Legendary Weapon Traits
Legendary Weapons are extremely rare and unique weapons that are found scattered throughout the Galaxy. Whether they are extremely archaic pieces of lost tech or constructed from the most cutting-edge research and development teams that the galaxy has to offer, all Legendary Weapons have unique traits that make them stand out from everything else.
Legendary Weapon Traits
Legendary Ranged Weapons
- Cultural Ranged Weapons: Whatever the weapon says.
- Neon Light Rifles: Hardlight slugs- rounds fired from these guns ignore half of the target's defense bonus provided by Armor.
- Phasers: Phaser rounds roll against a target's Reflex Defense (akin to a touch attack)
- Plasma Blasters: Plasma Burns- if the damage dealt to a target meets or exceeds the target's Fortitude Defense the target will suffer Plasma burns. An advanced version of the burning state that can only be healed with surgery and deals 1d6 Plasma damage at the start of each of the target's turns.
- Railguns: the blast of a Railgun can be charged indefinitely. For each Full-round action, you hold the charge the number of damage die used is increased by 1.
- Rayguns: The rounds of these weapons ignore all Damage Resistance granted by Apparel.
Legendary Melee Weapons
- Cultural Melee Weapons: Whatever the weapon says.
- Energy Emitter Weapons: Auto/Burst Melee- As a Full Round Action, you may make a melee attack as a Auto/Burstfire attack with your Legendary Melee Weapon. The minimum attack limit and overheat limit are determined by the weapon. These attacks do not trigger Critical Hits nor do they deal Devastating Injuries.
- Kinetic-Pulse Weapons: These weapons cannot be countered with a special attack action.
- Light-Particle Weapon System: These weapons don’t gain additional penalties when Double-gripped.
- Rayzer BladeSteel Weapons: When attacking objects these weapons treat the object's DR as though it were 5 points lower.
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