Effects

Name Description
Area (Character)

The attack affects a wider area, and can affect several targets at once. The attack automatically affects any character or damageable object within Reach of the initial target, and then one additional target within Close range of the initial target for each Effect rolled, starting with the next closest (as determined by the Gamemaster). If one or more Complications is rolled when using an Area attack, the Gamemaster may choose to use Complications to have an ally in the area affected by the attack. A target cannot be hit if it would have been more difficult to hit than the initial target.

Intense

The attack is designed to inflict massive harm on a target, incapacitating them far more swiftly. The Cost to Avoid an Injury caused by an Intense weapon increases by one for each Effect rolled.

Knockdown

If one or more Effects are rolled on this Attack, then the target is knocked prone. The target may resist this effect by adding a number of points to Threat equal to the number of Effects rolled (for NPCs, spend points from Threat instead of adding to Threat).

Area (Starship)

The attack affects a wider area, and can affect several targets at once. The attack automatically affects any vessel or damageable object within Contact of the initial target, and then one additional target within Close range of the initial target for each Effect rolled, starting with the next closest (as determined by the GM). If one or more Complications is rolled when using an Area attack, the GM may choose to use Complications to have an allied vessel or neutral bystander in the area affected by the attack. A target cannot be hit if it would have been more difficult to hit than the initial target.

Dampening

The attack removes one point of the target’s Power for each Effect rolled.

Persistent 1

The attack leaves behind a lingering energy field, which continues to damage the target. At the end of each Round, the target vessel suffers an additional 1 damage. This lasts for a number of rounds equal to the number of Effects rolled.

Persistent 2

The attack leaves behind a lingering energy field, which continues to damage the target. At the end of each Round, the target vessel suffers an additional 2 damage. This lasts for a number of rounds equal to the number of Effects rolled.

Piercing 1

The attack ignores 1 points of the target’s total Resistance for each Effect rolled.

Piercing 2

The attack ignores 2 points of the target’s total Resistance for each Effect rolled.

Spread

The Attack inflicts additional damage elsewhere on the target. If one or more Effects is rolled, the Attack inflicts one additional hit to a random system (even if the Attack was targeting a specific system), which deals half the damage of the initial hit, rounding up, +1 for every Effect rolled after the first. This additional hit is resolved separately, and each hit against the target is reduced by Resistance, reduces Shields, and potentially causes Breaches, individually.

Vicious 1

The Attack inflicts 1 additional damage for each Effect rolled.

Vicious 2

The Attack inflicts 2 additional damage for each Effect rolled.

Accurate

Aiming allows for this weapon to reroll all their d20’s instead of just 1.

Charge

If a character performs a Prepare Minor Action before attacking, they may add one of the following to the attack: Area, Intense, Piercing 2 or Vicious 1

Cumbersome

The weapon cannot be used to attack unless a Prepare Minor Action is performed in the same turn.

Deadly

The weapon is designed to be lethal, any attempts to make a non-lethal attack increases the Difficulty by 1.

Debilitating

Medicine Tasks to perform First Aid on characters Injured by this weapon or to heal Injuries caused by this weapon increase in Difficulty by 1.

Grenade

The weapon is a throwable explosive or device. This cannot be used to attack enemies in Long or Extreme ranges. Grenade weapons are assumed to have enough grenades to make three attacks with them per scene.

Hidden 1 (Character)

The weapon is easy to conceal, and any search of the character requires a Difficulty 1 Insight + Security, or Reason + Security Task to find it.

Hidden 2 (Character)

The weapon is easy to conceal, and any search of the character requires a Difficulty 2 Insight + Security, or Reason + Security Task to find it.

Inaccurate

The character gains no benefit from the Aim Minor Action when attacking with this weapon.

Non-lethal

The weapon is debilitating rather than deadly. Attempts to make lethal attacks with this weapon have the Difficulty increased by 1.

Calibration

The weapon requires careful calibration before firing. The weapon cannot be used to attack unless a Prepare Minor Action is performed during the same Turn.

Devastating

Engineering Tasks to repair Damage caused by this weapon increase in Difficulty by one.

Hidden 1 (Starship)

The weapon is concealed from scans. When the weapon is hidden, any scan of the vessel to locate the weapon increases in Difficulty by 1. A character may use a single Minor Action to conceal a Hidden weapon.

Hidden 2 (Starship)

The weapon is concealed from scans. When the weapon is hidden, any scan of the vessel to locate the weapon increases in Difficulty by 2. A character may use a single Minor Action to conceal a Hidden weapon.

High-Yield

The weapon inflicts massive damage to enemy vessels; if the Attack inflicts one or more Breaches to a system, it inflicts one additional Breach.

Versatile 1

The attack gains 1 points of bonus Momentum if successful.

Versatile 2

The attack gains 2 points of bonus Momentum if successful.