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Weapon Profile

Modes

  • Assault: can fired on a turn where the character moves.
  • Beam: instead of a to-hit roll, the target takes a Save vs. Seeking.
  • Blast: uses Area Effect rules when firing.
  • Cone: uses Area Effect rules for cones when firing.
  • Handheld: may be concealed 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 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 second is maximum range.

Damage

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 actual number of hands or appropriate appendages. A turret 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.
  • AP X: Negates X points of damage bypass armor hitpoints.armor.
  • 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 X (+Y): Can charge to +X damage, gaining Y damage per turn while firing on the same target. If Y is missing, the weapon gains +1 damage per turn this way.
  • INFERNO: Adds half their damage in Heat to the target. This replaces any Heat incurred by the weapon's type.
  • 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.
  • RAD X: One turn after being hit by this weapon, take an additional X damage from radiation. 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.