Weapons
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Weapons are your main offensive capabilities in combat, should you need to actually fight. There are a variety of weapons that you may use in the middle of combat with their own special niches and whatnot for different kinds of combat. Some weapons have more versatility then others, while others are very good at one thing, similar to how adventurers tend to be.
You add your weapon’s modifier to your damage Muscle for Unarmed, Two-Handed Melee, Throwing, Agility for One-Handed Melee, Senses for One-Handed Firearms, and Nerve for Two-Handed Firearms), you do not add any bonuses to chance to hit from any feats,
Weapon Properties
Light – When used as a Dual Wielding action, the weapon only receives half of the penalty, if both weapons are light, then you receive no penalty when using a dual-wielding action.
Dirty – When killing a target with a weapon of this property, everyone that can see the target being killed with the weapon must take a Composure action (DC equal to weapon’s attack) or become shaken. The wielder receives a +10% bonus to all Intimidation Actions using this weapon.
Heavy – Weapon is heavy and powerful, when a weapon that would normally not have this property receives this property, it’s damage is increased by +50%, and requires x2 TP to use.
Versatile – Weapon can be wielded in one or two hands, when a two-handed weapon is used in one hand, it deals -25% damage, but when a one-handed weapon is used in two hands, it deals +25% damage.
Deadly – On the critical hit of this weapon, if the attacker is aiming at a certain part, the target must take a Resistance Action (DC equal to weapon’s modifier) or it cleanly removes the limb that it is aimed at. This weapon deals an extra +1 wound damage per hit.
Lucky – Weapon has a +10% bonus to receive a Critical Success.
Nonlethal – Weapon deals nonlethal damage
Blocking – Weapon receives a +50 block damage threshold when used
Burst – Roll 3 damage dice per attack. Consume 3 ammunition per attack.
Knockback – Attack deals knockback to the target equal to the amount of m shown e.g. Knockback (5m). The target always goes into the opposite direction of the attack unless specified otherwise. The target can resist this effect by taking a Bodyguard Action (DC equal to attack modifier)
Automatic – Roll a dice as listed on the damage, multiply that number by the damage itself and subtract the highest possible result from your capacity e.g. the weapon deals 25 damage, rolling a d6 and getting the result of 3 means the weapon deals 75 damage and subtracts 6 from the capacity
Switchfire – Weapon can swap between Semi-Automatic (its current stats) and any mode that it has
Grappler – Weapon receives +10% to all actions made to grapple, interrupt or tackle opponents.
Spread – Weapon has a high damage spread, roll a dice before attacking as shown on the weapon property (d6, d8, d12), add the result to the total damage dice rolled on the attack.
Science – Weapon uses the attackers Intellect to calculate chance to hit and damage.
Throwing – Weapon can be thrown as a throwing weapon
Returning – Weapon is designed to return when thrown, only can be put on weapons with the throwing property
Suppressive – Weapon causes targets to take a Morale action (DC equal to weapon’s modifier), or they cannot move as long as they are being fired upon
Disorienting – Weapon has a 1 in 4 chance to go through blocks
Lingering – Weapons effect lingers for 3 rounds
Natural – Weapon is apart of your body, you are not considered armed when using it or when having it.
Limited – The weapon receives a -25% to all actions made to reload the weapon.
Abundant – The weapon receives a +25% to all actions made to reload the weapon.
Critical Modifiers
Critical modifiers are prevalent on some weapons, changing its effects on how a critical hit would work, or giving some form of unique trait to the weapon when it does critical hit. Weapons with multiple critical hit effects may only choose one when critical hitting.
Burn – Weapon goes through 50% of opponents damage reduction on hit.
Shock – Weapon stuns opponent for 1 round on critical hit.
Bleed – Your opponent takes 25% bleed damage per round, and cannot be healed by any regular means during this effect, they may get rid of this effect with a Heal action (DC wielders Muscle Modifier)
Knockout – Weapon deals quadruple the amount of damage (including critical hit) but all damage is nonlethal.
Skewer – Target is considered grappled by the weapons wielder.
Vaporise – Damage also affects armour, if killed with a critical, opponents body turns to ash.
Destroy – x10 damage on vehicles and buildings, roll an extra 10 damage dice.
Disable – Turns off all electronics and stops casters from casting spells for 3 rounds
Blowback – Target is sent 30m in the opposite direction, if they hit a wall, they receive x4 weapon damage.
Hogtie – Target is considered tackled by this weapon.
Blinding – All opponents have to take a Perception action (DC equal to the attack roll) or become blind for 3 rounds
Vanish – All caught in the effects of this have the power Vanish casted on them for 3 rounds