Weapon Properties Overview
Posted: Sat Aug 10, 2024 9:04 pm
Dual Wielding: A single handed weapon can be dual wielded, whether it be firearm or melee weapon or a combination of the two. Whichever case, two separate attack rolls are made against the same target.
Focused Fire/Focused Fencing: There is a benefit to the mobility offered when using Single Handed Weapons on their own. To qualify for this Ability, a character must be wielding only one Single Handed Weapon. This Ability does not effect Dual Handed Weapons and it's non-compatible with Dual Wielding. For Single Handed Firearms, the bonus is +10 to the Firearms skill. Using both hands to fire one Single Handed Firearm grants a +15 bonus to the Firearms skill. With single handed melee weapons, the same applies. If one hand wielding, a +10 bonus is added to the relevant combat skill roll, and a +15 bonus is added when wielding a single handed melee weapon with two hands. Note : Focused Fencing can stack with Brutal.
Brutal: Some weapons, if made a certain way, are far more dangerous wielded in two hands instead of one. A weapon with this status can attempt to get double damage, by completing a Hard Strength Check and wielding the weapon with two hands. Note Not all single handed weapons can do this, nor can all double handed weapons. Check with the DM if you think your weapon should be able to be classified as Brutal.
Blunt: When a melee weapon has been made in a specific way where lethal damage requires more effort, such as a rounded edge of a blackjack or a staff over the bladed edge of an axe or a sword, damage will default to Non-Lethal. Lethal damage may be inflicted, but when the final blow is made, they a Hard Success better is required to make that choice.
Double Ended: Some weapons have two damage dealing sides, such as dual vibrobrands or double bladed lightsabers. Weapons such as these allow for an additional attack. Double ended/double bladed weapons get full damage for both attacks. Staff style weapons inflict their standard blade damage for the first attack and staff damage for the second attack.
Stun Mode: Weapons, both Melee and Ranged, except for Disruptors and Slug Throwers, can have their power cores modified with a Stun Core or Stun Cell. This means these weapons can activate Stun Mode. This allows them to have all damage be made into Non-Lethal, which means the target is knocked out on depletion of Hitpoints, instead of killed. Note Unlike Blunt, this is an activation switch that can be done at will.
Ion Charge/Ionized: Just like a stun cell, an Ion Cell can be placed inside a Melee or Firearm weapon except for Disruptor's, Slug Thrower's and Lightsabers. This makes the weapon fire Ion Charges or be Ionized. Weapons that are Ionized or fire Ion Charges change their weapon die. They now roll double normal damage versus all Droid enemies, but only 1D4 versus Biological enemies.
Burst Mode: This is an alternate firing mode that applies to many firearm weapons except for Disruptors. A weapon using this mode makes 3 shots upon one attack, that can be split among up to 3 targets.
Auto Mode: This is an alternate firing mode, that applies to many firearm weapons except for Pistols and Disruptors. A weapon using this mode can choose to make 5 shots upon one attack that can be split among up to 5 targets.
Careful Aim: This is an ability that applies to firearm weapons only. Whether by base model or modifications, the shooter may choose to take Careful Aim. If the wielder does NOT move and aims for one full turn and fires on the next turn, a successful attack gets a +3 bonus to Damage.
Precise Aim: This is an ability that applies to firearm weapons only. Whether by base model or modifications, the shooter may choose to take Precise Aim. If the wielder does not move for two full turns and on the third turn, a successful attack gets a +5 bonus to Damage..
Disintegration: This is a status effect that can ONLY be applied by Disruptor Weapons. If a disruptor weapon depletes all of a target's hitpoints it disintegrates the target. After 1 Turn, it is completely gone. Anyone attempting to loot items from a victim as they disintegrate, must make a LUCK check to see if the item is midway being disintegrated or not. If it is and the character is holding the item, the character takes 1D6 damage.
Splash: This means the damage done by the weapon is applied in a radius around the target zone. Splash damage radius and effect is described on a per weapon basis.
