Weapon Qualities

Though the galaxy is filled with incredibly advanced weaponry, sometimes the best tool for the job is the old-fashioned, conventional projectile shotgun. “Shotgun” can refer to a broad range of weapons using a multitude of different munitions and mechanics, but they all share the trait of firing multiple projectiles. In general, shotguns are most useful at close range against unarmored targets where they pack a devastatingly powerful punch.


C-M Frag Storm Heavy Shotgun Ranged [Heavy] 10 3 Short 7000 Cumbersome 4, Scatter 4, Limited Ammo 6
Blast Cannon Ranged [Heavy] 9 4 Short 1500 Scatter 2
Flechette Launcher Ranged [Heavy] 10 3 Short 6000 Cumbersome 3, Limited Ammo 4, Pierce 1, Scatter 2
Hand Flechette Ranged [Light] 7 3 Short 1250 Scatter 1, Limited Ammo 8
TriShot Ranged [Light] 5 3 Short 600 Scatter 1

C-M Frag Storm Heavy Shotgun

The Frag Storm, manufactured by the Caelli-Merced Syndicate, is a powerful shotgun designed for use during ship boarding actions. The weapon fires conventional cartridges which are loaded via a port on the bottom of the weapon. Though heavy and often unwieldy, many marines swear by its punishing stopping power and dependable, sturdy design.

Blast Cannon

The blast cannon is the most common scatter firing weapon found in the galaxy. Primarily designed as a personal defense weapon for Imperial engineers who found themselves in trouble behind the frontlines, the weapon does not have exceptional stopping power. However, it more than makes up for this with efficient energy recycling systems allowing for continuous use during a sustained engagement.

Flechette Launcher

Some military minds consider the flechette launcher an archaic weapon unsuited for more modern galactic warfare, but many frontline soldiers who have made use of the weapon or, unfortunately, been on the receiving end of a flechette volley, claim the weapon still has its place on the battleground. The flechette launcher is a simple-looking, boxy weapon which is loaded with flechette canisters. When the weapon is fired, it ejects dozens of razor-sharp flechettes. These flechettes, capable of punching through durasteel, can be dangerous to even heavily armored targets.

Hand Flechette

The hand flechette is similar in size to a standard blaster pistol, but more similar in mechanics to a flechette launcher. The weapon fires small slug projectiles from a magazine in the weapon’s grip. When the projectile is close to its target, it explodes into a shower of small darts. This weapon is tremendously effective against unarmored targets, but the high-tech components of its ammunition make it very expensive to use.


The TriShot is a single-handed blaster weapon firing three blaster bolts per trigger pull. Effective at close range, the weapon first saw significant use during the Clone War.

New Weapon Qualities

Scatter (Active)

Scatter weapons have a chance to strike a target multiple times due to their nature as multi-projectile weapons. Scatter can be activated with two Advantage. When Scatter is activated, the weapon counts as having hit the target again, so the target takes the weapon’s base damage plus Successes. Scatter can only be activated as many time as the weapon’s Scatter rating. For example, a Scatter 2 weapon can only activate Scatter two times even if the attack skill check results in enough Advantage for additional Scatter hits.


One of my favorite parts of FFG’s Warhammer 40,000 line of RPGs was the inclusion of weapon attachments. Attachments allow a standard item to be developed and customized by the player which, I think, deepens their involvement in the game. Attachments also provide a nice mid-ground between pure credit rewards and full weapon loot.

With that in mind, please take a look at six new weapon attachments, the mechanics for using them, and a weapon quality below!

 New Game Mechanics

Adding an attachment to a weapon requires a successful Mechanics skill check. Failure simply indicates that the attachment was not added successfully and could be attempted again. The difficulty of this check ranges between Simple (attaching a conventional sight) and Formidable (fundamentally altering the firing mechanism of a rare prototype weapon). The GM sets the difficulty of adding an attachment, keeping in mind that items that require little mechanical knowledge to use should fall on the easy side while extremely complex or unusual mechanisms should be more difficult. Facilities or equipment may also be a factor in the check. GMs may add Boost or Setback dice to the roll depending on the quality of the tools available to players relative to the complexity of the attachment. Simple attachments probably won’t need anything beyond a hydrospanner and some elbow grease while very advanced attachments may require a workbench and full tool suite. The GM may also declare a roll impossible if the player cannot access the necessary tools for an attachment that simply couldn’t be added without them. The length of time it takes to add an attachment is also variable and up to the GM. Easier work probably requires relatively little time, perhaps only a few seconds or minutes, while difficult tasks may take days.

It is up to the GM to interpret how Advantage and Threat results factor into an attachment’s final result, but as a general rule the effect should not be permanent. For example, Advantage could indicate that an attachment functions better than expected for a single use after its installation while Threat might mean it impairs the usefulness of the weapon, perhaps shutting down unexpectedly or jamming at an inopportune time and requiring repair. On the other hand, Triumph results are more permanent. A Triumph may show that an installation was very successful and permanently provides a minor boost to the attachment’s intended function.

