|
Post by username on Aug 17, 2018 21:21:33 GMT -6
Scissor(+1) When paired with another blade with the Scissor quality in the other hand, both blades gain the Razor Sharp and Tearing qualities.
|
|
|
Post by username on Aug 17, 2018 21:21:45 GMT -6
Subdued (-2) Weapons with this property do not add its user's Strength to the damage roll.
|
|
|
Post by username on Aug 17, 2018 21:22:00 GMT -6
ON WHAT THE HELL'S A TRIGGER WEAPON?Trigger Weapons are melee weapons with 2 free 'Trigger mods' in addition to any other mods you purchase. Trigger mods can take from either the Ranged Mods or Melee Mods tables, but cannot use mods that reference mechanics exclusive to guns (Single Shot, Full Auto, etc). The cheaper of the two mods (or one, in the case of a tie) does not add their cost to the weapon's rarity. Trigger weapons have Clip equal to 18 divided by the cost of both Trigger mods (round up) and a reload time of Full.
In combat, Trigger mods do not apply to your weapon unless you expend ammo and make a free action Ballistics check after a successful attack or parry. For attacks, the Ballistics TN is is equal to the target's static defense. For parrying, your static defense must become higher than the attacker's roll after adding half your Ballistics roll to it. Your weapon can jam from this roll, but the melee component can be used as normal if your Trigger mods are jammed.
If one of your Trigger mods is a Combiweapon, the combiweapon module can be any ranged weapon with a rarity one less than the melee weapon it's attached to (to a minimum of Common). The combiweapon's effective range is halved, and it shares a Clip with your other Trigger mods. The combiweapon's reload time is always 2 Full. If your combiweapon or Trigger mods jam, both features are rendered inaccessible until the Trigger weapon is unjammed and reloaded again.
|
|
|
Post by Divergent Reality on Aug 28, 2018 12:19:48 GMT -6
Gear (Gear) (+Varies) For all intents and purposes, this weapon is treated as a piece of Gear rather than a weapon when beneficial. In addition, the weapon can be used as a piece of gear, indicated in the brackets. Add +1 to the total rarity per tier of Quality above Poor (so a Common-quality Gear would add +1, a Good-quality would add +2, and a Best-quality would add +3).
|
|
|
Post by Divergent Reality on Oct 17, 2018 19:47:59 GMT -6
Ranged Weapon Types |
---|
Name |
---|
Splinter | R damage, Melee Attach 1, Toxic* | Shuriken | R damage, Double Ammo, Tearing, +1 Rarity |
* Only the ranged attack has the Toxic quality.
|
|
|
Post by ScrapyardDragon on Nov 28, 2018 21:49:43 GMT -6
Posting it over here too.
New weapon property: Covering (+2) Bigger and bulkier than most armored weapons, a weapon with covering provides the user with 4 Ap worth of "portable" cover, but their large size applies a -1k1 penalty to melee attacks with the weapon. Damage to the cover can be repaired with a TN 10+(5*AP lost) crafts roll as a full action, restoring 1 AP if successful, or a tn 15 roll to fully repair it over an hour. Good quality (or better) and artifact covering weapons do not lose AP.
|
|
|
Post by Traskus on Jan 15, 2019 20:03:47 GMT -6
Dull (-1) This AP applied against this weapon is doubled.
Primitive (-1) -Ranged only This weapon's attacks can be parried.
|
|
|
Post by Lestat on Jan 22, 2019 16:36:55 GMT -6
Spread Shot (+X) This weapon is designed to shoot wide, not far. This weapon fires in an arc of 15 degrees multiplied by X out to the listed range of the weapon, rolling once against the static defense of everyone in the affected area. It can't be fired out to long or extreme range. This counts as the blast property when applicable.
|
|
|
Post by username on Jan 22, 2019 19:36:05 GMT -6
Integrated Clip (-2)(Ranged Only) The ammunition for this weapon is not fed from an external clip or magazine, but is instead built into the weapon itself. A weapon with an Integrated Clip has a Reload time of N/A and can never be reloaded. Once the gun runs out of ammo, it is rendered permanently useless as a firearm.
|
|
|
Post by Lestat on Jan 23, 2019 20:18:02 GMT -6
Ambushing (+1) This weapon deals +2k0 damage on attacks the target was unaware of, or when you would normally be able to benefit from the Sneak Attack or Improved Sneak Attack feats.
|
|
|
Post by username on Feb 23, 2019 16:51:49 GMT -6
Medicinal (+1, RANGED ONLY)This weapon may be loaded with drugs purchased as ammunition for this weapon, in the same way as a Needle weapon. While using a dose of a drug as ammunition, the weapon deals no damage and delivers the dose of the drug in place of its normal effects. Weapons with Blast(X) require more concentrated batches to remain potent: Each unit of Drug ammunition loaded requires an additional X units of the drug (so 2 for Blast 1 and 6 for Blast 5). Each shot of ammunition can affect up to X targets: If more than X targets are hit by the blast, it is determined randomly which are and are not effected.
Surgical (+X, MELEE ONLY)This weapon may be loaded with and deliver drugs applied to the weapon. The weapon may store up to X doses of Drugs and on a successful attack with the weapon while drugs are stored, the weapon deals no damage and delivers a dose of the drug in place of its normal effects. Loading the weapon with drugs this way is a Full Action Reload.
|
|
|
Post by username on Apr 5, 2019 20:49:58 GMT -6
Concussive (+1) A target struck by this weapon must make a TN 15 Strength Test or be knocked Prone.
|
|
|
Post by username on May 25, 2019 20:22:27 GMT -6
Line(X) This weapon projects a line of something out to the range of the weapon. They can't be fired out to long or extreme range. You don't need to roll to hit with a line weapon - you just fire the weapon. The path is a line with drawn from the firing portion of the weapon out the range of the weapon; this line is considered infinitely thin for Line (1) and to have a diameter of a meter for each level of Line beyond 1 (so Line (2) shoots a line with a 1 meter diameter). All characters this line passes through must make a Dexterity Test (TN is equal to 5x the firer's Dexterity, -5 for poor weapons, +5 for Good or Best) or else be struck and take damage normally. When fired by someone that isn't proficient, reduce the difficulty of the Test made to avoid damage by 10. Line weapons Jam if the firer rolls more 9s on his damage dice than they have Dexterity. Line weapons may not be used with Gun Kata.
|
|
|
Post by DatsVatSheSaid on Jul 15, 2019 9:30:30 GMT -6
Disruptive(+1)(Ranged Only):Weapons with this property deal double damage to Personal Shields.
|
|
|
Post by Traskus on Oct 8, 2019 17:12:25 GMT -6
Fusion (+1) -Ranged, plasma and melta only This weapon may be single shot fired as a full action. If so, it completely depletes its clip. In exchange, the damage roll on the attack gains a static bonus equal to 1.5x the remaining ammunition in the current clip.
|
|