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
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
Spend 2 Boons. The target is Staggered for X rounds: it may perform maneuvers and move, but may not perform actions.
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. The Heavy Armory has the full rule.
Cumbersome X
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)
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
Spend 2 Boons. The target gains the Disoriented condition for X rounds.
Ensnare X
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
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
Armour only. The item occupies one hand while it is in use.
Ion X
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
Spend 2 Boons. The target falls Prone.
Point Blank X
Add X Bane Dice when attacking at Engaged range.
Powered
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
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
The weapon may attack at Short range with its melee skill. Attacks made with it at Engaged range add 1 Bane Die.
Recoilless
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)
Armour only. The suit is airtight and carries air for the listed time. A hit that inflicts a Critical Injury breaches it.
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. The Heavy Armory has the full rule.
Silent
Attacking with this weapon does not by itself reveal the shooter's position.
Stun Damage
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
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
Spend 1 Boon to damage one item the target is carrying. Spend 2 Boons instead to render it unusable until repaired.
Unwieldy X
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)
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.