Impale: This is a critical status on some weapons. In the event of a critical success, the weapon does the max amount of damage PLUS an additional damage roll
Focused Fire/Focused Fencing: There is a benefit to the mobility offered when using Single Handed Weapons on their own. To qualify for this Ability, a character must be wielding only one Single Handed Weapon. This Ability does not effect Dual Handed Weapons and it's non-compatible with Dual Wielding. For Single Handed Firearms, the bonus is +10 to the Firearms skill. Using both hands to fire one Single Handed Firearm grants a +15 bonus to the Firearms skill. With single handed melee weapons, the same applies. If one hand wielding, a +10 bonus is added to the relevant combat skill roll, and a +15 bonus is added when wielding a single handed melee weapon with two hands. Note : Focused Fencing can stack with Brutal.
Brutal: Some weapons, if made a certain way, are far more dangerous wielded in two hands instead of one. A weapon with this status can attempt to get double damage, by completing a Hard Strength Check and wielding the weapon with two hands. Note Not all single handed weapons can do this, nor can all double handed weapons. Check with the DM if you think your weapon should be able to be classified as Brutal.
Blunt: When a melee weapon has been made in a specific way where lethal damage requires more effort, such as a rounded edge of a blackjack or a staff over the bladed edge of an axe or a sword, damage will default to Non-Lethal. Lethal damage may be inflicted, but when the final blow is made, they a Hard Success better is required to make that choice.
Double Ended: Some weapons have two damage dealing sides, such as dual vibrobrands or double bladed lightsabers. Weapons such as these allow for an additional attack. Double ended/double bladed weapons get full damage for both attacks. Staff style weapons inflict their standard blade damage for the first attack and staff damage for the second attack.
Stun Mode: Weapons, both Melee and Ranged, except for Disruptors and Slug Throwers, can have their power cores modified with a Stun Core or Stun Cell. This means these weapons can activate Stun Mode. This allows them to have all damage be made into Non-Lethal, which means the target is knocked out on depletion of Hitpoints, instead of killed. Note Unlike Blunt, this is an activation switch that can be done at will.
Ion Charge/Ionized: Just like a stun cell, an Ion Cell can be placed inside a Melee or Firearm weapon except for Disruptor's, Slug Thrower's and Lightsabers. This makes the weapon fire Ion Charges or be Ionized. Weapons that are Ionized or fire Ion Charges change their weapon die. They now roll double normal damage versus all Droid enemies, but only 1D4 versus Biological enemies.
Burst Mode: This is an alternate firing mode that applies to many firearm weapons except for Disruptors. A weapon using this mode makes 3 shots upon one attack, that can be split among up to 3 targets.
Auto Mode: This is an alternate firing mode, that applies to many firearm weapons except for Pistols and Disruptors. A weapon using this mode can choose to make 5 shots upon one attack that can be split among up to 5 targets.
Careful Aim: This is an ability that applies to firearm weapons only. Whether by base model or modifications, the shooter may choose to take Careful Aim. If the wielder does NOT move and aims for one full turn and fires on the next turn, a successful attack gets a +3 bonus to Damage.
Precise Aim: This is an ability that applies to firearm weapons only. Whether by base model or modifications, the shooter may choose to take Precise Aim. If the wielder does not move for two full turns and on the third turn, a successful attack gets a +5 bonus to Damage..
Disintegration: This is a status effect that can ONLY be applied by Disruptor Weapons. If a disruptor weapon depletes all of a target's hitpoints it disintegrates the target. After 1 Turn, it is completely gone. Anyone attempting to loot items from a victim as they disintegrate, must make a LUCK check to see if the item is midway being disintegrated or not. If it is and the character is holding the item, the character takes 1D6 damage.
Splash: This means the damage done by the weapon is applied in a radius around the target zone. Splash damage radius and effect is described on a per weapon basis.
Impale: This is a critical status on some weapons. In the event of a critical success, the weapon does the max amount of damage PLUS an additional damage roll