# Qualities

*The Heavy Armory, Siege Engines, Great Guns, and Vehicle Weapons for Exodus NDS. Source: https://exodusnds.com/sourcebooks/heavy-armory/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

### <span class="qual-bar passive"></span>Anti-Air

<div class="quality-meta passive">

<span class="qtype">Passive</span>

</div>

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.

### <span class="qual-bar drawback"></span>Backblast X

<div class="quality-meta drawback">

<span class="qtype">Passive</span>
<span class="qrank">Ranked</span>
<span class="qdraw">Drawback</span>

</div>

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.

### <span class="qual-bar passive"></span>Breach X

<div class="quality-meta passive">

<span class="qtype">Passive</span>
<span class="qrank">Ranked</span>

</div>

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.

### <span class="qual-bar drawback"></span>Crew X

<div class="quality-meta drawback">

<span class="qtype">Passive</span>
<span class="qrank">Ranked</span>
<span class="qdraw">Drawback</span>

</div>

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.

### <span class="qual-bar drawback"></span>Emplaced

<div class="quality-meta drawback">

<span class="qtype">Passive</span>
<span class="qdraw">Drawback</span>

</div>

The weapon is on a mount or a carriage. It cannot be moved and fired in the same round, and it prints no Encumbrance.

### <span class="qual-bar passive"></span>Guided X

<div class="quality-meta passive">

<span class="qtype">Passive</span>
<span class="qrank">Ranked</span>

</div>

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.

### <span class="qual-bar passive"></span>Indirect

<div class="quality-meta passive">

<span class="qtype">Passive</span>

</div>

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.

### <span class="qual-bar drawback"></span>Interceptable

<div class="quality-meta drawback">

<span class="qtype">Passive</span>
<span class="qdraw">Drawback</span>

</div>

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

### <span class="qual-bar drawback"></span>Lock-On

<div class="quality-meta drawback">

<span class="qtype">Passive</span>
<span class="qdraw">Drawback</span>

</div>

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

### <span class="qual-bar passive"></span>Point Defense X

<div class="quality-meta passive">

<span class="qtype">Passive</span>
<span class="qrank">Ranked</span>

</div>

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.

### <span class="qual-bar drawback"></span>Prepare X

<div class="quality-meta drawback">

<span class="qtype">Passive</span>
<span class="qrank">Ranked</span>
<span class="qdraw">Drawback</span>

</div>

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.

### <span class="qual-bar passive"></span>Salvo X

<div class="quality-meta passive">

<span class="qtype">Passive</span>
<span class="qrank">Ranked</span>

</div>

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

### <span class="qual-bar passive"></span>Siege X

<div class="quality-meta passive">

<span class="qtype">Passive</span>
<span class="qrank">Ranked</span>

</div>

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.

### <span class="qual-bar active"></span>Sustained Fire

<div class="quality-meta active">

<span class="qtype">Active</span>

</div>

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.

### <span class="qual-bar passive"></span>Tracking

<div class="quality-meta passive">

<span class="qtype">Passive</span>

</div>

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

### <span class="qual-bar passive"></span>Tractor X

<div class="quality-meta passive">

<span class="qtype">Passive</span>
<span class="qrank">Ranked</span>

</div>

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.

### <span class="qual-bar drawback"></span>Unreliable

<div class="quality-meta drawback">

<span class="qtype">Passive</span>
<span class="qdraw">Drawback</span>

</div>

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.

<img class="framed" src="https://exodusnds.com/assets/sourcebook/heavy_armory/heavy-armory-flak-mount.jpg">
