Weapon Abilities (Action)

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Heroic Action Role-Play

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

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 ah higher tech level or by a much stronger opponent might cause it to break or weaken.

Disarm

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.

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.

You can renew you attack on the entangled victim, an if you get to attack him before his next action, you do so with a +3 bonus to Martial Arts.

Extra Damage

Ineherent

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

Damage

The weapon does extra damage whenever it's damage value is greater than the target's toughness.

Armor

The weapon does extra damage against targets with at least three 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 immune to the ordinary damage of the weapon or to the elemental effect, the weapon does its basic damage. A target immune both to the elemental damage and the regular damage takes no damage at all.

Great Blow

Basic 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 reflex actions until your next shot comes up.

Improvised

Not an action

The weapon can be made or salvaged from common objects in a short time, even if the maker is lacking skill. Such an improvised weapon breaks on any snakeyes roll.

Parry

Trigger Action

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

Reach

Trigger Action

The weapon has superior reach, and can generally get a shot in as enemies approach. When someone moves up to you, you can take a trigger action to make a normal melee attack on them. If both you and your enemy are using reach weapons, you generally don't get any such an attack unless the weapon you're using is significantly longer.

Riposte

Trigger Action

When an opponent attacks you and misses, you can make a normal melee attack in return.

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 +3 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).

Stun

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.

Throw

Inherent

The weapon can be used to make ranged attacks with a basic range of 10 meters.