Difference between revisions of "SWWeapons"

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(Explosives)
(Guns)
Line 34: Line 34:
 
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.
  
Characters can equip large weapons which use no more than their Strength/3 (round up) in space. Characters can equip small weapons which use no more than their Strength/6 (round up) in space. A gun must have a pistol grip to be used one-handed.
+
Characters can equip large weapons which use no more than their Strength/3 (round up) in space. Characters can equip small weapons which use no more than their Strength/5 (round up) in space. A gun must have a 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 02:16, 2 May 2013

Guns

Type Difficulty to Hit Damage Space Used Special
2-10 11-50 51-250 251+
Base
Large 5 7 9 11 d10,d4 2
Small 5 7 11 d8 1
Mods
Scope +1 -1 -1 can be taken twice
Pistol Grip -1 +1 +1 +1
Silencer -2 die size -4 to Notice
Auto-Fire +1 die size +1 +1 die size for wild die
High Impact +3 die size +1
Armor Penetrating +1d4 +1

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

Characters can equip large weapons which use no more than their Strength/3 (round up) in space. Characters can equip small weapons which use no more than their Strength/5 (round up) in space. A gun must have a 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
Rocket Launcher 7 6 7 3d8 1 1 large burst, +2 AP to a target directly hit by the rocket, Shooting (Agility) to fire, on a miss the rocket continues in a straight line until it impacts something
Heavy Grenade 4 7 10 3d8 2 1* one use, medium burst
Heavy Energy Grenade 4 7 10 2d6 1 1* one use, medium burst, +3d8 damage to any electricity-based character (including robots, drones, and people wearing power armor)
Heavy Rocket Launcher 7 6 7 3d10 2 2 large burst, +2 AP to a target directly hit by the rocket, Shooting (Agility) to fire, on a miss the rocket continues in a straight line until it impacts something

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.