The Stellar Armory ยท Chapter 3

Qualities

This book uses thirty-six qualities on weapons and armour. Twelve come from the Exodus NDS core rules and are listed for reference. Twenty-four are given in full. Two of those, Recoilless and Stun Setting, are new in this book; the rest were first published elsewhere in the Exodus NDS line and are reprinted so this book stands alone.

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 item 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 at full weapon damage, on the original target or one within Short range of it
Blast Yes Spend 2 Boons to deal X damage to others Engaged with the target
Burn Yes Spend 2 Boons; the target suffers X Wounds at the start of each of its turns until an action ends it
Defensive Yes Add X Melee Defense while the item is readied
Inaccurate Yes Add X Bane Dice to attacks
Limited Ammo Yes X uses before it must be reloaded, recharged, or replaced
Overheat No On 2 or more Bane or a Calamity, the weapon cannot be used until an action is spent venting it
Pierce Yes Ignore X points of Resistance. Pierce also applies to vehicle Armor
Slow-Firing Yes After attacking, the weapon cannot fire again for X rounds
Stun Yes Spend 2 Boons to inflict X Strain in addition to the weapon's normal effect
Vicious Yes Add +X to Critical Injury rolls caused by the weapon

Qualities Given in Full

Concealable X

Passive Ranked

Add X Bane Dice to checks made to find this item when it is deliberately hidden on the wearer's person. An item with no rating cannot be hidden on the body.

Concussive X

Active Ranked

Spend 2 Boons. The target is Staggered for X rounds: it may perform maneuvers and move, but may not perform actions.

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. The Heavy Armory has the full rule.

Cumbersome X

Passive Ranked Drawback

The user needs Might X. A user with lower Might adds Bane Dice equal to the shortfall to every check made with the weapon, or to every physical check made while wearing the armour.

Deflecting X (type)

Passive Ranked

Armour only. Attacks of the named damage type add X Bane Dice.

Deflecting from more than one source does not stack above 2.

Disorient X

Active Ranked

Spend 2 Boons. The target gains the Disoriented condition for X rounds.

Ensnare X

Active Ranked

Spend 2 Boons. The target is Immobilized. Breaking free is an action: an Athletics or Reflexes check at a difficulty set by X (1 Average, 2 Hard, 3 Severe).

Guided X

Passive Ranked

Remove X Trial Dice from the attack pool, to a minimum of none. If the pool holds fewer than X Trial Dice, downgrade the remaining difficulty to Bane Dice instead.

Held

Passive Drawback

Armour only. The item occupies one hand while it is in use.

Ion X

Passive Ranked

On a hit, deal X System Damage to a vehicle, drone, or AI-run system. Against a character in Powered armour, spend 2 Boons to shut the suit down for X rounds.

Knockdown

Active

Spend 2 Boons. The target falls Prone.

Point Blank X

Passive Ranked Drawback

Add X Bane Dice when attacking at Engaged range.

Powered

Passive

Armour only. While the suit has power, its Encumbrance does not count against the wearer and its Cumbersome rating does not apply. A suit without power is dead weight: both apply in full.

Prepare X

Passive Ranked Drawback

The weapon must be readied before use. The wielder spends X maneuvers preparing it. It must be prepared again after being moved, stowed, or, for launchers and charged weapons, fired.

Reach

Passive

The weapon may attack at Short range with its melee skill. Attacks made with it at Engaged range add 1 Bane Die.

Recoilless

Passive

The weapon ignores the Bane Die for firing a kinetic weapon in free fall. Every beam, plasma, disruption, and gravitic weapon is recoilless without printing it.

Sealed (duration)

Passive

Armour only. The suit is airtight and carries air for the listed time. A hit that inflicts a Critical Injury breaches it.

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. The Heavy Armory has the full rule.

Silent

Passive

Attacking with this weapon does not by itself reveal the shooter's position.

Stun Damage

Passive

All damage dealt by this weapon is applied to Strain, not Wounds. A character whose Strain is exceeded this way is incapacitated, not injured. Resistance applies as normal. A Stun Damage weapon cannot inflict a Critical Injury.

Stun Setting

Passive

The weapon has two settings, stun and kill. Switching is free once per turn.

On stun the weapon deals Stun Damage, its range is Short, and it cannot inflict a Critical Injury. On kill it uses its printed stat line.

Sunder

Active

Spend 1 Boon to damage one item the target is carrying. Spend 2 Boons instead to render it unusable until repaired.

Unwieldy X

Passive Ranked Drawback

The wielder needs Agility X. A wielder with lower Agility adds Bane Dice equal to the shortfall to every check made with the weapon.

Vulnerable X (type)

Passive Ranked Drawback

Armour only. Against attacks of the named damage type, reduce this armour's Resistance bonus by X, to a minimum of 0. Resistance from Might is never reduced.

Natural attacks do not trigger Vulnerable unless the creature's entry says so.

A trooper field-stripping his rifle