Ranged Weapon Properties
Touch: Attacks with the weapon resolve against touch AC.
Slow-firing: A slow-firing weapon requires a full-round action to discharge and cannot be used to make iterative attacks within the same round. It does not benefit from Rapid Shot or similar abilities.
Single-shot: a single-shot weapon per default can only be fired once per standard action but may benefit from the Rapid Shot feat and similar abilities.
Semi-automatic: a semi-automatic weapon per default can be fired up to two times per standard action, but the second shot fired suffers a -2 penalty. Such weapons may benefit from the Rapid Shot feat and similar abilities, but all further shots within the same round suffer a stacking -2 penalty per additional shot fired.
Burst: a burst weapon allows to fire as many attacks per round as indicated in its type, e.g. a Burst(3) weapon allows to fire three shots. Each shot fired after the first suffers a stacking -2 penalty per additional shot fired, and all intended targets must be within the weapons attack cone (typically a 45-90° arc).
Beam: a beam weapon fires a continuous stream of energy that affects all targets within a row, up to the weapons maximum effective range.
Close quarters: this weapon can be discharged while engaged in melee, without incurring any penalties or provoking attacks of opportunity. Laser: Objects like glass or other transparent barriers do not provide cover from lasers—but unlike force barriers, a transparent physical barrier still takes damage from a laser passing through it. Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Arcane spells such as Shield or Mage Armour still block
Slow-firing: A slow-firing weapon requires a full-round action to discharge and cannot be used to make iterative attacks within the same round. It does not benefit from Rapid Shot or similar abilities.
Single-shot: a single-shot weapon per default can only be fired once per standard action but may benefit from the Rapid Shot feat and similar abilities.
Semi-automatic: a semi-automatic weapon per default can be fired up to two times per standard action, but the second shot fired suffers a -2 penalty. Such weapons may benefit from the Rapid Shot feat and similar abilities, but all further shots within the same round suffer a stacking -2 penalty per additional shot fired.
Burst: a burst weapon allows to fire as many attacks per round as indicated in its type, e.g. a Burst(3) weapon allows to fire three shots. Each shot fired after the first suffers a stacking -2 penalty per additional shot fired, and all intended targets must be within the weapons attack cone (typically a 45-90° arc).
Beam: a beam weapon fires a continuous stream of energy that affects all targets within a row, up to the weapons maximum effective range.
Close quarters: this weapon can be discharged while engaged in melee, without incurring any penalties or provoking attacks of opportunity. Laser: Objects like glass or other transparent barriers do not provide cover from lasers—but unlike force barriers, a transparent physical barrier still takes damage from a laser passing through it. Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Arcane spells such as Shield or Mage Armour still block
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