Weapon Profile
Weapons have a profile as well as one or more tags. Such a weapon will be designated like "Heavy Beam" or "Compact Assault" or "Long Melee".
Traits
These rules, found in the traits section of a weapon profile, can apply to any weapon. Most of them can be combined with other traits as well.
Weapon Traits
- AA: Can target airborne and fast-moving enemies with no to-hit penalty.
- ARRAY: Multiple Pulsids that have been synced as a phased array can fire as one attack doing -1 damage per linked Pulsid. With more than 8 Pulsids, treat the attack as Scale 3 with the same damage dice.
- BULK X: How many scale-appropriate units of mass can be fired by the weapon at once.
- BURN X: One turn after firing, this weapon does X damage to any entity that remains under the template (cone, blast, etc) hit on the previous turn.
- CHARGE: Can charge to +4 (+1 for each action spent focusing).
- INFERNO: Adds half their damage in Heat to the target.
- MAG X This weapon has a magazine of X shots. When this is expended, the character must spend 1 Action reloading. A number in parenthesis like Mag 1d4 (2) indicates that many reloading actions are required instead.
- MODULAR X: X = Number of modules. If X > 4, count the weapon as 1 Scale larger.
- RADIATION X: One turn after being hit by this weapon, take an additional X damage. Bypasses armor HP.
- PLASMA SHIELDS: Each unfired Plasma Wave Shield can be used as a 1d6 (+0) soak dice.
- SPREADFIRE: Whenever firing, as an option, can trade +1 to-hit for -1 damage.
- STEALTH: When placed, the weapon becomes a hidden trap. If an excursion turn is spent hiding it, the weapon becomes a secret trap instead.
Drone and Missile Traits
- LOW-FLYING: Stealth +1.
- HYPERSONIC: Can only be targeted by +1 or better weapons with AA.