"STORM" CHARGE SUIT Features: If attack against armor generates ♼♼, attacker is disoriented for 1 round., If attack against armor generates ☤, attacker is automatically hit for 8 damage., Counts as being equipped with shock gloves
Burn: Weapons with Burn inflict damage over time. If the attack is successful, the target continues to suffer the weapon’s base damage each round for a number of rounds equal to the weapon’s Burn rating. Damage is applied at the start of each of the target’s turns. A victim might be able to stop the damage by rolling around on the ground and making an Agility check as an action. This is an Average Coordination check on hard surfaces such as the hall of a spaceship, or an Easy (^) Coordination check on grass or soft ground. Jumping into a body of water stops the damage immediately. Both situations assume the flame is from actual combustion rather than a chemical reaction. With the latter, there is usually little the
victim can do.
Blast: The weapon has a large spread, an explosive blast, or similar area of effect, like the detonation of a grenade or a warhead fired from a missile launcher. If the attack is successful and Blast activates, each character (friend or foe) engaged with the original target suffers damage equal to the weapon’s Blast rating (plus an additional wound per # as usual). In a relatively small and enclosed area, the Came Master might decide that everyone in the room suffers damage.
If the Blast quality doesn’t activate, the ordnance still detonates, but bad luck or poor aim on the part of the firer (or quick reactions on the part of the victims) means the explosion may not catch anyone else in its radius. However, the user may also trigger Blast if the attack misses by spending O O O In this case, the original target and every target engaged with the original target suffers damage equal to the Blast rating of the weapon.