The document outlines various weapon tags and their effects in gameplay, including attributes like ACCURATE, ARMOR-PIERCING, and KNOCKBACK. It also describes additional tags related to system usage, such as ACTIVE, AI, and DEPLOYABLE. Each tag modifies how weapons function in combat scenarios, affecting damage, targeting, and tactical options.
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The document outlines various weapon tags and their effects in gameplay, including attributes like ACCURATE, ARMOR-PIERCING, and KNOCKBACK. It also describes additional tags related to system usage, such as ACTIVE, AI, and DEPLOYABLE. Each tag modifies how weapons function in combat scenarios, affecting damage, targeting, and tactical options.
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OTHER WEAPON TAGS
ACCURATE: Attacks made with this weapon receive +1�. ARCING: This weapon can be fired over obstacles, usually by lobbing a projectile in an arc. Attacks made with this weapon don’t require line of sight, as long as it’s possible to trace a path to the target; however, they are still affected by cover. ARMOR-PIERCING (AP): Damage dealt by this weapon ignores ARMOR. INACCURATE: Attacks made with this weapon receive +1�. KNOCKBACK X: On a hit, the user may choose to knock their target X spaces in a straight line directly away from the point of origin (e.g., the attacking mech or the center of a BLAST). Multiple KNOCKBACK effects stack with each other. This means that an attack made with a KNOCKBACK 1 weapon and a talent that grants KNOCKBACK 1 counts as having KNOCKBACK 2. LOADING: This weapon must be reloaded after each use. Mechs can reload with STABILIZE and some systems. ORDNANCE: This weapon can only be fired before the user moves or takes any other actions on their turn, excepting PROTOCOLS. The user can still act and move normally after attacking. Additionally, because of its size, this weapon can’t be used against targets in engagement with the user’s mech, and cannot be used for OVERWATCH. OVERKILL: When rolling for damage with this weapon, any damage dice that land on a 1 cause the attacker to take 1�, and are then rerolled. Additional 1s continue to trigger this effect. OVERSHIELD: This system provides HP that disappears at the end of the scene or when a specified condition is met. The user only retains the highest value of OVERSHIELD applied – it does not stack. For example, if a system provides OVERSHIELD 5 and the user gains another effect that provides OVERSHIELD 7, they would gain OVERSHIELD 7. Damage is dealt to OVERSHIELD first, then HP. OVERSHIELD can push a character past their maximum HP. It can’t benefit from healing but other‐ wise benefits normally from anything that would affect HP and damage (i.e., reduction, armor, etc). RELIABLE X: This weapon has some degree of self-cor‐ rection or is simply powerful enough to cause damage even with a glancing blow. It always does X damage, even if it misses its target or rolls less damage. RELIABLE damage inherits other tags (such as AP) and base damage type but not tags that require a hit, such as KNOCKBACK. SEEKING: This weapon has a limited form of self-guid‐ ance and internal propulsion, allowing it to follow complicated paths to its targets. As long as it’s possible to draw a path to its target, this weapon ignores cover and doesn’t require line of sight. SMART: This weapon has self-guidance systems, self- propelled projectiles, or even nanorobotic ammuni‐ tion. These systems are effective enough that its attacks can’t simply be dodged – they must be scrambled or jammed. Because of this, all attacks with this weapon – including melee and ranged attacks – use the target’s E-DEFENSE instead of EVASION. Targets with no E-DEFENSE count as having 8 E-DEFENSE. THREAT X: This weapon can be used to make OVER‐ WATCH attacks within X spaces. If it’s a melee weapon, it can be used to make melee attacks within X spaces. THROWN X: This melee weapon can be thrown at targets within X spaces. Thrown attacks follow the rules for melee attacks but are affected by cover; additionally, a thrown weapon comes to rest in an adjacent space to its target and must be retrieved as a free action while adjacent to that weapon before it can be used again. ADDITIONAL TAGS X/TURN: This system, trait, or reaction can be used X number of times in any given turn. ● X/ROUND: This system, trait or reaction can be used X ● number of times between the start of the user’s turn ● and the start of their next turn. ● ACTIVE (1CP): The system costs 1 Core Power to ● activate, and is thus generally usable once per mission. ● AI: A mech can only have one system with this tag ● installed at a time. Some AI systems grant the AI tag ● to the mech. A mech with the AI tag has an NHP or ● comp/con unit installed that can act somewhat ● autonomously. A pilot can choose to hand over the ● controls to their AI or take control back as a protocol. ● Their mech gains its own set of actions and reactions ● when controlled by an AI, but the pilot can’t take ● actions or reactions with it until the start of their next ● turn. AIs can’t benefit from talents, and have a small ● chance of cascading when they take structure ● damage or stress damage. See p. 107 for more infor‐ ● mation on AIs and cascades. ● DANGER ZONE: This system, talent, or weapon can only ● be used if the user is in the DANGER ZONE (heat equal ● to at least half of their HEAT CAP). ● DEPLOYABLE: This system is an object that can be ● deployed on the field. Unless otherwise specified, it ● can be deployed in an adjacent, free and valid ● space as a quick action, and has 5 EVASION and 10 ● HP per SIZE. ● DRONE: This is a self-propelled, semi-autonomous unit ● with rudimentary intelligence. Unless otherwise ● specified, DRONES are SIZE 1/2 characters that are allied ● to the user and have 10 EVASION, 5 HP, and 0 ARMOR. ● To be used they must be deployed to a free, valid