Difference between revisions of "Weapon Abilities (Action)"

From Action
Jump to navigation Jump to search
(Silent)
Line 71: Line 71:
  
 
* '''Second Strike (offhand)''' You must be holding two weapons to use this second strike, and the attack that triggered it must be held in the other hand (though it can be a paired, identical weapon).
 
* '''Second Strike (offhand)''' You must be holding two weapons to use this second strike, and the attack that triggered it must be held in the other hand (though it can be a paired, identical weapon).
 +
 +
=== Silent ===
 +
Inherent
 +
 +
The weapon is not [[#Loud]]. This ability applies to range weapons, who are by default loud and noisy.
  
 
===Stun ===
 
===Stun ===

Revision as of 10:23, 2 November 2009

ActionT4 logo
Heroic Action Role-Play

Melee weapons allow extra and maneuvers and some have inherent effects; these are explained here.

Block

Trigger Action (Defense)

Used to block incoming attacks; gives a +5 Dodge bonus during the current shot. If an attack fails because of this bonus, the blocking weapon takes the impact. Usually it can withstand this just fine, but an attack of a higher tech level or by a much stronger opponent might cause it to break or weaken at the gamemaster's whim.

Charge

Basic Action

You do a charge when mounted on a vehicle or riding beast. You can do a double move and still attack, and must move at least 5 meters to do a charge. A charge does +3 damage.

Disarm

Basic Action

You can entangle other weapons, especially long and powerfully unbalanced weapons. Add the damage add of your opponent's weapon to your Melee roll. If you hit, the opponent loses the grip on his weapon. He can either immediately spend three shots retrieving it. If he chooses not to, or if your Outcome matches his Reflexes, he loses the weapon and you can either kick it away or pick it up.

Entangle

Basic Action

You can make an attack that does no damage, but entangles your target so that he loses three shots. If you score an Outcome matching the target's Agility, he loses shots equal to your outcome instead. The target can spend no shots until his next shot comes up.

Extra Damage

Inherent

The weapon has a condition under which it does extra damage. If the condition is fulfilled, add +3 to the damage value.

  • Armor Defeating The weapon does extra damage against all objects and against creatures with at least three points of armor.
  • Armor Exploiting The weapon does extra damage against creatures with no more than two points of armor.
  • Elemental The weapon has some sort of elemental aspect that increases damage. Unless the target has some extra resistance to the damage type (such as fire or acid resistance for those attacks), he takes +3 damage. Against someone with a special resistance to either the ordinary damage of the weapon or to the elemental effect, the weapon does its basic damage. A target resistant both to the elemental damage and the regular damage takes the basic damage and gets to apply its resistance against it.

Great Blow

Basic Action

The weapon is suited for grandiose all-out attacks, such as a flèche, impale, or roundhouse blow. This adds +3 to damage. After an all-out attack, you may not take any trigger actions until your next shot comes up.

Improvised

Basic Action

You can improvise a weapon from materials at hand. Improvised means it's not made as a dedicated weapon - it has been found or scrounged from civilian gear. Examples include staves used as quarterstaves or spears, wood cutting axes used for war, boards used as shields, and so on. Certain weapons are easily scrounged, while certain people have a knack for improvising almost anything (as long as they can somewhat convincingly describe how they do it).

Such scrounged versions are less durable than the real thing, and break on any snakeyes roll. Of course, a purposely crafted version of the weapon does not have these drawbacks.

Intercept

Trigger Action (Result)

You can intercept opponents attacking you in Melee, striking would-be attackers that you manage to keep at bay. Whenever an opponent misses you with a Basic Action attack in Melee, you can use this to make a Melee attack on them.

Parry

Trigger Action

The weapon can be used to parry other melee attacks, giving a +5 Dodge bonus for the shot, but only against melee attacks.

Returning

Trigger Action (Combo)

After you throw a weapon, you can use this to instantly retrieve it. It might be attacked to a string, bounce back to you, or naturally return to you like a boomerang does.

Second Strike

Trigger Action

Your weapon can deliver an extra attack as a follow-up when one of your attack miss. Whenever you make an unsuccessful melee attack, you can use this to make an additional melee attack on the same opponent.

There are several variants of second strike, with various additional rules.

  • Second Strike (butt) You deliver the second strike with the butt end of your weapon. Such a strike always does Strength +2 damage, regardless of what weapon you are using.
  • Second Strike (double) Your weapon has two weapon heads, and uses the same damage for both.
  • Second Strike (offhand) You must be holding two weapons to use this second strike, and the attack that triggered it must be held in the other hand (though it can be a paired, identical weapon).

Silent

Inherent

The weapon is not #Loud. This ability applies to range weapons, who are by default loud and noisy.

Stun

Inherent

This weapon has the option not to cause wounds when an opponent runs out of hits; it will still score wounds with a a critical hit.

Throw

Basic Action

You can throw a melee weapons as a short range ranged attack using your Melee skill.