Weapons & Armor
BlasTech DC-17 Hand Blaster: dual use -- Increase difficulty by one. Success means you hit with your "primary" weapon. On success, you can spend 2 advantage to hit with the second weapon. Each deals it's base damage + 1 per uncanceled success.
Accurate: Accurate weapons are easier to aim or wield, whether through design or technology. For each level of this trait, the attacker adds a Bonus Die (Blue Die) to his attack dice pools while using this weapon.
Stun setting: As a free action, the wielder can choose to switch the setting of his weapon to “Stun”. The weapon deals damage as strain instead of wounds. This damage is still reduced by a target’s soak.
A weapon with Auto-Fire can be set to shoot in rapid succession and potentially spray an area with bolts, flechettes, slugs, or other types of projectiles. The advantage in using Auto-Fire is that it has the chance to hit multiple targets or hit a single target multiple times.
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.
Phase II ARC Armor: + 2 soak
Droid poppers: If the attack is successful and Blast activates, each character (friend or foe) engaged with the original target suffers wounds equal to the weapon’s Blast rating (plus an additional wound per success as usual).
In a relatively small and enclosed area, the GM might decide that everyone in the room suffers damage.
If the Blast quality doesn’t activate, the ordnance still detonates, but bad ,uck or poor aim on the part of the firer (or quick reactions on part of the victims) means the explosion may not catch anyone else in the radius. However, the user may also trigger Blast if the attack misses, by spending three Advantages. In this case, the original target and every target engaged with the original target suffers damage equal to the Blast rating of the weapon.
When Disorient is triggered, the target is disoriented for a number of rounds equal to the weapon’s Disorient rating. A disoriented target adds a Setback Die (Black Die) to all skill checks he performs.
Ion weapons are designed to affect electrical systems as opposed to dealing raw damage.
Personal Gear
Helmet comm link
Ascension Gun Attachment: Base Modifier: Make an Easy (1 difficulty) Ranged (Light) or Coordination check to fire the grappling hook onto an object up to medium range. As an action, can reel in the cord to pull themselves to the surface (1 range band per round).