Difference between revisions of "Weapon Abilities (Action)"

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<noinclude>{{Action}}{{tocright|limit=3}}</noinclude>
  
Melee weapons allow extra and maneuvers and some have inherent effects; these are explained here.
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[[All Weapons (Action)|Weapons]] in [[Action]] generally have extra maneuvers available to them, and some have inherent effects; these are all explained here. Unlike item schticks, these are not equivalent to full feats but perhaps to half a feat.
  
===Block ===
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Some abilities are noted as '''limitations'''. These always apply, training or not.
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.
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=== Area ===
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Limit Break
  
=== Charge ===
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You attack everyone in a globe with a diameter equal to your [[Reflexes (Action)|Reflexes]] in meters centered on the target point. Make a separate attack roll against each target, including friends and bystanders.
Basic Action
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 +
This commonly results from explosions and fully automatic weapons fire.
 +
 
 +
=== Boosted ===
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Limitation
  
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. When you do this, use the [[Body (Action)|Body]] of your mount or vehicle instead of your own body when calculating damage.
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Also called power armor, this armor has servo-motors powering it, directed by sensors inside the armor so that it matches body movement.  
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If the power fails, the armor turns rigid and it is time for emergency escape, there are manual explosive bolts that ''should'' remove the armor.
 +
Another danger is that the armor is computer controlled and can potentially be hacked or remotely controlled.
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A character with an [[Technology_(Action_Powers_Form)#Exo_Link|Exo Link]] can ignore the [[Move (Action)|Move]] and [[Hit (Action)|Hits]] limitations of boosted armor.
  
 
===Disarm===
 
===Disarm===
 
Basic Action
 
Basic Action
  
You can entangle other weapons, especially long and powerfully unbalanced weapons. Add the damage add of your opponent's weapon to any disarm stunts you try to make.
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Add +3 to [[Melee (Action)|Melee]] rolls to [[Imbue_(Action_Powers_Technique)#Disarm|Disarm]].
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If you are allowed to make a counterattack, such as the [[Items_(Action)#Intercept|Intercept]] weapon ability or the [[Imbue_(Action_Powers_Technique)#Riposte|Riposte]] schtick, you can opt to [[Imbue_(Action_Powers_Technique)#Disarm|Disarm]] instead of making a normal attack.
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=== Counter ===
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Trigger Action
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You can intercept opponents attacking you in [[Melee (Action)|Melee]], striking would-be attackers that you manage to keep at bay. Whenever an opponent misses you with a Basic Action attack in [[Melee (Action)|Melee]], you can use this weapon to make a [[Imbue_(Action_Powers_Technique)#Normal_Melee_Attack|Normal Melee Attack]] on them.
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This also keeps them at bay - if you are successful and using a [[Items_(Action)#Reach|Reach]] weapon, you prevent them from moving adjacent to you.  
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On the other hand, if an opponent starts adjacent to you and there is no behind you, the [[GM]] may not allow you to use Counter.
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=== Dual Damage ===
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The does two or more types of damage.
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Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. 
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Additional kinds of damage uses the lowest soak value among the types.
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See also [[Touch_(Action_Powers)|Touch]].
  
 
===Entangle===
 
===Entangle===
 
Basic Action
 
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.
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You can do a
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[[Imbue_(Action_Powers_Technique)#Feint|Feint]],
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[[Imbue_(Action_Powers_Technique)#Grab|Grab]], or
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[[Imbue_(Action_Powers_Technique)#Wingclip|Wingclip]]
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stunt with a +3 bonus on your [[Melee (Action)|Melee]] or [[Shoot (Action)|Shoot]] check (as appropriate).
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=== Loud ===
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Limitation
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This gear makes a lot of noise and can be heard a good distance away, depending on its size. 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 items 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 conditions are right.
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Armor with this limitation continually makes noise.
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Any action that requires quiet or stealth is [[Stunt_(Action)#Stymie|Stymied]] when using such gear.
  
===Extra Damage ===
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=== Mirabilia ===
 
Inherent
 
Inherent
  
The weapon has a condition under which it does extra damage. If the condition is fulfilled, add +3 to the damage value.
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A minor miracle, the power use version of [[#Mundane|Mundane]]. An item of power that is so common it is not an Item Schtick and instead considered everyday gear in a setting where this type of power is common.
 +
In settings where this kind of power is rare or secret, items that are Mirabilia don't exist.
  
* '''Armor''' The weapon does extra damage against objects and creatures with at least three points of armor.
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=== Mundane ===
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Inherent
  
* '''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.
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This item requires an item schtick at the tech level it is introduced.  
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One tech level later, the item is no longer an item schtick and is now normal equipment available to anyone.
  