Removing an attachment works much the same as adding one, but Advantage, Threat, and Triumph have little effect on the process. Removing an attachment generally takes less time than adding it.

Optional Simple Mechanic

For those who don’t want to deal with additional skill checks or keeping track of the long term effects of rolls, the attachments presented below could be simply used without skill checks. Players are able to attach and remove add-ons without any fuss.

Weapon Attachments

Targeting Scope 100
Tactical Laser 75
Chamber Overcharger 100
Emergency Power Cell 30
Heater Array 200
Reduced Furniture 250

Targeting Scope

The targeting scope covers a broad range of mid to long range weapon optics. These generally take the form of telescopic or electronic sights added to the top of the weapon and calibrated to the appropriate range. Adding a targeting scope improves a weapon’s accuracy by one band. For example, a weapon that is normally only useful at short range can now be used at medium range. However, a targeting scope cannot improve a weapon’s range beyond long range (i.e. A weapon that normally fires at long range cannot be improved to fire at extreme range).

This attachment can be added to any weapon which uses the Ranged [Light], Ranged [Heavy], or Gunnery skill. This does not include thrown explosives or ship-mounted weaponry.

Tactical Laser

Tactical lasers, sometimes called “spot-luma”, are small attachments generally added near the barrel of a weapon. The tactical laser projects a small, visible beam of light intended to help the firer aim the weapon. When a weapon with a tactical laser is used with the Aim maneuver, the firer gains an additional Boost die. However, because of the visibility of the aiming laser and the time it takes to properly zero-in on targets when using it; any attack against the user also gains one Bonus die until the beginning of the user’s next turn. The tactical laser may be deactivated as an incidental in which case all of its effects do not occur.

This attachment can be added to any weapon which uses the Ranged [Light] or Ranged [Heavy] skill. This does not include thrown explosives.

Chamber Overcharger

Chamber overchargers are any kind of modification to a weapon’s internal blast generation chamber designed improves its output. This can include attachments designed to improve generation efficiency, modifications to the projection framework, or even a complete retooling of the entire chamber. This is generally a complex, and possibly dangerous, alteration to make to a weapon. A chamber overcharger adds +1 to a weapon’s damage value.

This attachment can be added to any weapon which uses the Ranged [Light], Ranged [Heavy], or Gunnery skill. This does not include thrown explosives.

Emergency Power Cell

This attachment includes anything that can be added to a weapon as an emergency power source designed to be used in the case of a primary source’s failure. If the power source with an emergency cell fails (say by way of a Despair result), the weapon’s user may make an incidental to activate the emergency power cell. While the emergency cell is active, the weapon has the Limited Ammo 3 quality. Once the emergency power cell’s ammo is expended, the weapon is considered depleted as is normal for a powered down weapon and it losses the Limited Ammo weapon quality. An emergency power cell can be quickly recharged using a universal cable and just about any power source.

This attachment can be added to any weapon which uses the Ranged [Light], Ranged [Heavy], or Gunnery skill. This does not include thrown explosives or any weapon which already has the Limited Ammo quality.

Heater Array

Heater arrays can often be found on weapons used by close-combat assault squads, and are especially prized by Imperial Stormtrooper units focused on close-in engagements with armored targets. The attachment uses a secondary cyclotron to inject a super-heated plasma fluid into the weapon’s firing chamber. This drains the energy of the bolt, but creates a “splashing” effect which can have significant residual damage on hardened targets, decreasing their armor’s effectiveness. A weapon with a heater array has its damage decreased by -1 but gains the Shatter 1 quality (see below).

This attachment can be added to any weapon which uses the Ranged [Light], Ranged [Heavy], or Gunnery skill. This does not include thrown explosives or ship-mounted weaponry.

Reduced Furniture

It is possible to reduce the hefty weight of some being-portable infantry weapons using more efficient and light-weight furniture materials. These reduced furniture attachments decreases a weapon’s Cumbersome ranks by one (so a weapon with Cumbersome 3 would be reduced to Cumbersome 2) to a minimum of Cumbersome 2.

This attachment can be added to any weapon which uses the Ranged [Light], Ranged [Heavy], or Gunnery skill which has the Cumbersome quality.

New Weapon Qualities

Shatter (Passive)

Weapons with the Shatter quality decrease the soak value of their target’s armor. Each time a target is struck with a Shatter weapon, their armor’s soak value decreases by -1. This occurs even if the target takes no Wounds. The soak value may be decreased to a maximum of the number of Shatter ranks of the weapon. For example, a Shatter 3 weapon can only decrease the soak quality of its target’s armor a maximum of 3 times. This effect stacks in the case of multiple Shatter weapons used against a single target.

So there you go, the first homebrew content for this site. If you’re looking for more melee focused attachments (or even attachments for other things like explosives or ship weaponry), don’t worry. Those are in the works. Come back next Friday to see what we’ve got!