SWWeapons
Guns
Type | Difficulty to Hit | Damage | AP | Space Used | Special | |||
2-10 | 11-50 | 51-250 | 251+ | |||||
Base | ||||||||
Large | 5 | 7 | 9 | 11 | d8+d4 | 1 | 2 | |
Small | 5 | 7 | 11 | d10 | 0 | 1 | ||
Mods | ||||||||
Scope | +1 | -1 | -1 | can be taken twice | ||||
Pistol Grip | -1 | +1 | +1 | +1 | ||||
Silencer | drop lowest | -4 to Notice | ||||||
Auto-Fire | +1 | +1 die size for wild die | ||||||
High Damage | +1 die size | +1 | ||||||
Armor Piercing | +1 | +1 | ||||||
Energy Weapon | +1 | cannot run out of ammo | ||||||
Half-Heavy | +1d4 | +2 | requires power armor or better to equip | |||||
Heavy | +1d4 | +2 | +2 | requires mount | ||||
Artillery | +2d6 | +4 | +5 | requires artillery vehicle mount |
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.
Characters can equip large weapons which use no more than their Strength/2 in space. Characters can equip small weapons which use no more than their Strength/4 in space. A gun must have a pistol grip to be used one-handed.
Characters take a -2 penalty for using guns in melee.
Die size increases go from d4 to d6 to d8 to d10 to d12. Improving a d12 adds a d4, at which point die sizes increase as normal. For small weapons with multiple damage dice, adjust the dice to be as equal in size as possible by iteratively adjust the lowest die size up by one while decreasing the highest die size down by one.
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) |
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.