===Great Blow ===
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===Parry ===
Basic Action
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Trigger Action
  
The weapon is suited for grandiose all-out attacks, such as a flèche, impale, or roundhouse blow. After an all-out attack, you may not take any trigger actions until your next shot comes up.
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The weapon can be used to parry other melee attacks.  
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Use it after an enemy hits you, giving a +3 [[Dodge (Action)|Dodge]] bonus until you take your next action, but only against melee attacks.
  
===Improvised===
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===Penetrating===
Basic Action
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Inherent
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Against armor of its own tech level and lower, this weapon is soaked by [[Body (Action)|Body]] rather than [[Toughness (Action)|Toughness]].
  
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).
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===Powered===
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Inherent
  
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.
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A development of [[#Boosted|Boosted]] armor, power armor has all the advantages of [[#Boosted|Boosted]] armor, but also makes the wearer stronger and tougher, giving a +2 bonus to [[Body (Action)|Action]], which further increases [[Toughness (Action)|Toughness]] beyond the protection provided by the armor. A character with [[All_Attributes_(Action)#Superstrength|Superstrength]] cannot benefit form this ability.
  
=== Intercept ===
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===Rash ===
Trigger Action (Result)
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Limitation
  
You can intercept opponents moving in to attack you in [[Melee (Action)|Melee]], striking would-be attackers that you manage to keep at bay. Whenever an opponent misses yu with a Basic Action attack in [[Melee (Action)|Melee]], you can use this to make a [[Melee (Action)|Melee]] attack on them.
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The weapon prevents you from taking a [[Actions_(Action)#Trigger_Action|Trigger Action]] until your next shot comes up.
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Example moves include the fleche, impale, or roundhouse blow. For a ranged weapon, this is an extended burst and the subsequent reload.
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When you make an attack you can chose to ignore this limitation, but doing so lowers damage by 2.
  
===Parry ===
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===Reload===
Trigger Action
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Basic Action - Limitation
  
The weapon can be used to parry other melee attacks, giving a +5 [[Dodge (Action)|Dodge]] bonus for the shot, but only against melee attacks.  
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The weapon is slow to reload (or otherwise prepare for a second use) and requires a Basic Action to reload before each attack.  
  
 
=== Returning ===
 
=== Returning ===
Trigger Action (Combo)
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Inherent
  
After you [[#Throw|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.
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After you [[#Throw|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 in movies.
  
===Second Strike===
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=== Saturation ===
Trigger Action
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Inherent
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The weapon saturates an area, making it immune to all effects of [[Cover_(Action)|cover]]. A typical example is the flamethrower.
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=== Scatter ===
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Inherent
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The weapon fires in a tight cone that widens lightly at range, 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.
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A typical example is the shotgun, but most [[#Saturation|Saturation]] weapons have this ability too.
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=== Slick ===
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Inherent
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The item does not look dangerous.
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It can be hidden in plain sight and can pass observation by all but the most astute observers.
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When required an opposed [[Charm (Action)|Charm]] against [[Charm (Action)|Charm]] or [[Create (Action)|Create]] can avoid even close inspection.
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=== Slow ===
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Inherent - Limitation
  
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.
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The weapon is slow to reload (or otherwise prepare for repeated use). It cannot be used with schticks or powers combine several attacks into one action such as [[Actions_(Action)#Combination_Action|Combination Action]], attacks that are Trigger Actions, or extra actions granted by abilities like [[Summon_(Action_Powers_Technique)#Hands-On_Leadership|Hands-on Leadership]].
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The [[GM]] determines when this applies, but you should remind the [[GM]] in situations that might qualify.
  
There are several variants of second strike, with various additional rules.
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=== Static===
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Inherent - Limitation
  
* '''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.
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The weapon requires preparations to use or is very unwieldy, making it impossible to move in the same action you use it to attack.  
  
* '''Second Strike (double)''' Your weapon has two weapon heads, and uses the same damage for both.
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=== Stowed ===
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Basic Action
  
* '''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).
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A stowed weapon is large and unwieldy and likely worn on your back to be out of the way. It is a Basic Action to draw such a weapon,  
  
 
===Stun ===
 
===Stun ===
 
Inherent
 
Inherent
  
This weapon never does wounds when an opponent runs out of hits; it can still score a critical hit and score wounds that way.
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{{ : Stun (Action)}}
  
 
=== Throw ===
 
=== Throw ===
Basic Action
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Inherent
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This weapon can be thrown as a ranged attack using either the [[Shoot (Action)|Shoot]] or [[Melee (Action)|Melee]] skill. If it is a melee weapon it can also be used in close combat, but only the [[Melee (Action)|Melee]] skill applies there.
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If the weapon has no range category given for it, it has [[Items_(Action)#Close|Close]] range.
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=== Unreliable ===
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Limitation
  
You can throw a melee weapons as a [[Range (Action)|short range]] ranged attack.
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The weapon is mechanically unreliable and sometimes fails spectacularly. Treat any snake eyes roll using this weapon as a fumble, quite often breaking the weapon or harming the user.
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One tech level after they are introduced this limit disappears.
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Experimental and improvised weapons, as well as weapons you are  unfamiliar with gain this limitation.

