# Qualities

*The Starship Armory, Vehicle and Starship Weapons for Exodus NDS. Source: https://exodusnds.com/sourcebooks/starship-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 Hull Damage to every other vehicle Engaged with the target. Against people, see Chapter 4 |
| **Inaccurate** | Yes | Add X Bane Dice to attacks |
| **Limited Ammo** | Yes | X shots before it must be reloaded |
| **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 |
| **Slow-Firing** | Yes | After firing, the weapon cannot fire for X rounds. A Reload action removes one round |

## Qualities Given in Full

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

<div class="quality-meta passive">

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

</div>

Against missiles, drones, and unarmoured vehicles of Scale 1 or 2, the weapon deals 6 Hull Damage in place of its listed damage. Against a target with Armor 3 or more it deals half its listed damage.

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

<div class="quality-meta drawback">

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

</div>

The attack is made once and applied to every vehicle within the weapon's range, friend and foe. Each target applies its own Defense and defences.

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

<div class="quality-meta passive">

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

</div>

When this weapon's damage exceeds the target's Armor by 4 or more, the target also suffers 1 System Damage, and 2 if it exceeds it by 8 or more.

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

<div class="quality-meta passive">

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

</div>

Armor and screens do not reduce this weapon's damage.

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

<div class="quality-meta passive">

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

</div>

After this weapon hits a target, checks made this round and the next to breach its hull, force its locks, or board it are one step easier.

### <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 passive"></span>Capital Killer

<div class="quality-meta passive">

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

</div>

Add 3 to the weapon's damage against a target of Scale 6 or more.

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

<div class="quality-meta passive">

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

</div>

The weapon deals more damage at Engaged range and less at the outer edge of its reach. Its entry gives the numbers.

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

<div class="quality-meta passive">

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

</div>

Add 3 to the weapon's damage against a target that has already suffered 5 or more Hull Damage in this encounter.

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

<div class="quality-meta drawback">

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

</div>

Fired in two rounds running, or as a reaction and an action in the same round, the weapon makes 1 extra Heat. At a table not using Chapter 6, add 1 Bane Die to the second attack.

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

<div class="quality-meta active">

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

</div>

With 3 or more net Successes, the attacker names one system on the target: a weapon, the drive, sensors, a screen. It is shut down until the end of the target's next turn.

### <span class="qual-bar active"></span>Disorient X

<div class="quality-meta active">

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

</div>

A personal-scale quality. Spend 2 Boons: the target is Disoriented for X rounds.

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

<div class="quality-meta passive">

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

</div>

On a hit, the target's pilot makes an Average Operate check. On a failure the vehicle is out of control until the pilot spends an action and succeeds on the same check.

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

<div class="quality-meta drawback">

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

</div>

The weapon is built for use on a planet's surface. It cannot be fitted to a spacecraft, and it cannot fire in vacuum or free fall.

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

<div class="quality-meta drawback">

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

</div>

If the firing vehicle's Heat is at half its Heat Threshold or more when this weapon fires, the engineer makes an Average Craft check or the weapon makes 2 extra Heat. At a table not using Chapter 6, the weapon has the core Overheat quality.

### <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. It may attack a target its gunner cannot see if a spotter can, adding 1 Bane Die. It cannot attack inside its minimum range or hit a target in flight.

### <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 or countermeasures against it. See Chapter 3.

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

<div class="quality-meta passive">

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

</div>

A target that is hit cannot make a faster-than-light jump for 1 round, plus 1 for every 2 net Successes, to a maximum of 3.

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

<div class="quality-meta passive">

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

</div>

The weapon deals System Damage. Armor does not reduce it, and screens do not reduce it. A vehicle with no powered systems is not affected.

### <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. See Chapter 3.

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

<div class="quality-meta active">

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

</div>

With 4 or more net Successes, the attacker names two systems for Disable in place of one.

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

<div class="quality-meta passive">

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

</div>

The ordnance may carry any warhead from the payload table in Chapter 8. The warhead is chosen when the round is loaded.

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

<div class="quality-meta passive">

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

</div>

The weapon is mounted on a vehicle and deals damage at personal scale. See Chapter 4.

### <span class="qual-bar active"></span>Phase Shear

<div class="quality-meta active">

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

</div>

With 3 or more net Successes, the target's defensive controls suffer 1 System Damage, and one screen or active defence of the attacker's choice stops working until repaired.

### <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 to intercept up to X incoming attacks. See Chapter 3.

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

<div class="quality-meta drawback">

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

</div>

The weapon draws 1 more Power in the round it is first brought to bear on a target.

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

<div class="quality-meta active">

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

</div>

Before rolling, the gunner may aim at one system. The attack deals 2 less Hull Damage and, if any damage gets through, 1 System Damage to that system.

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

<div class="quality-meta drawback">

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

</div>

When this weapon fires from a vehicle of Scale 3 or less, add 1 Bane Die to the pilot's next Operate check. Add 1 Bane Die to the attack if it is made in free fall from a vehicle of Scale 2 or less.

### <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 at one target with one action and one lock. Roll each attack separately.

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

<div class="quality-meta passive">

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

</div>

If three or more rounds from one salvo hit, the target suffers 1 extra System Damage.

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

<div class="quality-meta active">

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

</div>

Spend 2 Boons: one other target within Short range of the first suffers half the weapon's damage.

### <span class="qual-bar active"></span>Scorch X

<div class="quality-meta active">

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

</div>

Spend 2 Boons: the target gains X Heat. At a table not using Chapter 6, the target suffers 1 System Damage.

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

<div class="quality-meta passive">

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

</div>

Screens do not reduce this weapon's damage or add Bane Dice against it. Armor applies normally.

### <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 drawback"></span>Signature Bloom X

<div class="quality-meta drawback">

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

</div>

Firing the weapon lights the vehicle up. Until the end of the next round, add X Boon Dice to checks made to detect or lock onto it.

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

<div class="quality-meta passive">

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

</div>

A personal-scale quality. All damage is applied to Strain. The weapon cannot inflict a Critical Injury.

### <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. See Chapter 3.

### <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 unless its pilot succeeds on an Operate check, as an action, against a difficulty of X. A target more than 2 Scale larger than the firing vehicle is not held. Holding a target needs the weapon's Power every round.

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

<div class="quality-meta drawback">

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

</div>

If this weapon is disabled by a Critical Hit, the engineer makes an Average Craft check. On a failure the firing vehicle suffers Hull Damage equal to half the weapon's listed damage.

<img class="framed" src="https://exodusnds.com/assets/sourcebook/starship_armory/starship-armory-turret-gunner.jpg">
