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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".

  • Name
  • Tags
  • Range
  • Damage (plus Damage Type)
  • Cost (ammo, energy draw, etc)
  • Hands
  • Scale
  • Weapon Tags
    • Melee: can only be used in melee. Strength bonus added to damage.

    • Thrown: Strength bonus added to damage. Range decided by Strength.

    • Handheld: may be concealed under normal clothing and fired in melee.

    • Assault: can fired on a turn where the character moves.

    • Long: a melee weapon with double the range.

    • Steady: +1 to-hit when still.

    • Heavy x: takes two actions to fire for characters with strength < x.

    • Beam: instead of a to-hit roll, the target takes a Save vs. Beams.

    • Continuous x: if the character continues firing on the same target, the weapon gains +x damage and uses +x ammunition/energy for every turn it remains focused.

    • Blast: uses Area Effect rules when firing.

    • Cone: uses Area Effect rules for cones when firing.

    • Homing: Instead of a to-hit roll, the target takes a Save vs. Homing. Some Homing weapons have a minimum range until their attacks lock on. In this case, a normal to-hit roll is made when the target is closer than the minimum range. For a Homing Beam weapon, the effects of the Beam tag apply when the target is closer than the minimum range.

    • Quench: an optional alternate profile when the user has Intershields. Typically adds a small number of Heat Points when used in this way!

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.