Weapons & Armor
blaster pistol dmg 6 crit 3
padded armor soak 2
under grapnel launcher average ranged light 100 meters
Light Repeating Blaster, 11 dmg, 3 crit, Long range, 7 encumberance, Special: Auto-fire, Cumbersome 4, Pierce 1 Attacking with a weapon on Auto-fire is generally less accurate and the attacker must increase the difficulty of the attack check by .
The user may choose to not use the Auto-fire quality on a weapon to avoid the difficulty increase.
If an Auto-fire attack hits, the attacker can trigger Auto-fire by spending Auto-fire can be triggered multiple times. Each time the attacker triggers auto-fire, it deals an additional hit to the target, and each hit deals base damage plus the number of uncanceled on the check.
These additional hits can be allocated to the 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 target is their 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.
Auto-fire weapons can also activate one Critical Injury for each hit generated on the attack per the normal cost.
Blaster Carbine, 9 dmg, 3 crit, Medium range, 3 encumberance, Special: Stun setting
Personal Deflector Shield, adds 2 ranged defense, encumberance 3