Difference between revisions of "SWWeapons"

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| colspan=9 | Mods
 
| colspan=9 | Mods
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| Auto-Fire ||  ||  ||  ||  || drop lowest || -1 ||  || RoF +1, rifle and handgun only
 
 
|-align=center
 
|-align=center
 
| Scope || +1 ||  || -1 || -1 ||  ||  ||  ||
 
| Scope || +1 ||  || -1 || -1 ||  ||  ||  ||
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| Armor Piercing ||  ||  ||  ||  ||  || +2 || +1 ||
 
| Armor Piercing ||  ||  ||  ||  ||  || +2 || +1 ||
 +
|-align=center
 +
| Auto-Fire ||  ||  ||  ||  || ||  || +1 || RoF +1
 
|-align=center
 
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| Energy Weapon ||  ||  ||  ||  ||  ||  || +1 || cannot run out of ammo
 
| Energy Weapon ||  ||  ||  ||  ||  ||  || +1 || cannot run out of ammo

Revision as of 23:14, 24 April 2013

Weapon Building

Type Difficulty to Hit Damage AP Space Used Special
2-10 11-50 51-250 251+
Base
Rifle 5 7 9 11 Str+2d4 1 2
Handgun 4 8 12 2Str 0 1
Shotgun 4 6 8 2Str+d10 0 2
Mods
Scope +1 -1 -1
Long-Range Scope +2 -2 -2
Pistol Grip -1 +1 +1 +1 rifle and shotgun only
Shoulder Brace +1 -1 -1 handgun only
Silencer drop lowest -4 to Notice
High Damage +1d4 +1
Armor Piercing +2 +1
Auto-Fire +1 RoF +1
Energy Weapon +1 cannot run out of ammo

Ammo must be reloaded if a 1 is rolled on the wild die. An extra three loads of ammunition uses one space.

A character can equip weapons which use no more than their Strength/2 in space.