If you use an action with the attack trait more than once on the same turn, your attacks after the first take a penalty called a multiple attack penalty. Your second attack takes a –5 penalty, and any subsequent attacks take a –10 penalty.
The multiple attack penalty doesn’t apply to attacks you make when it isn’t your turn (such as attacks made as part of a reaction).
When the result of your attack roll with a weapon or unarmed attack equals or exceeds your target’s AC, you hit your target! Roll the weapon or unarmed attack’s damage die and add the relevant modifiers, bonuses, and penalties to determine the amount of damage you deal. Calculate a damage roll as follows.
Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties
Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties
Ranged weapons don’t normally add an ability modifier to the damage roll, though thrown weapons add your full Strength modifier.
When you achieve a critical success on an attack roll, you land a critical hit. If you critically hit, you add the additional critical bonus dice to your damage roll.
Any flat bonuses to damage are not increased by a critical hit, unless otherwise noted.
Most agents involved in the Secret Wars start off with proficiency in Handguns and Simple Melee Weapons. Certain backgrounds might also grant proficiency in other weapons, such as longarms, advanced weapons, or unarmed combat.
All characters are proficient with any natural weapon they might have, such as claw attacks or bite attacks.
If you use a weapon you are not proficient with, you take a -4 on all checks made with that weapon.
Proficiency for weapon types are available through the following feats:
Advanced Weapon Proficiency: Axes, Clubs, Flails, Hammers, Heavy Blades, Light Blades, Polearms, Spears, Tech Weapons
Archery Proficiency: Bows, Slings, Thrown Weapons
Combat Martial Arts: Unarmed Attacks
Grenade Proficiency: Grenades
Handgun Proficiency: All Handguns
Heavy Firearms: Cannons, flamethrowers, heavy machine guns, grenade launcher, rocket launcher
Longarm Proficiency: All Longarms
Simple Weapon Proficiency: All Simple Weapon.
Like most items, weapons have bulk. The amount of Bulk you can carry is determined by your Strength.
A weapon with a bulk of L is called a "Light Weapon" and can be used when grappled, entangled or otherwise bound.
A weapon with a bulk of 1 can be wielded in one hand.
A weapon with a bulk of 2 requires two hands to wield.
A weapon with a bulk of 3 is incredibly unwieldy, and the wielder to kneel or use another stabilizer before firing. You can take 1 action to stabilize yourself. Attacking without stabilizing imparts a -4 penalty to all attack rolls made with a Bulk 3 weapon.
A weapon with a bulk of 4 is too heavy for most people to use. These are usually mounted on turrets or vehicles. Attempts to use them while stabilized impart a -4 penalty to all attack rolls, while attempts to use them unstabilized impart a -8 penalty to attack rolls.
A creature with a size of 7 treats all weapons all if they were 1 bulk less, but cannot wield weapons whose bulk is below L. A creature of size 9 treats all weapons as if they were 2 bulk less, and cannot wield L or 1 Bulk weapons. This pattern continues.
A weapon designed for larger creatures increases its step by 1 for every Size of creature it is designed for over 5. So a Greatsword is normally Size 2. But if designed for a werewolf in their war-form, which is Size 7, the greatsword would be Bulk 4. This also increases the weapon's damage dice by a similar number of steps. So a Bulk 4 greatsword would increase from Step 9 damage (2d8) to Step 11, and deal 3d8 damage.
While most weapons in Secret Wars are sized for humans and those like them, there are giants wielding massive clubs, pixies wielding rapiers, and mages enchanting their weapons so they hit like a dump truck.
Weapons made smaller or larger adjust their Damage Steps as follows. When your weapon changes size or mass, always use the base Damage dice, even if your weapon normally uses the damage dice listed under Alternative.
This weapon size modifier also applies to critical bonus die. For example, a knife deals 1d4 damage with a bonus +2d4 damage on a critical hit. A knife affected by the mage spell Gravity Weapon is treated as 2 sizes bigger on the first attack in a turn. This means the enhanced knife deals 1d8 damage on a hit (from Step 4 to Step 6); and it deals +2d6 bonus damage on a critical hit (from Step 6 to Step 8).
Weapons with the Agile trait strike quickly. Reduce the penalties for multiple attacks using this weapon by 1. So the second attack you make with this weapon each turn only takes a -4, and the third only takes a -8.
A weapon with the the Blast trait fires in a cone that extends out only to its first range increment. It cannot attack creatures beyond that range. For each attack you make with a Blast weapon, make an attack at a -2 penalty against all creatures in the cone. Roll damage only once for all targets. You cannot avoid shooting at allies in a cone, nor can you shoot any creature more than once.
Attacks with blast weapons ignore concealment. A blast weapon cannot benefit from any feat or ability that improves precision damage, such as sneak attacks.
Weapons with the Concealed trait are inconspicuous and easy to hide. You gain a +2 circumstance bonus to Stealth checks and DCs to hide or conceal a weapon with this trait.
Weapons with the Disarming trait are balanced in such a way to facilitate disarming an opponent. When wielding a weapon with this trait, you can use a Melee Weapons trait to disarm your opponent, and you do not need a hand free to make the Disarm manoeuvre. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.
Weapons with the Finesse trait are agile, and skilled fighters can leverage their dexterity to land a blow when wielding one. Those with the Weapon Finesse feat can choose whether to make attack rolls using either their Dexterity or Strength modifier.
Weapons with the Grapple trait are designed to entangle foes. When wielding a weapon with this trait, you can use a Melee Weapons trait to grapple your opponent, and you do not need a hand free to make the Grapple manoeuvre. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Weapons with the Knockdown trait carry serious weight with their impacts. If you land a critical hit with a knockdown weapon, your target is also knocked prone.
Weapons with the Parrying trait are designed to aid in the defence of their wielder, if necessary. If you fight defensively while wielding a parrying weapon, add a +2 circumstance bonus to your Armor until the start of your next turn.
A Thrown weapon can be used to make ranged attacks up to its range increment. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When throwing a weapon, use Athletics instead of Melee Weapons to attack.
When you throw a weapon, you cannot use it again until you retrieve it.
Weapons with the Trip trait are designed to throw their targets off balance. When wielding a weapon with this trait, you can use a Melee Weapons trait to trip your opponent, and you do not need a hand free to make the Trip manoeuvre. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.