Anna Sanchez's Big Book'o'War
This is intended to be a quick rundown of how the Panoply's Abilities work mechanically, since sometimes it isn't clear from LDj's Ability Bible.
Crush (Melee)
Triples damage of an attack when it triggers. This does triple damage from Abilities that add +x% like Laser and Rain of Blow bonuses. Summit's weapon pretty much swings itself, so you don't need to worry about the two-handed part, the main restriction is that it takes a bit of space to 'get up to speed' and can't be used for defensive Intercepts.
Ex: Panoply: 1040 Base Damage, +99 Dice, +600 Horrific Speed Gap, +520 Ramming Speed!, +200 Light of Discovery +5200 Lieslayer, X3 CRUSH! = 22,977 Damage
Rain of Blows (Melee)
Gives five 'ticks' of bonus damage at 20% of Base Damage per tick. Hard to use against things faster than you in either APT or movement speed. Excellent cover or some kind of indestructible shield may negate it, just like Full-Auto. This also lets melee attacks spread out to hit more targets on the basis that you're hitting dozens of times with the given attack.
Ex: Panoply: 1040 Base Damage, Dice Negated, +208 Rain of Blows, +208 Rain of Blows, +208 Rain of Blows, +208 Rain of Blows, +208 Rain of Blows, +200 Light of Discovery = 2280 Damage
Intercept (Melee)
Uhhh, this is a tricky one. Intercept lets you throw yourself into an attack and contest it. The stronger attack wins and hits the loser for the difference in damage without offering recourse to dodge or negate. Intercepting attacks can be a good way to reduce damage by making attacks go through your damage output, but most things with Intercept have a way to deal more damage when intercepting.
Ex: Panoply: 1040 Base Damage, Dice Negated, +208 Rain of Blows, +208 Rain of Blows, +208 Rain of Blows, +208 Rain of Blows, +208 Rain of Blows, +520 Ramming Speed!, +520 RAGE, +200 Light of Discovery, x3 CRUSH = 9960 Damage
Intercept!
Mythril Spear: 5600 Base Damage, +125 Dice, -200 Falling Back, +300 Legendary Power = 5825 Damage
Panoply wins (Just ignore Punch-Through for now...)
4135 Intercept Damage to Starlancer
Laser
This has changed since last time I showed it
. Laser lets you spend actions 'charging your lazer', for every action spent gain a Laser tick on your next attack with +100% of Base Damage. You can spend actions charging up to the level of the weapon or Attacks per turn, whichever is greater. Charging up is fairly obvious and becomes more conspicuous the more charges you have. Has a lot in common with Ray, but Laser applies to both ranged and melee attacks and does damage in one grand strike. Combine with Crush and Slash Hell to make the GM cry.
Ex: Panoply: 1600 Base Damage, +666 Dice, +64000 (40 Laser charges), +200 Light of Discovery, X3 CRUSH! = 199398 Damage
Full-Auto (Ranged)
Gives five 'ticks' of bonus damage at 20% Base Damage per tick. Good for hitting things that are otherwise faster than you. May fail to activate against targets with good cover. Lets a ranged attack spread out to sweep over an area and hit more targets than usual. Needs moar Dakka.
Ex: Panoply: 1040 Base Damage, +471 Dice, +208 Full-Auto, +208 Full-Auto, +208 Full-Auto, +208 Full-Auto, +208 Full-Auto, +200 Light of Discovery = 2751 Damage
Double Tap (Ranged)
Duplicates the attack string once. Good combo potential with nearly everything, including passing out more stacks of Burn or inflicting Body Modifiers. If it matters MM is only considered to be rolled once.
Ex: Panoply: 1040 Base Damage, +2 Dice, +10 Surprise, +104 Rouges do it from Behind, +200 Light of Discovery = 1356 Damage
Panoply: 1040 Base Damage, +2 Dice, +10 Surprised Twice, +104 Rouges do it from Behind, +200 Light of Discovery = 1356 Damage
2712 Total Damage
Multi Shot (Ranged)
Just like Double Tap, except more so. For when you want to attack in triplicate.
Ordnance (Ranged)
If you hold still for your turn you can activate Ordnance for a special, very long ranged, bonus attack with +40% extra Damage. In Summit's case this takes the form of a rocket made of dense magic that she launches at a target. Combo with Homing to shoot around corners and over the horizon.
Collateral Damage
"See that guy? Fuck him and everyone near him." Large bonus Area-of-Effect to an attack. Makes attacks harder to dodge and can gain bonus damage against things huddling behind cover. A good option for when you want the bodies to fly.
Ex: A regular Crush attack against a swarm of demons turns the first rank into a broken mess, with Crush and Collateral Damage the first six rows get killed by each swing in a greater radius.
Manufacture
Lets you spend attacks fixing or setting up something.
Thick Armor
Armor Pierce and Juggernaut Abilities function at 75% effectiveness against targets that have Thick Armor. Improves odds of avoiding bad stuff that's thrown around, but not things specifically targeted at you.
Burn
Applies a stack of the "Burn" debuff to the target with each attack that hits. Inflicts 1% of the victim's maximum Health each round, each stack. May stack up to three times. Double Hit and other such Abilities can apply multiple stacks at once.
Spell Boost
Add the weapon's Base Damage and an extra MM roll to the power of spells cast. Usually not affected by things that improve attack damage. It's hard to crank up spellpower in UtOS-land.
Rend
Applies a Rend debuff of 50% of Final End Damage suffered by the target. Multiple Rend debuffs stack together for the sake of sanity. At the start of each turn the victim is hit by the Rend debuff as an attack. 'Falls off' if the victim is healed above the Health they had when the first debuff applied.
Ex: Summit takes 419 damage and gets a Rend debuff of 208. She's later struck for 1001 Damage and the Rend effect increases to 708. At the start of her turn she is attacked for 708 by the Rend debuff and resists all damage. She is then healed by 1200 and the Rend debuff is removed since she has more Health than she had after the first attack.