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| =Weapon Qaulities= | | =Weapon Qaulities= |
| + | ==Accurate== |
| + | Passive |
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| + | Accurate weapons are easier to aim or wield, whether through design or technology. For each level of this quality, the attacker adds {{boost|size=90}} to their combat checks while using this weapon. |
| + | ==Auto-fire== |
| + | Active |
| + | |
| + | A weapon with Auto-fire can be set to shoot in rapid succession and potentially spray an area with bolts, flechettes, slugs, or other types of projectiles. The advantage in using Auto-fire is that it has the chance to hit multiple targets or to hit a single target multiple times. |
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| + | As attacking with a weapon on Auto-fire is generally less accurate, the attacker must increase the difficulty of the combat check by {{difficulty|size=90}}. The user may choose not to use the Auto-fire quality on a weapon in this case, they cannot trigger the quality but also do not suffer the penalty. |
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| + | If the attack hits, the attacker can trigger Auto-fire by spending {{advantage size=90}} {{advantage|size=90}}. Auto-fire can be triggered multiple times. Each time the attacker triggers Auto-fire, it deals an additional hit to the target. Each of these counts as an additional hit from the weapon, and each hit deals base damage plus the number of {{success|size=90}} on the check. |
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| + | These additional hits can be allocated to the original target, or to other targets within range of the weapon. If the attacker wishes to hit multiple targets, they must decide to do so before making the check. Furthermore, if they wish to hit multiple targets, their initial target must always be the target with the highest difficulty and highest defense (if this is two separate targets, the GM Chooses which is the initial target) the initial hit must always be against the initial target. Subsequent hits generated can be allocated to any of the other designated targets. |
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| + | Auto-fire weapons can also activate one Critical Injury for each hit generated on the attack, per the normal rules; the Critical Injury must be applied to the target of the specific hit. |
| + | ==Blast== |
| + | Active |
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| + | The weapon has a large spread, an explosive blast, or a similar area of effect, like a detonated grenade or a warhead fired from a missile launcher. If the attack is successful, and Blast activates, each character (Friend or foe) engaged with the original target suffers a hit dealing damage equal to the Blast quality's rating, plus damage equal to the total {{success|size=90}} scored on the check. |
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| + | In a relatively small and enclosed area, the Game Master might decide that everyone in the room suffers damage. |
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| + | If the Blast quality doesn't activate, the ordinance still detonates, but bad luck or poor aim on the part of the firer (or quick reactions on the part of the targets) means the explosion may not catch anyone else in its radius. However, the user may also trigger Blast if the attack misses by spending {{advantage|size=90}} {{advantage|size=90}} {{advantage|size=90}}. In this case, the original target and every target engaged with the original target suffers a hit dealing damage equal to the Blast rating of the weapon. |
| + | ==Cumbersome== |
| + | Passive |
| + | |
| + | A Cumbersome weapon is large, unwieldy, awkward, or heavy. To wield a Cumbersome weapon properly, the character needs a Brawn characteristic equal to or greater than the weapon's Cumbersome rating. For each point of Brawn by which the character is deficient, they must increase the difficulty of all checks made while using the weapon by one. |
| + | ==Defensive== |
| + | Passive |
| + | |
| + | An item with the Defensive quality increases the user's melee defense by its Defensive rating. |
| + | ==Disorient== |
| + | Active |
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| + | A weapon with Disorient can daze an opponent. When Disorient is triggered, one of the targets hit by the attack is disoriented (GCRB page 114) for a number of rounds equal to the weapon's Disorient rating. A disoriented target adds {{setback|size=90}} to all skill checks they perform. If multiple targets suffer hits from a weapon with Disorient, the quality may be triggered multiple times, affecting a different target each time. |
| + | ==Guided== |
| + | Active |
| + | |
