Advanced Weaponry

Advanced weaponry comes from studying energy and engineering advancements. All advanced weaponry requires a source of power to take full advantage of their functions. Some weaponry, such as arms, must have a power source, otherwise they cannot function. Advanced weaponry is broken up into two types of steam arms and melee weapons.

Purchasing Advanced Weaponry

All advanced weaponry come with one canister of the indicated size for appropriate power source. The manufacture determines which canister goes with which arm.

Weapon Properties

Armor Penetration (AP)

A unique aspect to arms is that they all have a chance to pierce through armor, ignoring the damage reduction it would normally have. See Combat: Armor Penetration under combat in the game rules chapter for more information.

Bursts

The indicated number in the bursts column of the equipment tables reflects how optimized the weapons are. Some weapons might provide additional bursts due to how well they have been optimized in their creation. However, more inexpensive weapons might cause the capacity of the canister to be lowered.

This is not to be confused with how many bursts a power source has which is the true indicator as to how many shots or activations the weapon has before it needs a new power source.

Capacity (Cap.)

This is the maximum number of bullets the gun can hold at a time.

Critical Strike

In addition to armor penetration, arms can reduce armors durability when a critical strike is struck. This is only possible if the quality grade of the arm is the same grade or lower as the armor.

Critical strikes with advanced melee weaponry follow the standard critical strike rules.

Damage

This is the base damage the weapon deals.

Jammed Weapon

When using the arm's power source and a one is rolled the arm has a chance of jamming. Roll a 1d10 and if a one to three is rolled the arm jams. A jammed weapon must be unjammed to continue shooting with it or use its unique properties. Ranged weapons lose the ability to shoot and melee weapons, remain in their current form and cannot have their abilities activated. See actions in the game rules chapter for more information about how to unjam weapons.

Arm jams = confirmation roll 1d10
1-3 = Arm jams

Manufacturer

This is the technology company that makes the arm.

Power Source Size (P.S.)

This is the size of the power source needed for the arm. Each arm is designed for its indicated power source size and cannot fit other sized canisters. This can be altered with equipment such as the canister backpack or the canister belt.

Range

This is the maximum distance the arm’s projectile can reach before it becomes ineffective and armor penetration no longer applies. Attempting to shoot a target beyond the arm’s range requires one additional burst every ten feet.

Weight (lbs.)

This is how much the arm weights in pounds.

Reloading Power Sources

When a power source is depleted, it needs to be replaced to use the weapon properly. See actions in the game rules chapter for more information.

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