Weapon Abilities (Action)
Heroic Action Role-Play |
Weapons allow extra and maneuvers and some have inherent effects; these are explained here.
Area
Limit Break
You attack everyone in a globe with a diameter equal to the damage value in meters. Make a single attack roll with a bonus of +1 for each target in the area. This result is used against the first target in the area. It is then applied against the second target, but with a -2 penalty, then at -4 against the third target, and so on. Common sense and vicinity to the center point determines the order; if there is doubt the targets themselves decide (or roll opposed Mind checks to decide).
If there are friends or bystanders in the area, make a separate attack roll against friends and a third attack roll against bystanders, using the same rules.
Autofire
Limit Break
This weapon can fire on full automatic, covering an area with a diameter equal to your Reflexes in meters. Make a single attack roll with a bonus of +1 for each target in the area. This result is used against the first target in the area. It is then applied against the second target, but with a -2 penalty, then at -4 against the third target, and so on. Common sense and vicinity to the center point determines the order; if there is doubt the targets themselves decide (or roll opposed Mind checks to decide).
If there are friends or bystanders in the area, make a separate attack roll against friends and a third attack roll against bystanders, using the same rules.
Block
Trigger Action
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. This adds +3 to damage. After an all-out attack, you may not take any trigger actions until your next shot comes up.
Example moves include the flèche, impale, or roundhouse blow. For a ranged weapon, this is generally an extended burst (and the subsequent reload).
Improvised
Inherent
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 are unreliable. Of course, a purposely crafted version of the weapon does not have this drawbacks.
Intercept
Trigger Action
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.
Loud
Inherent
The weapon makes a lot of noise and can be heard a good distance away, depending on its damage value. A loud weapon alerts neighbors but it is often difficult for witnesses to pinpoint where a ranged weapon is fired, as the trajectory makes as much noise as the weapon itself. Larger weapons generally make much more noise; a Small or smaller weapon is only audible nearby and dampened by a simple wall, a Medium weapon can be heard a cross a hall or through an interior wall, while a Large weapon is audible over a wide area, possibly kilometers away if the conditions are right.
One-Shot
Inherent
The weapon is one-use and destroyed when used, such as a grenade.
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.
Reload
Basic Action
The weapon is slow to reload (or otherwise prepare for a second use) and requires a basic action to reload before each attack.
Returning
Inherent
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.
Saturation
Inherent
The weapon saturates an area, making it immune to all effects of cover. A typical example is the flamethrower.
Scatter
Inherent
The weapon fires in a tight cone, like a shotgun or particle weapon. It does not lose accuracy over range, instead losing damage at the same rate. Apply any range penalties to damage instead of to the attack roll.
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.
- Butt strike You deliver the second strike with the butt end of your weapon. Such a strike always does Body +2 damage, regardless of what weapon you are using.
- Double strike Your weapon has two weapon heads, and uses the same damage for both.
- Offhand strike 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).
Slick
Inherent
The weapon does not look like a weapon, and can pass observation by all but the most astute observers.
Slow
Inherent
The weapon is slow to reload (or otherwise prepare for repeated use). It cannot combine several attacks into one action, such as firing at several targets. A slow weapon that gains trigger action attacks from some other trait can only make one such extra attack with one basic action.
Static
Inherent
The weapon requires preparations to use or is very unwieldy, making it impossible to move in the same action you use it to attack.
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
Inherent
This weapon can be thrown as a ranged attack using the Melee skill.
Unreliable
Inherent
The weapon is mechanically unreliable and sometimes fails spectacularly. Treat any snakeyes roll using this weapon as a fumble, quite often breaking the weapon or harming the user. This is a common drawback with experimental or improvised weapons.