Momentum-Amplifying Weaponry
MOMENTUM AMPLIFIED IMPACT WEAPON (MAIW) OPERATOR'S MANUAL
Section I: Introduction
1-1. General
The Momentum Amplified Impact Weapon (MAIW), commonly referred to as Gravhammers, is a cutting-edge melee device designed for high-impact operations, including breaching starship hulls and heavy assault in planetary conditions. The MAIW utilizes advanced momentum amplification technology to exponentially increase both the mass and acceleration of the weapon, resulting in devastating impacts.
1-2. Description
The MAIW consists of a cubic device affixed to a handle of varying lengths. When activated, the device dramatically amplifies the momentum of the weapon, enabling it to deliver powerful strikes capable of penetrating even the most resilient materials. The weapon is engineered for both space and planetside engagements, making it a versatile tool in an operator's arsenal.
Section II: Usage and Effectiveness
2-1. Breaching Starship Hulls
The MAIW is exceptionally effective for breaching starship hulls. The amplified momentum allows the weapon to penetrate reinforced structures with minimal effort. Operators should utilize controlled, deliberate strikes to maximize the effectiveness of the weapon while minimizing the risk of collateral damage to critical ship systems.
2-2. Planetary Conditions
In planetside conditions, the MAIW maintains its tremendous impact capabilities. Whether used in urban warfare, fortification breaching, or heavy assault scenarios, the weapon's amplified momentum ensures that operators can deliver decisive blows against fortified positions and armored targets.
2-3. Operational Considerations
Operators must be mindful of several critical operational considerations when employing the MAIW:
Backswing Activation: Activating the MAIW on the backswing can result in uncontrolled movement and unintended damage. Operators should ensure the weapon is only activated during the forward swing to maintain control and precision.
Missed Swings: Keeping the MAIW active during a missed swing can cause significant imbalances, potentially endangering the operator. It is crucial to deactivate the weapon immediately if a strike is anticipated to miss its target.
Engagement with Other MAIWs: Using an MAIW against another MAIW can cause a tearing effect in the gravity field, posing a serious risk to both operators. Operators should avoid engaging other MAIWs directly and employ alternative tactics to neutralize opponents equipped with similar weapons.
Section III: Combat Techniques
3-1. Breaching Techniques
To effectively breach starship hulls and fortified structures, operators should:
Target Weak Points: Focus on known weak points or seams in the hull or structure to maximize the impact and reduce the number of strikes needed.
Controlled Strikes: Execute controlled, deliberate strikes to maintain accuracy and minimize the risk of collateral damage.
3-2. Planetary Engagements
In planetside engagements, operators should:
Utilize Terrain: Leverage the terrain to maximize the effectiveness of the MAIW. Elevated positions and confined spaces can enhance the impact of the weapon.
Coordination with Team: Coordinate with team members to ensure that the MAIW is used strategically, targeting critical points and heavily armored opponents while other weapons are used on lighter armored opponents.
Be Aware of Local Laws: Use of the MAIW against living opponents is considered a war crime on Venus, Earth, and the Centauri System under the umbrella of 'Excessive Mutilation and Cruelty.' On these worlds, it can only legally be used against vehicles, robots, and buildings.
3-3. Defensive Measures
When facing opponents equipped with MAIWs or similar high-impact weapons, operators should:
Avoid Direct Confrontation: Utilize speed and agility to avoid direct confrontations with other MAIWs. Instead, focus on flanking maneuvers and indirect engagements. NEVER PARRY A MAIW STRIKE WITH A MAIW STRIKE.
Maintain Distance: Keep a safe distance from opponents to reduce the risk of being caught in the tearing effect of colliding MAIWs.
Section IV: Maintenance and Safety
4-1. Maintenance
Regular maintenance of the MAIW is essential for ensuring optimal performance. Operators should:
Inspect for Damage: Conduct routine inspections for any signs of wear, damage, or structural integrity issues. The momentums involved in even routine use can cause issues with the chassis of the weapon, which should be replaced once cracks appear.
Calibrate Amplification Systems: Ensure the momentum amplification systems are properly calibrated and functioning as intended.
Clean the Device: Keep the device clean and free of debris to prevent malfunctions. Be aware that the increased mass during a swing attracts dust, small debris, and potentially corrosive fluids such as blood and liquified flesh.
4-2. Safety Precautions
Operators must adhere to the following safety precautions:
Deactivate When Not in Use: Always deactivate the MAIW when not actively engaged in combat to prevent accidental activation.
