Difference between revisions of "SWWeapons"
From Quick Shot
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When used two-handed, a character can equip weapons which use no more than their Strength/2 in space. When used one-handed, a character can equip weapons which use no more than their Strength/4 in space. | When used two-handed, a character can equip weapons which use no more than their Strength/2 in space. When used one-handed, a character can equip weapons which use no more than their Strength/4 in space. | ||
+ | |||
+ | Characters take a -2 penalty for using guns in melee. | ||
+ | |||
+ | {| border=1 cellspacing=0 cellpadding=5 align=center | ||
+ | |-align=center | ||
+ | | rowspan=2 | '''Type''' | ||
+ | | colspan=4 | '''Difficulty to Hit''' | ||
+ | | rowspan=2 | '''Damage''' | ||
+ | | rowspan=2 | '''AP''' | ||
+ | | rowspan=2 | '''Space Used''' | ||
+ | | rowspan=2 | '''Special''' | ||
+ | |-align=center | ||
+ | | '''2-10''' || '''11-50''' || '''51-250''' || '''251+''' | ||
+ | |-align=center | ||
+ | | colspan=9 | Base | ||
+ | |-align=center | ||
+ | | Grenade || 4 || 8 || || || 3d6 || 1 || 1/3 || one use, medium burst | ||
+ | |-align=center | ||
+ | | Energy Grenade || 4 || 8 || || || 2d6 || 1 || 1/3 || one use, medium burst, +2d6 damage to any electricity-based character (including people wearing power armor) | ||
+ | |-align=center | ||
+ | | Flash-Bang || 4 || 8 || || || || || 1/3 || one use, large burst, characters in the burst must make an Agility check at a -2 (-4 on a raise by the thrower) to avoid being Shaken | ||
+ | |-align=center | ||
+ | | Smoke Grenade || 4 || 8 || || || || || 1/3 || one use, large burst, creates -4 concealment under normal conditions, -2 in a windy environment, -6 in a still, highly confined space | ||
+ | |-align=center | ||
+ | | Spike Grenade || 4 || 8 || || || || || 1/3 || one use, variable small-large burst, creates difficult terrain | ||
+ | |-align=center | ||
+ | | Sticky Grenade || 4 || 8 || || || || || 1/3 || one use, one hex (small burst at 2 lb.), characters in the burst must make an Agility check at a -2 (-4 on a raise by the thrower) to avoid being restrained (can't move, -2 to Strength and Agility) can break free with Difficulty 6 Agility or Strength check | ||
+ | |} | ||
+ | |||
+ | A grenade pack uses one space and contains three grenades. | ||
+ | |||
+ | Grenades may be used as thrown weapons with Athletics (Agility), as variable-range proximity mines, or remote-detonation mines. Multiple proximity mines may be networked together to explode in unison. | ||
__NOTOC__ | __NOTOC__ |
Revision as of 23:34, 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; if RoF used take +1 difficulty to all attacks | ||||||
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.
When used two-handed, a character can equip weapons which use no more than their Strength/2 in space. When used one-handed, a character can equip weapons which use no more than their Strength/4 in space.
Characters take a -2 penalty for using guns in melee.
Type | Difficulty to Hit | Damage | AP | Space Used | Special | |||
2-10 | 11-50 | 51-250 | 251+ | |||||
Base | ||||||||
Grenade | 4 | 8 | 3d6 | 1 | 1/3 | one use, medium burst | ||
Energy Grenade | 4 | 8 | 2d6 | 1 | 1/3 | one use, medium burst, +2d6 damage to any electricity-based character (including people wearing power armor) | ||
Flash-Bang | 4 | 8 | 1/3 | one use, large burst, characters in the burst must make an Agility check at a -2 (-4 on a raise by the thrower) to avoid being Shaken | ||||
Smoke Grenade | 4 | 8 | 1/3 | one use, large burst, creates -4 concealment under normal conditions, -2 in a windy environment, -6 in a still, highly confined space | ||||
Spike Grenade | 4 | 8 | 1/3 | one use, variable small-large burst, creates difficult terrain | ||||
Sticky Grenade | 4 | 8 | 1/3 | one use, one hex (small burst at 2 lb.), characters in the burst must make an Agility check at a -2 (-4 on a raise by the thrower) to avoid being restrained (can't move, -2 to Strength and Agility) can break free with Difficulty 6 Agility or Strength check |
A grenade pack uses one space and contains three grenades.
Grenades may be used as thrown weapons with Athletics (Agility), as variable-range proximity mines, or remote-detonation mines. Multiple proximity mines may be networked together to explode in unison.