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".
Modes
NameTagsRangeDamage (plus Damage Type)Cost (ammo, energy draw, etc)HandsScaleWeapon TagsMelee: 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.
- Handheld:
Homing:mayInsteadbeofconcealed under normal clothing and fired in melee. - Heavy: Takes two actions to fire.
- Long: a melee weapon with double the range.
- Melee: Can only be used on targets in melee range. Strength bonus added to damage.
- Steady: +1 to-hit
roll,when still. - Thrown: Strength bonus added to damage. Range decided by Strength.
Range
Usually given as two values like 10m/50m. The first number is short range, 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 rollsecond ismade 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 minimummaximum range.Damage
Quench:A mix of dice and modifiers. When rolling for damage, roll and add them all together. The given value is per-hit; if multiple hits are scored, treat their damage and defense rolls separately.Cost
Specifies which resource must be tested after battle.
Hands
An abstract representation of how much manipulation is needed to operate a weapon. For hand weapons, it almost always means an
optional alternate profile when the user has Intershields. Typically adds a smallactual number ofHeathandsPointsorwhenappropriateusedappendages.inAthisturretway!mount, for example, may have 3 or 4 "hands" and be able to fire more complex weapons. A hardsuit may confer +1 hands, allowing a character to wield heavy weapons on the move.
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.