Secure Storage: Store the device in a secure location to prevent unauthorized access and ensure it is safely contained.
Training and Certification: Ensure all operators receive proper training and certification before using the MAIW in combat scenarios. An untrained operator is often more dangerous to a squad than an enemy is.
Conclusion
The Momentum Amplified Impact Weapon (MAIW) is a formidable tool designed for high-impact operations in both space and planetary conditions. By understanding its capabilities, employing proper combat techniques, and adhering to safety protocols, operators can maximize the potential of this advanced weapon and achieve success in their missions. Including a MAIW-certified operator in a combat team can allow that team to close with and engage armored vehicles.
For Scrapping Starships
MAWs started out as Momentum-Amplifying Tools (MATs). They were almost exclusively hammers and they were used in scrapyards to knock starship hulls apart. It took exactly one failed attempt at busting a strike before various militaries took notice of the shattered combat robots and the fine paste that used to be strike busters.
Distasteful to Many
The upper class finds the use of MAWs against humans to be uncouth and distasteful, bordering on barbaric. The middle and working classes find in them a symbol of grit. The criminals that use them are almost exclusively blunt-forehead bruiser types who strongarm those who stand in their way and lack subtlety.
Brute Force and Sir Isaac Newton
MAWs are actually fairly complex weapons to use. Triggering one way uses Gravplating technology to lower the weapon's Practical Mass Index. Once the weapon reaches top speed, the switch is flipped the other way and the PMI is multiplied far above it's true mass, thus amplifying the momentum of the strikeface. High-end models have RIs or SIs that handle this function automatically. The trick is to switch the amplification off when the wielder misses or the target fails to slow the swing down sufficiently to avoid accidentally throwing the weapon.
Who Makes This?
The manufacturers of MAWs are largely those corporations known for grassroots development or large manual labor forces: Yute, Seneca, Lister Unified, Helios Innovations, Nexus Cybernetics, Stellar Mining Consortium, AstraTech Industries, Orbital Dynamics, NovaTech Solutions
Melee Weapons Tables
MAW Holdout Mace: This weapon is little more than a collapsable Carbexene wand with a small bulb on the end. When not activated, it collapses down into a three inch long cylinder. When activated, it springs up to nine inches and the small bulb has the gravity plating. Largely advertised as a weapon for self defense, but it's reputation is one of muggers and thugs.
MAW Strikers: Gloves with gravity plating on both the knucles and the palms. They give the Good Grip Advantage, as well as provide for a vicious punch. Finally, they are part of a fairly dangerous game popular on Saturn called Corsico, which resembles Baseball but the gloves, bats, and 'ball' are all MAWs.
Grav Boots: Designed for use in microgravity to provide a sort of personalized Gravplating, it wasn't long before they were adapted by enterprising Spacemonkeys to deliver a MAW-style kick.
AXE/MACE (DX-5, Flail-4, or Two-Handed Axe/Mace-3)
Manufacturer(s) | Weapon | Damage | Reach | Parry | Cost | Weight | ST | BC | LC |
---|---|---|---|---|---|---|---|---|---|
YSLU, HI, NC, SMC, ATI, OD, NTS | MAW Mace | sw+3x3 cr! dkb | 1 | 0U | $400 | 2.3 | 12 | C | 3 |
YSLU, HI, NC, SMC, ATI, OD, NTS | MAW Holdout Mace | sw-1x1.5 cr! dkb | 1 | 0U | $300 | 0.2 | 8 | A | 3 |
BOXING, BRAWLING, KARATE, or DX
Manufacturer(s) | Weapon | Damage | Reach | Parry | Cost | Weight | ST | BC | LC |
