Difference between revisions of "SWWeapons"

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| Armor Piercing || - || - || - || - || - || +2 || +1 ||
 
| Armor Piercing || - || - || - || - || - || +2 || +1 ||
 
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| Energy Weapon || - || - || - || - || +1d4 || -1 || +1 || cannot run out of ammo
+
| Energy Weapon || - || - || - || - || drop lowest || +1 || +1 || cannot run out of ammo
 +
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| Half-Heavy || - || - || - || - || +1d6 || +1 || +2 || sized for use while wearing power armor
 +
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 +
| Heavy || - || - || - || - || +1d8 || +2 || +4 || sized for mounting on vehicles or power armor
 
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Revision as of 21:57, 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 5 8 12 - 2Str 0 1
Shotgun 4 6 8 - 2Str+d10 0 2
Mods
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 - - - - drop lowest +1 +1 cannot run out of ammo
Half-Heavy - - - - +1d6 +1 +2 sized for use while wearing power armor
Heavy - - - - +1d8 +2 +4 sized for mounting on vehicles or power armor

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