
Ballistic Weaponry is a unique form of Energy Weapons that do not rely on the user’s strength at the cost of a limited number of uses. While this Optional Rule is in play, you may use Ballistic Weapons.
Rules of Ballistic Weapons
Ballistic Weapons vary from Energy Weapons in a few ways:
- Ballistic Weapons do not apply an Attribute Modifier from their user to the Wound Roll of any Armed Attacks made with them.
- You cannot Ki Wager on an Attacking Maneuver made with a Ballistic Weapon, but you do not pay the Ki Point Cost for an Attacking Maneuver made with it either.
- Ignore any Energy Charges gained through the Energy Charge Maneuver for an Attacking Maneuver made with a Ballistic Weapon.
- When calculating your maximum number of Energy Charges that can be applied to a Ballistic Weapon, the limit is 1/4 (rounded up) of your Scholarship Modifier.
- If you initiate a Might Clash as part of/in response to an Attacking Maneuver made with a Ballistic Weapon, you may use that Ballistic Weapon’s Caliber instead of your Might.
- If the effect of a Quality or Weapon Talent spends your Ki Points, instead of spending those Ki Points, spend Ammo equal to the original Ki Point Cost at Tier of Power 1 to use those effects.
- Dedicated Profile. Ballistic Weapons have a Dedicated Profile, a Profile of the Energy Foundation chosen upon making that Ballistic Weapon. No other Profile can be used to make an Armed Attack with that Ballistic Weapon and you can use that Profile even if you do not meet the Force Score Prerequisite. You may use the Dedicated Profile an additional time through the Basic Attack Maneuver each Combat Round.
- Ammo. Ballistic Weapons have a certain amount of Ammo, starting at their Maximum Ammo when they are created. Each Attacking Maneuver made with a Ballistic Weapon reduces the Ammo by x, where x is equal to 1/2 (rounded up) the original Ki Point Cost of your Dedicated Profile at Tier of Power 1. This is known as the Ammo Cost, and the Ammo Cost cannot be reduced below 0 by any effects. You cannot use an Attacking Maneuver with a Ballistic Weapon whose Ammo is below the Ammo Cost of that Attacking Maneuver. To regain Ammo, use the Reload Maneuver.
- Ballistic Signatures. You only pay 1/2 of the Ki Point Cost for any Signature Technique made with a Ballistic Weapon, but you still pay the Ammo cost for that profile.
Creating a Ballistic Weapon
When making an Energy Weapon, if this Optional Rule is in play, you may make that Weapon into a Ballistic Weapon. If you do, follow the usual rules for creating a Weapon, but follow these additional steps after selecting the Weapon Category but before selecting any Weapon Qualities:
- Apply the Technology Points to the Weapon.
- Select a Dedicated Profile for that Weapon.
Technology Points. When creating a Ballistic Weapon, you gain a number of Technology Points equal to twice your Scholarship Score. Immediately apply these Technology Points to either:
- Caliber. For every Technology Point applied, increase the Wound Roll with your Armed Attacks using this Weapon by 1.
- Ammunition. For every Technology Point applied, increase the Maximum Ammo of the Ballistic Weapon by 1. Every Ballistic Weapon starts with a Maximum Ammo of 1 before any Technology Points are applied to the Ammunition.
Technology Points at Character Creation. If you would gain a Ballistic Weapon at Character Creation, to represent having bought or gained the Weapon through other means, you may use your Force, Magic, or Personality Score instead of your Scholarship Score when obtaining a Ballistic Weapon.
Upgrading Weapons. If you have over an hour of free time outside of a Combat Encounter, your ARC may allow you to upgrade a Ballistic Weapon you possess. Calculate your Technology Points as if you were creating the Ballistic Weapon, but when you apply them, you must apply points to match how they were applied to that Ballistic Weapon before you attempted to upgrade it. You may then use the surplus of Technology Points to increase the Caliber or Ammunition as you wish.
Ballistic Weapon Qualities
In addition to the Qualities of Energy Weapons, Ballistic Weapons can gain the following Qualities:
Elemental Infused: This Weapon can recreate an attack with one of the primordial elements.
–Weapon Type: Energy (Ballistic)
–Effects: Select a Profile with ‘Elemental’ in its name (other than Elemental Light or Elemental Dark). Apply the effects of that Profile to any Attacking Maneuver made with this Weapon.
Explosive Cover: This Weapon produces a large area of smoke on the Battlefield.
–Weapon Type: Energy (Ballistic)
–Effects: When you make an Attacking Maneuver with this Weapon, you may declare that it is a “Smoke Strike”. When you hit an Opponent with a Smoke Strike, create a Destructive Sphere AoE (centered on that Opponent). In this AoE, apply the effects of the Fog Battle Weather and the effects of Natural Weather Obscuring Fog. This AoE lasts until the end of your next turn and you can only use a Smoke Strike once per Combat Round.
Variable Nozzle: This Weapon can be used to attack in varying ways.
–Weapon Type: Energy (Ballistic)
–Effects: Upon creating this Weapon, select an additional Dedicated Profile. You may use that Profile in addition to your originally selected Dedicated Profile.
Wired: This Weapon draws on the user’s life energy.
–Weapon Type: Energy (Ballistic)
–Effects: You may Ki Wager on Attacking Maneuvers made with this Weapon, but you cannot Ki Wager more than 1/4 of your Max Capacity on a single Attacking Maneuver made with this Weapon. Additionally, do not ignore any Energy Charges gained through the Energy Charge Maneuver for Attacking Maneuvers made with this Weapon.
Reload Maneuver
Reload Maneuver [1/Round]: You refill your Weapon’s ammunition.
–Action Cost: 1 Action
–KP Cost: N/A
–Effect: Set your Ammo to its Maximum Ammo.
Ballistic Talents
Bullet Saving Specialist: You are adept at making the most out of each of your bullets.
–Prerequisites: Weapon Specialist
-[Passive]: Reduce the Ammo Cost of all Attacking Maneuvers with a Ballistic Weapon by 1.
-[Passive]: Double your maximum number of Energy Charges for Attacking Maneuvers made with a Ballistic Weapon.
-[Triggered/Start of Turn]: Select a Ballistic Weapon. That Weapon regains 1(bT) Ammo.
Bullet Spending Specialist: You are adept at rapidly expending your ammunition for increased damage.
–Prerequisites: Weapon Specialist
-[Passive]: Increase your Wound Rolls with Ballistic Weapons by 1/4 of your Insight Modifier.
-[Triggered, 1/Round]: When making an Armed Attack with a Ballistic Weapon, after spending the Ammo Cost, you may spend all of its remaining Ammo to increase the Wound Roll of that Attacking Maneuver by the amount of additional Ammo spent by this effect.