---|---|---|---|---|---|---|---|---|---|
YSLU, HI, NC, SMC, ATI, OD, NTS | MAW Strikers | thrx1.5 cr! dkb | C | -4 | $80 | 0.11 | - | A | 3 |
BRAWLING-2, KARATE-2, or DX-2
Manufacturer(s) | Weapon | Damage | Reach | Parry | Cost | Weight | ST | BC | LC |
---|---|---|---|---|---|---|---|---|---|
YSLU, HI, NC, SMC, ATI, OD, NTS | Grav-Boots | thr+1x2 cr! dkb | C, 1 | No | $250 | 0.2 | 3 | B | 4 |
BROADSWORD (DX-5, Force Sword-4, Rapier-4, Saber-4, Shortsword-2, or Two-Handed Sword-4)
Manufacturer(s) | Weapon | Damage | Reach | Parry | Cost | Weight | ST | BC | LC |
---|---|---|---|---|---|---|---|---|---|
YSLU, HI, NC, ATI, OD | MAW Club, Light | sw+1x2 cr! dkb thr+1x2 cr! dkb | 1 1 | 0 | $40 | 1.3 | 10 10 | B | 3 |
FLAIL (DX-6, Axe/Mace-4, or Two-Handed Flail-3)
Manufacturer(s) | Weapon | Damage | Reach | Parry | Cost | Weight | ST | BC | LC |
---|---|---|---|---|---|---|---|---|---|
YSLU, HI, SMC, ATI, OD, NTS | MAW Morningstar | sw+3x3 cr! dkb | 1 | 0U | $640 | 6 | 12 | C | 3 |
GCT | MAW Nunchaku | sw+1x2 cr! dkb | 1 | 0U | $160 | 2 | 7 | B | 3 |
SHORTSWORD (DX-5, Broadsword-2, Force Sword-4, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, or Tonfa-3)
Manufacturer(s) | Weapon | Damage | Reach | Parry | Cost | Weight | ST | BC | LC |
---|---|---|---|---|---|---|---|---|---|
YSLU, HI, OD, NTS | MAW Baton | swx2 cr! dkb thrx2 cr! dkb | 1 | 0 | $160 | 0.5 | 6 | B | 2 |
SMALLSWORD (DX-5, Main-Gauche-3, Rapier-3, Saber-3, or Shortsword-4)
Manufacturer(s) | Weapon | Damage | Reach | Parry | Cost | Weight | ST | BC | LC |
---|---|---|---|---|---|---|---|---|---|
HI, NC, SMC, ATI, OD | MAW Bat | swx2 cr! dkb thrx2 cr! dkb | 1 2 | 0F | $160 | 0.5 | 6 | B | 3 |
STAFF (DX-5, Polearm-4, or Spear-2)
Manufacturer(s) | Weapon | Damage | Reach | Parry | Cost | Weight | ST | BC | LC |
---|---|---|---|---|---|---|---|---|---|
YSLU, HI, NC, SMC, ATI, OD, NTS | MAW Staff | sw+2x3 cr! dkb thr+2x3 cr! | 1,2 1,2 | +2 | $80 | 1.8 | 7 | C | 2 |
TWO-HANDED AXE/MACE (DX-5, Axe/Mace-3, Polearm-4, or Two-Handed Flail-4)
Manufacturer(s) | Weapon | Damage | Reach | Parry | Cost | Weight | ST | BC | LC |
---|---|---|---|---|---|---|---|---|---|
YSLU | MAW Maul (Granny-M) | sw+4x4 cr! dkb | 1, 2 | 0U | $640 | 5.4 | 13 | D | 3 |
YSLU, HI, NC | MAW Warhammer | sw+3x3 imp! (3) dkb | 1, 2 | 0U | $800 | 3.1 | 12 | C | 2 |
TWO-HANDED FLAIL (DX-6, Flail-3, Kusari-4, or Two-Handed Axe/Mace-4)
Manufacturer(s) | Weapon | Damage | Reach | Parry | Cost | Weight | ST | BC | LC |
---|---|---|---|---|---|---|---|---|---|
YSLU, NC, SMC, ATI, NTS | MAW Flail | sw+4x3 cr! dkb | 1, 2 | 0U | $800 | 3.6 | 13 | C | 2 |
WHIP (DX-5, Kusari-3, or Monowire Whip-3)
Manufacturer(s) | Weapon | Damage | Reach | Parry | Cost | Weight | ST | BC | LC |
---|---|---|---|---|---|---|---|---|---|
EE | MAW Whip | sw-2(0.5)x2 cr! dkb | 1-7 | -2U | $80 | 0.8 | 3 | B | 2 |
Muscle-Powered Ranged MAW Tables
MAW Bolas: Favored by Xenohunters, FAICAs, and Bountineers, these consist of two MAW balls connected by a Carbexene chain, which can be pulled into the balls or let out as needed. An RI makes the decision, as well as when to switch from "glide mode" after being thrown to "heavy mode" which intelligently calculates the weight needed to restrain a target without crushing them under the weight of a grand piano. Particularly cruel criminals have been known to aim for the neck, watching their victims choke while being unable to free themselves from the chain.
MAW Sphairos: Originally conceived as simple the 'ball' for Corsico, it became the weapon of choice for a number of sports fans when the famous pitcher Kerl Kerlossian put a 400 kph fastball through the chestplate of three consecutive CS Security bots that were attempting an arrest in the middle of a game.
