# Qualities

*The Stellar Armory, Space Opera Weapons and Armour for Exodus NDS. Source: https://exodusnds.com/sourcebooks/stellar-armory/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

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

<div class="quality-meta passive">

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

</div>

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.

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

<div class="quality-meta active">

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

</div>

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

### <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. *The Heavy Armory* has the full rule.

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

<div class="quality-meta drawback">

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

</div>

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.

### <span class="qual-bar passive"></span>Deflecting X (type)

<div class="quality-meta passive">

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

</div>

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

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

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

<div class="quality-meta active">

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

</div>

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

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

<div class="quality-meta active">

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

</div>

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).

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

<div class="quality-meta passive">

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

</div>

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.

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

<div class="quality-meta drawback">

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

</div>

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

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

<div class="quality-meta passive">

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

</div>

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.

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

<div class="quality-meta active">

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

</div>

Spend 2 Boons. The target falls Prone.

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

<div class="quality-meta drawback">

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

</div>

Add X Bane Dice when attacking at Engaged range.

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

<div class="quality-meta passive">

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

</div>

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.

### <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>

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.

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

<div class="quality-meta passive">

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

</div>

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

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

<div class="quality-meta passive">

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

</div>

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.

### <span class="qual-bar passive"></span>Sealed (duration)

<div class="quality-meta passive">

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

</div>

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

### <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. *The Heavy Armory* has the full rule.

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

<div class="quality-meta passive">

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

</div>

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

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

<div class="quality-meta passive">

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

</div>

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.

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

<div class="quality-meta passive">

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

</div>

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.

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

<div class="quality-meta active">

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

</div>

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

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

<div class="quality-meta drawback">

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

</div>

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

### <span class="qual-bar drawback"></span>Vulnerable X (type)

<div class="quality-meta drawback">

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

</div>

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.

<img class="framed" src="https://exodusnds.com/assets/sourcebook/stellar_armory/stellar-armory-field-strip.jpg" alt="A trooper field-stripping his rifle" loading="lazy">