Latest revision as of 23:43, 19 August 2023

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Heroic Action Role-Play

Weapons in Action generally have extra maneuvers available to them, and some have inherent effects; these are all explained here. Unlike item schticks, these are not equivalent to full feats but perhaps to half a feat.

Some abilities are noted as limitations. These always apply, training or not.

Area

Limit Break

You attack everyone in a globe with a diameter equal to your Reflexes in meters centered on the target point. Make a separate attack roll against each target, including friends and bystanders.

This commonly results from explosions and fully automatic weapons fire.

Boosted

Limitation

Also called power armor, this armor has servo-motors powering it, directed by sensors inside the armor so that it matches body movement. If the power fails, the armor turns rigid and it is time for emergency escape, there are manual explosive bolts that should remove the armor. Another danger is that the armor is computer controlled and can potentially be hacked or remotely controlled. A character with an Exo Link can ignore the Move and Hits limitations of boosted armor.

Disarm

Basic Action

Add +3 to Melee rolls to Disarm. If you are allowed to make a counterattack, such as the Intercept weapon ability or the Riposte schtick, you can opt to Disarm instead of making a normal attack.

Counter

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 weapon to make a Normal Melee Attack on them. This also keeps them at bay - if you are successful and using a Reach weapon, you prevent them from moving adjacent to you. On the other hand, if an opponent starts adjacent to you and there is no behind you, the GM may not allow you to use Counter.

Dual Damage

The does two or more types of damage. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Additional kinds of damage uses the lowest soak value among the types. See also Touch.

Entangle

Basic Action

You can do a Feint, Grab, or Wingclip stunt with a +3 bonus on your Melee or Shoot check (as appropriate).

Loud

Limitation

This gear makes a lot of noise and can be heard a good distance away, depending on its size. 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 items 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 conditions are right. Armor with this limitation continually makes noise. Any action that requires quiet or stealth is Stymied when using such gear.

Mirabilia

Inherent

A minor miracle, the power use version of Mundane. An item of power that is so common it is not an Item Schtick and instead considered everyday gear in a setting where this type of power is common. In settings where this kind of power is rare or secret, items that are Mirabilia don't exist.

Mundane

Inherent

This item requires an item schtick at the tech level it is introduced. One tech level later, the item is no longer an item schtick and is now normal equipment available to anyone.

Parry

Trigger Action

The weapon can be used to parry other melee attacks. Use it after an enemy hits you, giving a +3 Dodge bonus until you take your next action, but only against melee attacks.

Penetrating

Inherent

Against armor of its own tech level and lower, this weapon is soaked by Body rather than Toughness.

Powered

Inherent

A development of Boosted armor, power armor has all the advantages of Boosted armor, but also makes the wearer stronger and tougher, giving a +2 bonus to Action, which further increases Toughness beyond the protection provided by the armor. A character with Superstrength cannot benefit form this ability.

Rash

Limitation

The weapon prevents you from taking a Trigger Action until your next shot comes up. Example moves include the fleche, impale, or roundhouse blow. For a ranged weapon, this is an extended burst and the subsequent reload. When you make an attack you can chose to ignore this limitation, but doing so lowers damage by 2.

Reload

Basic Action - Limitation

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 in movies.

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 that widens lightly at range, 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. A typical example is the shotgun, but most Saturation weapons have this ability too.

Slick

Inherent

The item does not look dangerous. It can be hidden in plain sight and can pass observation by all but the most astute observers. When required an opposed Charm against Charm or Create can avoid even close inspection.

Slow

Inherent - Limitation

The weapon is slow to reload (or otherwise prepare for repeated use). It cannot be used with schticks or powers combine several attacks into one action such as Combination Action, attacks that are Trigger Actions, or extra actions granted by abilities like Hands-on Leadership. The GM determines when this applies, but you should remind the GM in situations that might qualify.

Static

Inherent - Limitation

The weapon requires preparations to use or is very unwieldy, making it impossible to move in the same action you use it to attack.

Stowed

Basic Action

A stowed weapon is large and unwieldy and likely worn on your back to be out of the way. It is a Basic Action to draw such a weapon,

Stun

Inherent

This attack does not cause any direct injury on a Damage Setback, instead favoring stun, knockback, and other non-lethal effects.

Throw

Inherent

This weapon can be thrown as a ranged attack using either the Shoot or Melee skill. If it is a melee weapon it can also be used in close combat, but only the Melee skill applies there. If the weapon has no range category given for it, it has Close range.

Unreliable

Limitation

The weapon is mechanically unreliable and sometimes fails spectacularly. Treat any snake eyes roll using this weapon as a fumble, quite often breaking the weapon or harming the user. One tech level after they are introduced this limit disappears. Experimental and improvised weapons, as well as weapons you are unfamiliar with gain this limitation.