BOLAS (No default)
Manufacturer(s) | Weapon | ACC | Range | Weight | RoF | Shots | Cost | ST | Bulk | BC | LC | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
GCT, EE, NTS | MAW Bolas | 0 | x12 | 2 | 1 | T(1) | $160 | 7 | -2 | B | 2 | * |
*:ST-4 or be restrained, can restrain creatures up to SM+2. Escape: ST-4 or DX-3.
THROWN WEAPON (BALL) (DX-4 any thrown weapon skill-2)
Manufacturer(s) | Weapons | Damage | Acc | Range | Weight | RoF | Shots | Cost | ST | Bulk | BC | LC | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
YSLU | MAW Sphairos | thr+4x2 cr! dkb | 3 | x12 | 7.26 | 1 | T(1) | $260 | 12 | -1 | B | 3 | † |
!: a ! modifier on damage means that all 6es are added to the total and then rerolled.
†:Can be caught by someone wearing MAW Strikers, or Parried and redirected by someone wielding a MAW weapon. A character who has a particularly skilled/lucky Parry can choose an new target.
Ammunition
Smart MAW: A Smart MAW round is fired out of a Smartgun and homes in on the target, suddenly ramping up its personal gravity at the last second. The round does 1dx1.5 cr! with the double knock back (dkb) property. A box of 30 Smart MAW rounds costs $3400. LC2.
MAW Rod: A special rod for a Gravitic Slinger with MAW technology. An on-board RI causes the rod to increase exponentially in mass just before it strikes. This attack does 2dx2 cr! (3) with the double knock back (dkb) property. A box of 16 MAW rods costs $7000. LC1.
Knockback and Double Knockback
When you hit someone very hard, you may knock him away from you! This is called “knockback.” Only crushing and cutting attacks can cause knockback. A crushing attack can cause knockback regardless of whether it penetrates DR. A cutting attack can cause knockback only if it fails to penetrate DR.
Knockback depends on basic damage rolled before subtracting DR. For every full multiple of the target’s ST-2 rolled, move the target one yard away from the attacker. For instance, a man with ST 10 would be knocked back one yard per full 8 points of basic damage. If the target has ST 3 or less, knockback is one yard per point of basic damage! If the target has no ST score at all (like a wall), or is not resisting, use its HP instead.
Anyone who suffers knockback must attempt a roll against the high est of DX, Acrobatics, or Judo. If he is knocked back more than one yard, he rolls at -1 per yard after the first. Perfect Balance gives +4 to this roll. On a failure, he falls down.
If you knock your foe into something solid, the result – including damage to him and whatever he hit – is as if he had collided with it at a speed equal to the yard of knockback. See Collisions and Falls.
Double knockback (noted as dkb) inflicts twice as much knockback as usual.
Mods
Strikeface Mods
Name | Description | Cost |
---|---|---|
Hardened Tungstate Mesh | Reinforces the strikeface against stress fractures; +2 to resist shatter on critical miss. | $600 |
Serrated Flange Edge | Slightly jagged edges catch on armor and clothing; +2 to Grapple and Disarm attempts after a hit. adds 1d-3 pi- damage. | $500 |
Molten Core Strikeplate | Strike generates intense localized heat (ignites flammables on impact; adds 1d burning damage vs unarmored targets). | $1,500 |
Riot-Grade Bluntface | Strikeface is "softened" with kinetic gel layering to reduce fatalities; doubles Knockback but halves damage. (Used by security forces.) | $450 |
Capacitor Mods
Name | Description | Cost |
---|---|---|
Overcharge Cell "Grand Slammer" | You can "overclock" the gravplating once per combat for +50% damage. Capacitor burns out after use until repaired. | $900 |
Stabilizer Ring | Automatic compensation system; -2 penalty to Critical Miss chances. | $800 |
Rapid Reset | Reduces recharge time between strikes, allowing two amplified strikes per turn at -2 accuracy. | $1,300 |
Auto-Mass Switch | The MAW intelligently disables mass-amplification on misses, lowering fumble risk. +2 to retain weapon after missing. | $700 |
Capacitor Shielding | Hardened against EMP and ionic interference. Capacitor continues to function normally unless specifically targeted. | $600 |
Handle Mods
Name | Description | Cost |
---|---|---|
Liquid Grip Tech | Handle releases microjets of adhesive particles; grants +2 to resist disarms and keeps grip even when wet/bloody. | $350 |
