot be fired. See Chapter 3. This text replaces the shorter versions in The Ranged Armory and The Black Powder Armory when this book is in use.
Emplaced
The weapon is on a mount or a carriage. It cannot be moved and fired in the same round, and it prints no Encumbrance.
Guided X
As in The Modern Armory. Remove X Trial Dice from the attack pool, to a minimum of none. A guided weapon needs a target it can track.
Indirect
The weapon fires in a high arc, over cover and beyond sight, with a spotter. It cannot attack closer than the first band of its Range, and it cannot hit a target in flight. See Chapter 3. The stone-throwing engines of The Ranged Armory, which carry Arcing, are Indirect when this book is in use.
Interceptable
After the attack hits and before damage, the target may use point defence against it.
Lock-On
The weapon needs a lock on its target before it fires. Taking one is a maneuver. See Countermeasures in Chapter 3.
Point Defense X
The weapon may fire as a reaction, once a round, when an Interceptable attack hits its own vehicle or another within Short range. It destroys up to X of them with no check.
Prepare X
After it is moved, the weapon needs X maneuvers before it can fire. The crew may share them. On a placed charge, it is the maneuvers needed to set it.
Salvo X
The launcher may fire up to X rounds or ripples at one target with one action. Roll each attack separately.
Siege X
A quality of personal-scale weapons that deal mass damage, first published in The Ranged Armory. Multiply the weapon's damage and Successes by X. Against a person that is its damage. Against a vehicle or a structure, divide by 10 for its Hull damage, which is then reduced by Armor. See Chapter 4.
Sustained Fire
With an action, the gunner covers a zone: a point within range and everything Engaged with it. Until the start of the gunner's next turn, the gunner makes one attack check, without Auto-Fire, and applies it to each character who starts a turn in the zone or enters it while not in cover. Characters who stay behind cover and do not attack are not affected.
Tracking
A round that misses attacks once more at the end of the next round, at 1 less damage.
Tractor X
On a hit the target is held. It cannot move away unless its pilot succeeds on an Operate check, as an action, against a difficulty of X.
Unreliable
As in The Black Powder Armory. If the attack generates 2 or more Bane or a Calamity, the weapon misfires. It cannot fire until a crew member spends an action clearing it.