SWWeapons
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 |
Mods 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. Within a given weight class, grenade types may be specified as they are deployed.
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.