Weapons

Transformers are armed for conflict and survival, and carry weaponry capable of powerful destruction accordingly.

Weapon Construction
The overall power of a weapon is conveyed by its Weapon Value. Each Weapon Rating is equal to the character's Firepower Tech Spec. Characters should customize weapons based on what fits with their Aspects, especially their Function, Designation, and Form. Treat Weapons as 2pt Equipment for all purposes, except that one comes free with each Mode. Every Weapon must have a description listed which not only summarizes what it does but also conveys how it is done. This might be as simple as "Laser Cannon" or as complex as "Extendable Grappler Arms", depending on how the weapon should be envisioned.

A weapon must use all points in its Rating.

Weapon Characteristics
All weapons must have one of each Required Weapon Mechanic.

Weapon Modifiers
Weapons can be further augmented by adding on Modifiers to either augment its capabilities (at the cost of Weapon Points) or place limits on how it can be used (in exchange for more Weapon Points). All Modifiers are optional.

Attack Details
While most attacks are covered in Combat, some have additional details that are tracked here.

Stun Attacks

 * Attack causes Physical Stress, but cannot be avoided by suffering Equipment damage
 * Mild and Moderate Consequences inflicted by this weapon are removed at the end of the scene

Disorienting Attacks
Block or scramble sensors to prevent target from operating properly


 * Touch Attack to inflict a Block on physical actions equal to this End Effectiveness
 * Character may attempt to clear the Block as an action, reducing the effectiveness by an amount equal to the number of successes

Immobilize Attacks
Entangle or otherwise restrict targets


 * Touch Attack to inflict Immobilization this End Effectiveness
 * Suffer -1 on movement and physical rolls per 2 points of Immobilization
 * Character may attempt to clear Immobilization each turn as a physical action, suffering a penalty on the roll but clearing 1 Immobilization per success
 * A target with Immobilization can still be attacked by another Immobilize Attack, suffering the Immobilization of the new attack if it exceed the target's current Immobilization total

Nullify Attacks
Prevents normal operations of Equipment and actions, or reduces effectiveness of already-existing effects


 * Touch Attack to reduce effectiveness of the effect hit by the number of successes, ending it if that total reaches 0
 * Can also be used against characters, functioning as a Block on whatever their next roll is (even Defense Rolls)
 * May be used as a Called Shot against Equipment (including Propulsions), or against specific limbs (including heads)

Force Attacks
Physically manipulates targets with burst of energy


 * Resolve as a Grapple Attack, but limited to Rip, Disarm, Slam, Throw, and Topple effects
 * Do NOT add attacker's Size Modifier to the End Effect

Single Target
This is the default for attacks, covering direct attacks that are intended to hit a single target. Most Weapons fall under this Area of Effect.


 * Resolving the effects against a single target using standard Combat mechanics.

Blast
A small explosion goes off around the initial target, potentially hitting others in its wake. Fitting for grenades and other armament designed to explode in enemy ranks.


 * Resolve the initial attack as per Single Target
 * All models adjacent to the initial target suffer an Area Attack

Beam
Attack in intense enough to sweep through multiple targets in a straight line. Includes high-power weaponry able to punch through multiple targets.


 * When making an attack, you must resolve it against all characters in a straight line between you and your target out to the range of the weapon
 * Use a single attack roll to resolve the results against all characters

Stream
Instead of being directly used on a target, effect fills multiple hexes in a trail of hexes. Covers anything which sprays targets, is a wall-of-effect, or is deployed from behind while moving forward.


 * When making this attack, determine if it will use a character's front facing or rear facing
 * As the character moves hexes or changes facing, designate a hex as affected by this weapon
 * Resolve as Area Attack on anything within the designated hexes

Emitter
These weapons spread out their effect over a close area. Fits for attacks that can affect multiple opponents at once all grouped near a character.


 * Each hex within 2 hexes of the character's front facing is affected by this weapon
 * Resolve as Area Attack on anything within the affected hexes

Sample Weapons
This is a list of some sample weapons help in weapon creation. Use these as a starting point for your own weaponry, customize them by trading out points, or ignore these and define your own custom firearms.

Note that this list of sample weapons is purely to get your brain going, and is not updated each time the weapon rules above change. Always double-check with latest Weapon Creation Rules above before writing down any of these sample weapons on a character sheet.