Difference between revisions of "SWWeapons"

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| Armor Piercing ||  ||  ||  ||  ||  || +2 || +1 ||
 
| Armor Piercing ||  ||  ||  ||  ||  || +2 || +1 ||
 
|-align=center
 
|-align=center
| Auto-Fire ||  ||  ||  ||  || ||  || +1 || RoF +1
+
| Auto-Fire ||  ||  ||  ||  || ||  || +1 || RoF +1; if RoF used take +1 difficulty to all attacks
 
|-align=center
 
|-align=center
 
| Energy Weapon ||  ||  ||  ||  ||  ||  || +1 || cannot run out of ammo
 
| Energy Weapon ||  ||  ||  ||  ||  ||  || +1 || cannot run out of ammo
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A character can equip weapons which use no more than their Strength/2 in space.
 
A character can equip weapons which use no more than their Strength/2 in space.
 
A weapon with RoF ≥ 2 takes -(RoF-1) to-hit on all attacks.
 
  
 
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Revision as of 23:18, 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 4 8 12 2Str 0 1
Shotgun 4 6 8 2Str+d10 0 2
Mods
Scope +1 -1 -1
Long-Range Scope +2 -2 -2
Pistol Grip -1 +1 +1 +1 rifle and shotgun only
Shoulder Brace +1 -1 -1 handgun only
Silencer drop lowest -4 to Notice
High Damage +1d4 +1
Armor Piercing +2 +1
Auto-Fire +1 RoF +1; if RoF used take +1 difficulty to all attacks
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.

A character can equip weapons which use no more than their Strength/2 in space.