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Post by Traskus on Oct 17, 2019 18:13:07 GMT -6
Blessed (+1) - Melee
The affected weapon deals a static bonus to damage against daemonic targets equal to their constitution + arcanoi.
Tainted (+1) - Melee The affected weapon deals a static bonus to damage equal to the wielder's corruption points/10.
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Post by Divergent Reality on Jan 8, 2020 7:24:44 GMT -6
Anti-Personnel (-1) This weapon deals a maximum of 1 HP damage to vehicles and buildings.
Anti-Materiel (+1) -Ranged Only Hiding in your tank won't save you! If this weapon deals at least 1 hp of damage to a vehicle or building, one occupant of it is also hit with the full damage roll. This can be determined randomly, logically by the SM, or by comparing the static defenses of occupants.
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Post by DatsVatSheSaid on Jan 21, 2020 3:45:36 GMT -6
New Weapon Property: Arcing(+2)(Energy Weapons only): Whenever damage dice explode, a secondary target within 10m receives damage equal to the result of the exploding die instead of the primary target.
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Post by luingar on Feb 15, 2020 14:56:45 GMT -6
Melee:
0: Explosive: This weapon gains the effects of Fragile and Power field. When power field activates, when the "working parts" impact any hard material (including some hardwoods), it is destroyed. When destroyed by this and most other effects it does its weapon damage to everyone (including the wielder) within 1 meter per kept dice. This blast is not affected by feats or abilities that affect melee weapons, but may be affected by any feats and abilities that affect explosive weapons.
Effects that disassemble, age, or simply remove the blade from existence do not trigger the blast. You may also choose 1 or more chemicals and effects that will stabilize the weapon when it's exposed to them, removing all effects from this modification except the fragile quality while exposed to the chemical and 1d10 rounds or 1 scene afterwards
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Post by username on Jun 25, 2020 19:40:18 GMT -6
Unreliable (-1) (Ranged Only)
Whenever you attack with this weapon, treat your level as being halved (rounding down) for the purpose of checking for Jams.
I can't believe I only just noticed the option to make a gun naturally unreliable isn't actually stated in Book 2's weapon creation rules. I suppose guns can become unreliable by purchasing them at poor quality, if Reliable is a +1 mod then Unreliable seems fine as a -1. The only trick to watch out for is it allows you to buy a poor quality gun with little downside, since it already has the unreliable property.
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Post by Divergent Reality on Feb 6, 2021 20:58:01 GMT -6
A few base weapon properties designed for use with the weapon creation system in Book 2. Splinter and Shuriken weapons are most commonly found in the armories of Dark Eldarin and the Eldarin. Both of these weapons are easy to use, only requiring Ranged 1 proficiencies to master their use. Weapon Name | Properties | Splinter | R Damage, Melee Attach 1, Sadistic* | Shuriken | R Damage, Double Ammo, Tearing |
* The Sadistic property only applies to Splinter ranged attacks. Rings are small weapons commonly enchanted to bring extra oomph to unarmed strikes. These are treated as traditional Unarmed weapons, requiring either Basic or Melee 2 proficiencies for full mastery. Name | Properties | Ring | -1k1 I Damage, Arm Mounted, Brawling, Combat Sheath |
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Post by Amanojyaku on Mar 11, 2021 23:25:07 GMT -6
Melee Attach F (+1) (Pistol Only) This weapon functions as a Fencing Sword when used to make a melee attack.
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Post by Traskus on Mar 12, 2021 19:44:20 GMT -6
Shouldn't it be +1, not -1?
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Post by Amanojyaku on Mar 12, 2021 19:51:05 GMT -6
You saw nothing.
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Post by DatsVatSheSaid on Apr 26, 2021 10:01:54 GMT -6
New Property: Hazard: Upon hitting something, the projectile creates hazardous conditions within a radius of five meters. This Hazardous area is considered Difficult Terrain. Any creature attempting to enter or move within the Hazardous Area takes 1 Wound with the damage type and properties of the Weapon that created the Hazard. This effect will remain until sufficient action has been made to remove these conditions.
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Post by insertnamehere on Sept 3, 2021 2:53:35 GMT -6
Deflagrate (+2) - Damage rolls against organic targets gain a free raise. Targets that die from this weapon explode in a burst of flame, dealing 4k2 E damage to all characters within 2m. Anyone dealt wounds by this explosion makes a TN 15 Dexterity test to avoid getting set on fire
Decay (+X) - Living targets that take Critical Damage from this weapon must make a Constitution test (5*X) or dissolve into a puddle of gore.
