Difference between revisions of "SWWeapons"

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A given mod can be applied at most once.
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A given mod can be applied at most once to a specific weapon.
  
 
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.

Revision as of 02:05, 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
Auto-Fire -1 -1 -1 -1 +1
High Damage +1d4 +1
Armor Piercing +2 +1
Energy Weapon +1 +1 cannot run out of ammo
Heavy +1d4 +2 +2

A given mod can be applied at most once to a specific weapon.

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 guns which use no more than their Strength/2 in space. When used one-handed, a character can equip guns which use no more than their Strength/4 in space. A gun 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 (Strength), 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.