SWWeapons
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 | ||||||
Energy | +1 | can't run out of ammo | ||||||
Melee | - | - | - | - | +1d6 | melee only |
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 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.