Weapon Construction
Step 1: Choose a basic weapon type.
Ammo Based Weapon (5 points): Create a typeless weapon that deals 0 damage and has 1 rounds.
PC Based Weapon (5 points): Create a typeless weapon that deals 0 damage and costs 1 PCs to fire.
EN Based Weapon (10 points): Create a typeless weapon that deals 0 damage and costs 1 EN to fire.
Step 2: Alter Effect (Buy increased damage multiple times until base damage is reached.)
Increase Damage (1 point): +5 base damage. EN cost is base damage divided by 10, round up. (Requirement: EN Based Weapon)
Increase Damage (1 point): +5 base damage. PC cost is base damage divided by 15, rounded up. (Requirement: PC based Weapon)
Increase Damage (1 point): +5 base damage. (Requirement: Ammo Based Weapon)
Paralysis (10 points): Change weapon from X damage to X damage, PARALYZE. Increase base EN cost by 5.
L1 Destroy (15 points): Change weapon from X damage to X damage, DESTROY:L1. Increase base EN cost by 10.
L2 Destroy (30 points): Change weapon from X damage to X damage, DESTROY:L2. Increase base EN cost by 20.
L3 Destroy (45 points): Change weapon from X damage to X damage, DESTROY:L3. Increase base EN cost by 40.
(Insert other status ailments here. PARALYZE and DESTROY are the two important ones.)
Step 3: Resource Cost
Increased Ammo Capacity (Variable Cost): +1 Round. Point cost is 1/100th of base damage, round up. Statuses other than DESTROY increase this cost by 3, DESTROY by 10 times the level of the DESTROY. This bonus may be purchased multiple times. (Requirement: Ammo Based Weapon)
Improved Energy Efficiency (3 points): -1 to EN cost. If damage is more than 50, the weapon has an R or X tag or any status other than PARALYZE is used, cost cannot be more than halved. (Requirement: EN Based Weapon)
Inefficient Energy Weapon (-2 points): +1 to EN cost. This cost adjustment is made after other modifiers, such as for melee weapons.
Reduced PC Consumption (5 points): -1 to PC cost. Cost cannot be reduced to less than 1 PC. (Requirement: PC Based Weapon)
Step 4: Choose Range.
Ranged Attack (0 points): Add [+] tag.
Melee Attack (0 points): Add [F] tag.
All-Range Attack (5 points): Add [+F] tag.
Step 5: Add Tags
Beam Weapon (2 points): Adds (B) to the weapon's tag.
Direct MAP Weapon (12 points): Adds (D:2) to the weapon's tag. Pay an additional 5 points for each increment of range. Must be a ranged or combo attack. Maximum range of 8. (Requirement: Does not have the tags G, I, M, R, S, T, V or X.)
Guided Weapon (5 points): Adds the (G) tag to the weapon's tag. (Requirement: Must be a ranged attack. Cannot be a MAP attack.)
Indiscriminate Weapon (10 points): Adds (I:2) to the weapon's tag. Pay an additional 3 points for each increment of range. Must be a ranged attack. Maximum range of 20. (Requirement: Does not have the tags D, G, I, M, R, S, T, V or X.)
Melee Weapon (1 point): Adds (M) to the weapon's tag. Reduce the EN cost by 5. You may pay another 8 points to remove the (M) tag again without removing countercut or increasing the EN cost. Weapon must have (S) attribute instead. Attack must be melee or combo. (Requirement: Does not have the tags D, G, I or T and is not a Mothership.)
Projectile Attack (0 points): Adds the (P) tag. Must be a ranged attack. Increase ammunition by 50% or reduce EN/PC cost by 30%. (Requirement: Does not have the tags D or M.)
Rapid Fire (5 points): Adds the (R) attack to the weapon's tag. Reduce base damage by 30%. (Requirement: Does not have the tags D, I, T, V or X.)
Splash Damage (5 points): Adds (S) to the weapon's tag. Increase EN/PC cost by 50% or reduce ammunition by 30%. (Requirement: Does not have the tags D, I or T.)
Targetted Attack (12 points): Adds (T:2) to the weapon's tag. Pay an additional 5 points for each increment of range. Must be a ranged attack. Maximum range of 10. (Requirement: Does not have the tags D, I, M, R, S, V or X.)
Variable Strength Shot (12 points): Adds (V) to the weapon's tag. Base damage cannot be above 30. Minimum cost of 1 EN or 1 PC or 1 round. (Requirement: Does not have the tags D, I, R, T or X and is not a status attack.)
Multihit Shot (12 points): Adds (X) to the weapon's tag. Base damage cannot be above 20. Minimum cost of 1 EN or 1 PC or 1 round. (Requirement: Does not have the tags D, I, R, T or V and must have M if it is a status attack.)
Step 6: Multihit (May be purchased multiple times. Choose only one type. Cannot have the tags D, I, R, T, V or X.)
Standard Multihit Attack (+50% final point cost each): Add an additional x hit to the weapon. For example, (B) 20 damage/2 EN becomes (B) 20 damage x 2/2 EN. You may buy no more than two additional hits. Alternatively, you may buy both extra hit to make a damage, status attack into a damage + status attack. (Example: 20 damage, PARALYZE becomes 20 damage + PARALYZE.)
Simultaneous Strike (+25% final point cost each): Add an additional # hit to the weapon. For example, (B) 20 damage/2 EN becomes (B) 20 damage # 2/2 EN. (Eye lasers!) You may buy no more than four additional hits.