Gyro-Stabilised (+1) - Never counts as further than Long Range (penalty still applies, as does normal maximum range). Heavy Weapons with this Quality reduce the penalty for firing without Bracing to -1k0.
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Post by Divergent Reality on Sept 4, 2021 19:37:40 GMT -6
Haywire(X) - Everything within the field’s radius, indicated by the number in parentheses, is affected: Haywire (3) would affect an area with a three-meter radius. Roll 1d10 to determine the strength of the effect. The field strength lessens one step in severity each Round until it becomes Insignificant (i.e. a result of Major Disruption would become Minor Disruption the following Round and then cease to have an effect the Round after that). Additional Haywire attacks in the same area do not stack but instead create a new effect that is either ignored if lower than the current effect or replaces the old one if higher. 1–2 Insignificant: There is no noticeable effect on nearby technology.
3–4 Minor Disruption: All actions utilizing technology, including firing Ranged weapons outside the Primitive group, Tech-Use Tests, and any physical actions attempted while wearing power armor or employing cybernetics, suffer a -1k1 penalty. The Base Movement of anyone in power armor is reduced by 1.
5–6 Major Disruption: All actions utilizing technology, including firing Ranged weapons outside the Primitive group, Tech-Use Tests, and any physical actions attempted while wearing power armor or employing cybernetics, suffer a -2k2 penalty. The Base Movement of anyone in power armor is reduced by 3. Melee weapons with technological components lose the appropriate properties and Pen (i.e. Power Sword loses its 4 Pen and its Power Field property).
7–8 Dead Zone: Technology within the affected area completely ceases to function. Power armor becomes unpowered reducing the wearer’s move to 1. Characters with cybernetic replacements to any internal organ(s) suffer one level of Fatigue each Round they remain in the Dead Zone. Melee weapons with technological components lose the appropriate properties and Pen (i.e. Power Sword loses its 4 Pen and its Power Field property).
9–0 Prolonged Dead Zone: As Dead Zone.
Haywire makes Hacking look very weak. You may want to tone this down for some balance and GM headache for counting multiple areas of decreasing effect.
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Post by GuardianTempest on Sept 5, 2021 1:25:30 GMT -6
Deflagrate - When hitting an organic target, after subtracting damage from armor, roll an additional 1d10 for every 10 damage is done to the target (these dice dont explode) and add it to the remaining damage. Should a creature die to a Deflagrate weapon, the target erupts into a torrent of flame within 1m * every bonus di. For the fire damage, kept is equal to the bonus di and rolled dice is equal to bonus di *2. i.e. if you got 2 bonus dice and the target dies, that blast radius would be 2m and the damage would be 4k2E Excessive bookkeeping, this kind of effect should probably be reserved for individual artifact weapons (that aren't from artifact materials). Kind of extreme, don't you think? Even if Decay (1) would be trivial, one bad roll is all it takes to completely bypass your Hit Points and players don't like that. There was something similar back then but it was veto'd by the community. The Disintegration property doesn't bypass hit points at all, it just forces Exalts to use their hero points although immortal Exalts wouldn't care about it. Seems reasonable, maybe make it limited to Ordinary/Exotic weapons. Can't really spin a laser, after all. Very complicated, and also powerful. This reminds me of a homebrew weapon called the Cluster Fuck. It's original effect was that you'd roll a random number of grenades, in a random set of directions...it was abstracted into the simpler current version.
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Post by Lestat on Mar 12, 2022 6:27:40 GMT -6
Ripper (+1) When a target takes more wounds than their level from a Ripper weapon they suffer Blood Loss.
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Post by ScrapyardDragon on Sept 18, 2022 1:53:01 GMT -6
Spinner (X): After this weapon is Thrown, the projectile remains spinning on the battlefield for up to X rounds (chosen when the attack is made), and at the end of your turn you may move it up to your dexterity in meters in any direction as a free action. If a creature (or another spinner weapon) moves within 1 meter of the weapon, or ends its turn within one meter of the weapon, the weapon makes an additional attack against them, using the firer's ballistics. If the weapon is attacked while spinning (its SD is 20), the amount of rounds it remains spinning is reduced by one, plus one more for every raise on the attack roll.
No, I won't give it a price modifier. For the love of everything do not use this property with standard weapon creation rules. If you want to make your own spinner weapons fine but exercise extreme caution, I made this property for a very specific thing and it would probably break the game if applied to anything that deals more damage than a single instance of magic missile
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