Difference between revisions of "SWWeapons"
From Quick Shot
Line 37: | Line 37: | ||
Ammo must be reloaded if a 1 is rolled on the wild die. An extra three loads of ammunition uses one space. | 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. | + | 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. A weapon must have pistol-grip to be used one-handed. |
Characters take a -2 penalty for using guns in melee. | Characters take a -2 penalty for using guns in melee. |
Revision as of 00:02, 25 April 2013
Guns
Type | Difficulty to Hit | Damage | AP | Space Used | Special | |||
2-10 | 11-50 | 51-250 | 251+ | |||||
Base | ||||||||
Large | 5 | 7 | 9 | 11 | Str+2d4 | 1 | 2 | |
Small | 5 | 7 | 11 | 2Str | 0 | 1 | ||
Mods | ||||||||
Scope | +1 | -1 | -1 | |||||
Long-Range Scope | +2 | -2 | -2 | |||||
Pistol Grip | -1 | +1 | +1 | +1 | ||||
Silencer | drop lowest | -4 to Notice | ||||||
High Damage | +1d4 | +1 | ||||||
Armor Piercing | +2 | +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.
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. A weapon must have pistol-grip to be used one-handed.
Characters take a -2 penalty for using guns in melee.
Explosives
Type | Difficulty to Hit | Damage | AP | Space Used | Special | |||
2-10 | 11-50 | 51-250 | 251+ | |||||
Grenade | 4 | 7 | 10 | 3d6 | 1 | 1/3 | one use, medium burst | |
Energy Grenade | 4 | 7 | 10 | 2d6 | 1 | 1/3 | one use, medium burst, +2d6 damage to any electricity-based character (including robots, drones, and people wearing power armor) | |
Flash-Bang | 4 | 7 | 10 | 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 | 7 | 10 | 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 | 7 | 10 | 1/3 | one use, variable small-large burst, creates difficult terrain | |||
Sticky Grenade | 4 | 7 | 10 | 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 | |||
Heavy Grenade | 4 | 7 | 10 | 4d6 | 2 | 1* | one use, medium burst | |
Heavy Energy Grenade | 4 | 7 | 10 | 2d6 | 1 | 1* | one use, medium burst, +4d6 damage to any electricity-based character (including robots, drones, and people wearing power armor) |
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.
- Requires Strength d10+ or power armor to use.