| + | A weapon with Guided quality can track opponents. The Guided quality can only be triggered if an attack misses. If Guided is triggered, the controlling character may make a combat check at the end of the round as an out-of-turn incidental. The difficulty of this combat check is '''Average ('''{{difficulty|size=90}} {{difficulty|size=90}}''')'''; instead of building the ability of the pool normally, add {{ability|size=90}} equal to the weapon's Guided rating. If the check is successful, the weapon strikes the target, and the attack is resolved normally. |
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| + | Guided requires {{advantage|size=90}} {{advantage|size=90}} {{advantage|size=90}} to activate, unless otherwise specified in the weapon’s description. The Guided quality can activate on any subsequent combat check it makes, representing the projectile continuing to track the target. |
| + | ==Inaccurate== |
| + | Passive |
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| + | Inaccurate weapons are less likely to be accurate or precise. When making an attack with an Inaccurate weapon, add {{setback|size=90}} to the check equal to the Inaccurate rating. |
| + | ==Knockdown== |
| + | Active |
| + | |
| + | When Knockdown is triggered, one target hit by the attack is knocked prone. If multiple targets suffer hits from a weapon with Knockdown, the quality may be triggered multiple times, affecting a different target each time. |
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| + | Unless specified otherwise, Knockdown requires {{advantage||size=90}} {{advantage||size=90}} to trigger, plus one additional {{advantage||size=90}} per silhouette of the target beyond 1. |
| + | ==Limited Ammo== |
| + | Passive |
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| + | Some weapons fire particularly large or complex projectiles that cost lots of money. Other weapons are expendable weapons like grenades that, once used, are destroyed. A Weapon with the Limited Ammo Quality may be used to make a number of attacks equal to its Limited Ammo Rating before it must be reloaded with a maneuver. In addition, each shot expects one of a limited number of rounds of ammos; more ammo must be purchased or obtained before anyone fires the weapon again. This also applies to grenades and other "one-use" weapons that have the Limited Ammo 1 quality) here, your character is not “reloading" the grenade, but drawing another to use - mechanically, they are equivalent). |
| + | ==Pierce== |
| + | Passive |
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| + | Any hits from this weapon ignore a number of points of soak equal to the weapon’s Pierce rating. If the weapon has more ranks of Pierce than the target's total soak, it completely ignores the target's soak. For example, pierce 3 against a soak of 2 ignores 2 points of soak, but the extra point of Pierce has no further effect. |
| + | ==Prepare== |
| + | Passive |
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| + | Items with this quality require time to set up before being used. The user must perform a number of maneuvers equal to the item's Prepare rating before using the item (if the item is a weapon "using" it would be making attacks with the weapon). At your GM's discretion, moving with this item, being knocked prone with the item, or other disruptions may require the user to perform the preparation maneuvers again before using the item. |
| + | ==Slow-Firing== |
| + | Passive |
| + | |
| + | Slow-Firing weapons tend to deal incredible damage, but need time to recharge or cool down between shots. A weapon's Slow-Firing rating dictates the number of rounds that must pass before the weapon can be fired again after attacking. For example, a heavy laser cannon with Slow-Firing 2 must wait two rounds after being fired before it can be fired again. |
| + | ==Stun== |
| + | Active |
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| + | A weapon with Stun can deal strain to the target. When the Stun quality is activated, it inflicts strain equal to the weapon’s Stun rating. since this is strain, and not strain ''damage'', it is not reduced by the target's soak. |
| + | ==Stun Damage== |
| + | Passive |
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| + | A weapon with this quality can only deal stain damage. (damage applied to the target's strain threshold). Because this is strain ''damage'', not strain, it is still reduced by a target's soak. |
| + | ==Vicious== |
| + | Passive |
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| + | When an attack with this weapon results in a Critical Injury or Hit, the character adds ten times the Vicious rating to the Critical roll. With Vicious 3, for example, you would add +30 to the resulting Critical Injury or Hit result. |
| [[Category:Genesys]] | | [[Category:Genesys]] |