Counterweighted Core | Internal balancing weight reduces fatigue; treat MAW as one weight class lighter for encumbrance and fatigue purposes. | $500 |
Shock-Absorber Lining | Drastically lowers shock from impacts; ignore 1 point of blunt trauma per strike absorbed on parry failure of 2 or less. | $400 |
Telescoping Haft | Handle can extend or collapse on command, allowing you to shift reach (e.g., Short → Medium) with a Ready action. | $650 |
Articulated Grip | Grip automatically adjusts to wielder’s hand posture, improving ergonomics; +1 equipment bonus to all Attack rolls with the MAW. | $550 |
Gadget Mods
Name | Description | Cost |
---|---|---|
Grav-Hook Assist | Grapple and trip targets by attaching the MAW magnetically after a hit. (Quick Contest of ST to escape.) | $1,000 |
Kinetic Counter | Weapon tracks number of strikes and joules delivered. Useful for maintenance... or bragging rights. The standard version of this is a digital display on the rear of the head. The nonstandard but most popular version of this sounds a little celebratory alarm when either a new record has been reached or a certain threshold. | $250 |
Shockwave Emitter | On a successful strike, can trigger a micro-shockwave (targets within 1m in 1 Atmo or greater must make HT check or be stunned, including the wielder). Can be triggered on and off. | $1,400 |
Smart Targeting HUD Link | MAW wirelessly links to visor/goggles; gives +1 to called shots against weak points. | $850 |
Utility
Social Impact
Critical Tables
Critical Hit Table
Roll | Result |
---|---|
3 | Catastrophic Impact: Automatic Major Wound. Target must roll vs HT at -4 or be immediately Stunned and Knocked Out for (margin of failure) minutes. Armor (if nonflexible) must roll vs HT or be permanently broken at point of impact. |
4 | Bone Pulverized: Limb hit (if torso, ribs) suffers a crushed fracture. Roll vs HT or the limb is disabled until treated. Cutting/Crushing injuries do +50% damage. |
5 | Spinal Shock: If struck in torso, back, or neck, target must roll vs HT or be Paralyzed for 1d seconds (spinal nerve shock). Otherwise treat as normal knockdown/stun. |
6 | Cracked Open: Rigid armor at hit location is compromised (DR halved for rest of combat). Target must roll vs HT or suffer a Major Wound. |
7 | Bone Fracture: Limb hit suffers a clean break. Roll vs HT or lose use of limb (arm drops weapon, leg can't bear weight). If torso is struck, ribs are cracked (no mechanical effect unless critical situation, GM's discretion). |
8 | Massive Knockback: Target suffers Double Knockback and must roll vs DX-2 or fall prone. |
9 | Shocking Pain: Target must roll vs HT or be Stunned (usual recovery rules apply). Regardless, target suffers a -2 penalty on next action. |
10, 11, 12 | Solid Hit: No special critical effect. Strike simply hits normally and bypasses any special defenses or active dodges. |
13 | Rattling Blow: Target is rattled. -2 to all skill rolls and Active Defenses until end of next turn. |
14 | Armor Dent: Armor at impact point is warped or cracked (DR reduced by 1d6 points for remainder of fight). |
15 | Knockdown: Target must roll vs DX or Acrobatics (whichever is higher) at -2 or fall prone immediately. Even if they succeed, they take a -1 penalty to active defenses for 1 round. |
16 | Disarmed by Impact: If holding any object (weapon, shield, etc.), must roll vs ST or be forced to drop it. |
17 | Head Rattle: If head hit: Target must roll vs HT-2 or suffer a minor concussion (-2 IQ and perception for remainder of encounter). Otherwise, simple Stunning. |
18 | Devastating Strike: Immediate Major Wound AND double rolled damage. Target must roll HT-4 or be knocked unconscious and suffer a permanent crippling injury (GM's discretion or roll randomly: leg, arm, back, etc.). Rigid armor is utterly shattered at the point of impact. |
Critical Hit (Head)
Roll | Result |
---|---|
3 | Skull Crushed: Double rolled damage. Bypass half of head armor (minimum DR 0). HT-5 roll or instant unconsciousness. If still conscious, -4 DX and IQ until medical treatment. Possible death in 1d minutes if untreated. |
4 | Neck Snapped: If strike hits side or back of neck, target must roll HT-4 or be immediately paralyzed from the neck down (permanent crippling). Otherwise, suffer Major Wound and Knockdown. |
