Weapons: Ranged, Other
RANGED WEAPONS - OTHER
ADDITIONAL WEAPON RULES
Adhesive X Gun: This gun fires a glop of Adhesive X. Make a ranged attack on an enemy. If the attack is a success, the adhesive Paralyzes the enemy. On a Fantastic success, the enemy is also Pinned. Breaking free from Adhesive X requires a Melee check (target number 16). However, a character can use additional actions—either standard actions or reactions—to reinforce the adhesive. Each time they do so, the TN to destroy it increases by +2, to a maximum of 22. If a target has already been successfully attacked by Adhesive X, the TN to attack it again is 10. A character can also use a reaction to attack a target again with Adhesive X immediately after successfully attacking it. Adhesive X is impossible to break; instead, it’s whatever its adhered to that crumbles and allows freedom. Only Solvent X can remove Adhesive X once it’s on something.
Ball and Chain: This is a chain attached to a heavy metal ball. The other end is meant to be shackled to a prisoner’s ankle, but those using it as a weapon are usually free, so they can not only swing it at targets but hurl it as well. It’s considered Small size, so the range is 5 for regular users. Those with powers like Mighty can throw it farther.
Baton: A well-balanced club. Although meant for melee, it can also be thrown.
Billy Club: A well-balanced club. Although meant for melee, it can also be thrown.
Boomerang: This thrown weapon does blunt damage and automatically returns to the user at the start of their next turn.
Bow: This weapon fires arrows. The user can choose between Blunt and Sharp damage by using different arrows. They must declare which type they are using when they make the attack.
Energy Blaster: This ray gun fires a beam of Elemental Burst (Energy). On a Fantastic success, the target is Blinded for 1 round.
Energy Pistol: This ray gun fires a concentrated burst of energy that can disrupt biological systems. On a Fantastic success, the target is Stunned for 1 round.
Flamethrower: This weapon can attack up to three targets in adjacent spaces to which the attacker can draw a line of sight. Make a single attack roll and compare it to the Agility defence scores of the targets. Split the damage from that roll equally. On a Fantastic success, the targets are also set Ablaze.
Flash-Bang Grenade: Use the grenade rules to see where the grenade lands. Compare the attack roll against the Vigilance defence of any character within 2 spaces of it. Those who are affected are Blinded and Stunned for 1 round.
Force Blaster: This ray gun fires a beam of Elemental Burst (Force). On a Fantastic success, the target has trouble on all actions for 1 round.
Mini-Flamethrower: This small flamethrower fires a stream of Elemental Burst (Fire). On a Fantastic success, the target is set Ablaze.
Night-Night Gun: This weapon fires tranquilizer darts. The user makes an Agility check against the target’s Resilience defence. On a success, the target is Stunned for one round, but the weapon does no other damage. On a Fantastic success, the target falls Asleep instead.
Shield: A throwable shield for use with Shield powers.
Smoke Grenade: Use the grenade rules to see where the grenade lands. This grenade throws out harmless smoke that obscures vision. Anyone inside an affected space is considered Blinded while they are in such a space. The smoke lasts for 6 rounds.
Stun Gun: This ray gun can shock a target. The user makes an Agility check against the target’s Resilience defence. On a success, the target is Stunned for 1 round, but the weapon does no other damage. On a Fantastic success, the target also takes Focus damage.
Tear-Gas Grenade: Use the grenade rules to see where the grenade lands. This grenade throws out an irritating smoke that stings the eyes. The smoke lasts for 6 rounds. Anyone inside an affected space must make a Challenging Resilience check when they start a turn in or enter such a space or be Blinded. They can make another Challenging Resilience check at the start of each of their following turns to recover from the effects. They remain Blinded until they succeed.
Warhammer: A well-balanced hammer built for war. Although meant for melee, it can also be thrown.



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