Difference between revisions of "SWWeapons"

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| colspan=9 | Mods
 
| colspan=9 | Mods
 
|-align=center
 
|-align=center
| Scope || +1 ||  || -1 || -1 ||  ||  || can be taken twice
+
| Scope || +1 ||  || -1 || -1 ||  ||  ||
 
|-align=center
 
|-align=center
 
| Pistol Grip || -1 || +1 || +1 || +1 ||  ||  ||
 
| Pistol Grip || -1 || +1 || +1 || +1 ||  ||  ||
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Options may be taken multiple times.
  
 
Drop one damage die for each point of armor. Roll remaining damage dice, exploding as usual, and use highest as damage.
 
Drop one damage die for each point of armor. Roll remaining damage dice, exploding as usual, and use highest as damage.

Revision as of 03:32, 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,d8,d6,d4 2
Small 5 7 11 d10,d6 1
Mods
Scope +1 -1 -1
Pistol Grip -1 +1 +1 +1
Silencer -2 die size -4 to Notice
High Recoil +1 +2 +3 +4 +2 die size
Auto-Fire -1 die size +1 +2 die size for wild die
High Impact +3 die size +1
Armor Penetrating +1d4 +1
Energy -1 +1 +1 die size +1 can't run out of ammo
Melee - - - - +1d6 melee only


Options may be taken multiple times.

Drop one damage die for each point of armor. Roll remaining damage dice, exploding as usual, and use highest as damage.

Ammo must be reloaded (minor action) if a 1 is rolled on the skill die. Guns jam (requires action to clear) on critical failure (any two dice are 1). 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 weapon must be small to be used one-handed, and if ranged have a pistol grip.

Characters take a -2 penalty for using non-melee weapons in melee.

Strength Small Large
d4 1 2
d6 2 2
d8 2 3
d10 2 4
d12 3 4

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.