Weapons & Armor
Sidewinder:
Attacking with a weapon on Auto-Fire is generally less accurate and the attacker must increase the difficulty of the attack by an additional Difficulty level. The user may choose to not use the Auto-Fire quality on a weapon; in this case, he cannot trigger the quality but also does not suffer the aforementioned penalty.
If the attack hits, the attacker can trigger Auto-Fire by spending two Advantages. 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 that weapon, and each hit deals base damage plus the number of uncancelled Successes on the check.
These additional hits can be allocated to the target or other targets within range of the weapon. If the attacker wishes to hit multiple targets, he must decide to do so before making the check. Furthermore, if he wishes to hit multiple targets, his initial target must always be against the initial target with the highest difficulty and highest defense (if this is two separate targets, the GM chooses which target 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.
Auto-Fire weapons can also activate one Critical Injury for each hit generated on the attack per the normal cost: the Critical must target the target of the specific hit.
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 a character is deficient, he must increase the Difficulty Level of all checks made while using the weapon by one.
Pierce 1: Ignore one soak for every rank of Pierce
DE-10:
For each level of this trait, the attacker adds a Bonus Die (Blue Die) to his attack dice pools while using this weapon.
As a free action, the wielder can choose to switch the setting of his weapon to “Stun”. In this case, it does stun damage instead of regular damage, reduced by soak. When weapons with a stun setting are used to deal stun damage, their range changes to short, and cannot be increased.
Phase II Armor, +2 soak