Ranged Weapon Properties Technology / Science in Iron Gods | World Anvil

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

Comments

Please Login in order to comment!