132 lines
4.5 KiB
Text
Executable file
132 lines
4.5 KiB
Text
Executable file
#
|
|
# Object attributes
|
|
#
|
|
|
|
NAME:Alien:
|
|
DESCRIPTION:The object is alien technology. Characters need the alien technology :
|
|
DESCRIPTION:perk to use the object.:
|
|
|
|
NAME:Automatic recharge:
|
|
DESCRIPTION:Weapons with this attribute cannot be reloaded manually, but must :
|
|
DESCRIPTION:recharge. Recharging happens automatically. The reload value :
|
|
DESCRIPTION:determines how many phases a weapon must recharge before it can be :
|
|
DESCRIPTION:used again.:
|
|
|
|
NAME:Blocks line of sight:
|
|
DESCRIPTION:The object blocks the line of sight.:
|
|
|
|
NAME:Cannot be parried:
|
|
DESCRIPTION:The weapon cannot be parried.:
|
|
|
|
NAME:Cannot parry:
|
|
DESCRIPTION:The weapon cannot be used to parry.:
|
|
|
|
NAME:Daemonic:
|
|
DESCRIPTION:The object is daemonic.:
|
|
|
|
NAME:Dangerous:
|
|
DESCRIPITON:Stepping on the object is dangerous.:
|
|
|
|
NAME:Environmental:
|
|
DESCRIPTION:Armours with this attribute protect the wearer from environmental :
|
|
DESCRIPTION:effects. Attacks executed with weapons which have this attribute :
|
|
DESCRIPTION:are environmental effects e.g. poison gas.:
|
|
|
|
NAME:Force:
|
|
DESCRIPTION:Force weapons channel the mental energies of the wielder. A D10 is :
|
|
DESCRIPTION:added to the damage power of the weapon. Force weapons do double :
|
|
DESCRIPTION:damage against daemonic characters. To use the special powers of :
|
|
DESCRIPTION:force weapons a character needs the Psychic weapons perk. :
|
|
DESCRIPTION:If a character without this skill uses the weapon it will be :
|
|
DESCRIPTION:treated like a normal weapon (i.e. no increased damage). :
|
|
|
|
NAME:Force rune:
|
|
DESCRIPTION:The force rune attribute amplifies the damage bonus of force :
|
|
DESCRIPTION:weapons. If a force weapon has the force rune attribute it :
|
|
DESCRIPTION:does 2D8 extra damage instead of 1D10.:
|
|
|
|
NAME:Force channel:
|
|
DESCRIPTION:An item with the force channel attribute can channel the psychic :
|
|
DESCRIPTION:power of its wielder, making it easier to project it across :
|
|
DESCRIPTION:longer distances. All range penalties, except the penalty for evoking :
|
|
DESCRIPTION:psychic powers in close combat, are halved (rounding down) :
|
|
DESCRIPTION: when such an item is wielded.:
|
|
|
|
NAME:Hinders movement:
|
|
DESCRIPTION:Characters who wear armour which carries this attribute are unable :
|
|
DESCRIPTION:to run.:
|
|
|
|
NAME:Ignore armour:
|
|
DESCRIPTION:Weapons with this attribute ignore the armour value of the target, :
|
|
DESCRIPTION:i.e. armours provide no protection against them.:
|
|
|
|
NAME:Impassable:
|
|
DESCRIPTION:The object is impassable.:
|
|
|
|
NAME:Inherent:
|
|
DESCRIPTION:The object is part of carrier's body. It cannot be dropped.:
|
|
|
|
NAME:Jammed:
|
|
DESCRIPTION:The weapon is jammed.:
|
|
|
|
NAME:Laser:
|
|
DESCRIPTION:If laser weapons malfunction, they unload completely.:
|
|
|
|
NAME:Noisy:
|
|
DESCRIPTION:Using noisy objects makes it impossible to use stealth.:
|
|
|
|
NAME:Pain:
|
|
DESCRIPTION:If a pain weapon penetrates the target's armour the target :
|
|
DESCRIPTION:must pass a morale test. If the test fails the target :
|
|
DESCRIPTION:becomes broken.:
|
|
|
|
NAME:Partial reload:
|
|
DESCRIPTION:In the case of a partial reload weapon the reload value determines :
|
|
DESCRIPTION:how many shots can reloaded per action.:
|
|
|
|
NAME:Disease:
|
|
DESCRIPTION:All wounds caused by weapons which have the disease attribute :
|
|
DESCRIPTION:disease the target unless it passes a -20 toughness test.:
|
|
|
|
NAME:Plasma:
|
|
DESCRIPTION:If plasma weapons malfunction, they may overheat forcing the wielder :
|
|
DESCRIPTION:to drop them. If the wielder is really unlucky they might even :
|
|
DESCRIPTION:explode...:
|
|
|
|
NAME:Poison:
|
|
DESCRIPTION:All wounds caused by weapons which have the poison attribute :
|
|
DESCRIPTION:poison the target.:
|
|
|
|
NAME:Power:
|
|
DESCRIPTION:The armour value of the target is halved when calculating :
|
|
DESCRIPTION:armour penetration / damage.:
|
|
|
|
NAME:Projectile:
|
|
DESCRIPTION:If projectile weapons malfunction, they jam.:
|
|
|
|
NAME:Psychic bolt:
|
|
DESCRIPTION:The object is a psychic bolt.:
|
|
|
|
NAME:Reliable:
|
|
DESCRIPTION:Weapons with this attribute do not malfunction.:
|
|
|
|
NAME:Shock:
|
|
DESCRIPTION:All hits from weapons which have the shock attribute paralyse :
|
|
DESCRIPTION:the target unless it passes a toughness test.:
|
|
|
|
NAME:Silent:
|
|
DESCRIPTION:Ranged combat weapons with this attribute do not remove the :
|
|
DESCRIPTION:unnoticed status of the shooter when fired, unless one of his :
|
|
DESCRIPTION:enemies in line of sight has the alertness perk, or passes a :
|
|
DESCRIPTION:50% test.:
|
|
|
|
NAME:Strength boost:
|
|
DESCRIPTION:Armours with this attribute increase the strength of the wearer :
|
|
DESCRIPTION:by 10.:
|
|
|
|
NAME:Strength boost II:
|
|
DESCRIPTION:Armours with this attribute increase the strength of the wearer :
|
|
DESCRIPTION:by 20.:
|
|
|
|
NAME:Unique:
|
|
DESCRIPTION:The object is unique.:
|