Chain attack
Described in: Core book (FAQ corrected)
Description
When a PC wielding a weapon with this effect removes an enemy brute or badass from combat (they do not necessarily have to kill their target, defeating them is enough) they may perform another attack on another enemy brute or badass in range. Doing this costs 3 EP and requires another attack roll, and the attack takes place at the same initiative as the previous one. If the second attack defeats its target, the effect can be used again, and so on. The energy cost is added to any other energy requirements the weapon may have. The weapon’s energy costs must be paid for each additional attack. Even if several enemies are defeated at once, they only trigger one chain attack.
Example: Mike’s character hits a brute with their chain attack stun batons. A lucky damage roll kills the opponent. Immediately after the lethal blow, Mike chooses to attack another target at a cost of 3 EP. He rolls another successful attack roll, hitting the next target, but doesn’t deal enough damage to kill it. This ends his character’s attack action.
Bound weapons
Q&A > Arsenal questions > General effect questions - Jan. 17, 2025, 12:31 p.m.
This effect has no range limit. Additional attacks can be performed on any target within the weapon’s regular range. The effect ends if a target survives an attack or if there are no targets “within range.”
Example: Using a ranged weapon with a medium range, chain attack provides additional attacks so long as there are targets within medium range. A melee weapon with the effect only works as long as there are targets in contact range.
Q&A > Arsenal questions > General effect questions - Jan. 17, 2025, 12:31 p.m.
An additional attack is granted if the primary target or any of the secondary targets from the scatter are defeated.
Q&A > Arsenal questions > Weapons - Jan. 17, 2025, 12:31 p.m.
Yes.