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

Passive

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

Passive Ranked Drawback

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

Passive Ranked

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

Passive Ranked Drawback

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

Passive Drawback

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

Passive Ranked

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

Passive

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

Passive Drawback

After the attack hits and before damage, the target may use point defence against it.

Lock-On

Passive Drawback

The weapon needs a lock on its target before it fires. Taking one is a maneuver. See Countermeasures in Chapter 3.

Point Defense X

Passive Ranked

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

Passive Ranked Drawback

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

Passive Ranked

The launcher may fire up to X rounds or ripples at one target with one action. Roll each attack separately.

Siege X

Passive Ranked

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

Active

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

Passive

A round that misses attacks once more at the end of the next round, at 1 less damage.

Tractor X

Passive Ranked

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

Passive Drawback

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.