5 | Cranial Fracture: Skull fracture. Roll vs HT-3 or be Stunned for 3d turns. Even on success, -2 IQ and Perception for remainder of combat. Helmets reduce penalty to HT-1. |
6 | Jaw Broken: If struck from front or side, jaw shatters. -4 to any verbal communication and concentration-based rolls (like spellcasting, leadership, etc.). Major Wound. |
7 | Facial Smash: Nose shattered, cheekbone broken, eye possibly damaged. Roll vs HT-2 or lose vision in one eye temporarily (until healing). |
8 | Severe Concussion: Target must roll HT-2 or be Stunned and Knocked Down. On a critical fail, suffer minor coma (unconscious 1d hours). |
9 | Staggered: Staggered for 1d turns: -2 DX, -2 active defenses. |
10, 11, 12 | Solid Hit: Normal critical damage. No extra effect beyond armor bypassing and automatic hit. |
13 | Ear Blow: Internal ear damage; roll HT or suffer vertigo (-2 DX, must roll every turn to stay standing) for remainder of encounter. |
14 | Helmet Rattling: If wearing head armor, it is dented and DR at impact location is halved for the remainder of combat. Target is Stunned for 1 turn unless HT roll succeeds. |
15 | Bloody Nose and Eyes: Immediate -2 Vision (blurred vision) for 1d minutes. |
16 | Disorientation: Target must roll vs HT or be Confused (acts last in initiative order and can only take Move or Do Nothing actions for 1d turns). |
17 | Severe Vertigo: Target falls prone and cannot stand without rolling DX each turn. -4 to attacks and defenses for 1d turns. |
18 | Explosive Impact: Triple rolled damage. Bypass all DR on head (helmet is pulped). Roll HT-6 or death is instant. If somehow survived, skull is fractured in multiple places; permanent -4 IQ unless surgically repaired (or magically healed). |
Critical Miss Table
Roll | Result |
---|---|
3 | Capacitor Breach! Weapon's capacitor suffers a catastrophic failure. Roll 1d: On a 1-4, weapon is disabled (sparks, overheating on a 5-6, it explodes in wielder's hands (2d crushing + 1d burning damage, 2-yard radius). Weapon is destroyed. |
4 | Casing Crack: The gravplate casing or internal structure is cracked! Weapon suffers -2 to damage until repaired. Also, the next failed swing risks total weapon failure (50% chance). |
5 | Mass Lag: Switch to high-mass was way too late. Overextend horribly! Roll DX-4 or fall prone. Even if you stay upright, you cannot defend next turn (no Dodge or Parry). |
6 | Mass Drag: Switch to high-mass was way too early. The swing slows awkwardly. Enemy gets an immediate free Attack against you (no defense possible unless you have Combat Reflexes, which gives normal defense). |
7 | Spoiled Swing: Weapon hits with low-mass setting still on. Attack does no damage and you are at -2 to Parry until your next turn (poor weapon control). |
8 | Wild Arc: The momentum throws your swing wide. Randomly strike one target (friend, foe, object) within 2 yards. If no one is nearby, fall prone unless you succeed a DX roll. |
9 | Grip Slip: You lose your grip! Roll DX-2 to hold onto the weapon. On a fail, you drop it at your feet (takes Ready maneuver to pick up). Critical fail on DX roll = weapon flies 1d yards away. |
10, 11, 12 | Normal Miss: No special effect. Just a clean miss. |
13 | Overclock Strain: The weapon's gravplates strain under misuse. You take 1 FP (Fatigue Point) damage from the stress. If you're already under 1/3 FP, you are Stunned for 1 turn. |
14 | Jarring Impact: The sudden deceleration throws off your stance. -2 DX for your next turn. |
15 | Handle Slip: Hands jar painfully around the handle. Roll HT or take 1d-2 crushing damage to your hands (minimum 1). Lose the ability to Parry with the MAW next turn. |
16 | Twisted Limb: Bad torque through your body. Roll DX-2 or twist your back, leg, or arm (random). Limb is crippled (temporary) until treated, or suffer -3 DX for actions involving that limb for the rest of the fight. |
17 | Grav Surge: Weapon’s mass flickers dangerously. Roll vs Electronics Operation (Grav Tech) or the MAW shorts out, becoming unusable for 1d minutes. If no skill, automatic failure. |
18 | Full System Failure: The MAW’s capacitors and gravplates both fail catastrophically. Weapon is instantly wrecked (beyond field repair). You are thrown 1d yards away and take 2d-2 crushing damage. (HT-3 roll to avoid being stunned.) |
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