Contents

  Attributes


= Attributes =

Shock

All hits from weapons which have the Shock attribute paralyse the target unless it passes a toughness test.

Pain

If a pain weapon penetrates the target's armour the target must pass a morale test. If the test fails the target becomes broken.

Power

The armour value of the target is halved when calculating armour penetration / damage.

Force

Force weapons channel the mental energies of the wielder. A character who hits with a weapon which has the Force attribute takes a Willpower test. If the test is passed a D10 is added to the damage caused. Force weapons do double damage against daemonic characters. To use the special powers of Force weapons you need the Psychic skill. If a character without this skill uses the weapon it will be treated as a normal weapon (no WP test / damage modifications).

Force Rune

The Force rune attribute amplifies the damage bonus of Force weapons. If a Force weapon has the Force rune attribute it does 2D6 extra damage instead of 1D10.

Force Channel

An item with the Force channel attribute can channel the psychic power of its wielder, making it easier to project it across longer distances. All range penalties for psychic powers are halved when such a item is wielded.

Poison

All wounds caused by weapons which have the Poison attribute poison the target.

Plague

All wounds caused by weapons which have the Plague attribute disease the target unless it passes a toughness test.

Strength Boost

Armours with this attribute increase the strength of the wearer by 10.

Strength Boost II

Armours with this attribute increase the strength of the wearer by 20.

Environmental Protection

Armours with this attribute protect the wearer from environmental hazards: chemical sludge, poison gas etc.

Hinders movement

Characters who wear armour which carries this attribute are unable to run.

Plasma

Imperial plasma weapons are very powerful but also highly unstable and likely to malfunction. They may overheat forcing the wielder to drop them and if the wielder is really unlucky they might even explode...

Automatic recharge

Weapons with this attribute cannot be manually reloaded but must recharge. Recharging happens automatically. The reload value determines how many phases a weapon must recharge before it can be used again.

Partial reload

In the case of a partial reload weapon the reload value determines how many shots can reloaded per action.

Alien

The object is alien technology. Characters need the alien technology perk to use the object.

Silent

Ranged combat weapons with this attribute do not remove the unnoticed status of the shooter when fired, unless one of his enemies in line of sight has the Alertness perk or passes an initiative test.

Reliable

Weapons with this attribute do not jam/malfunction.
