Difference between revisions of "SWWeapons"

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| colspan=9 | Base
 
| colspan=9 | Base
 
|-align=center
 
|-align=center
| Large || 5 || 7 || 9 || 11 || 2d6 || 1 || 2 ||
+
| Large || 5 || 7 || 9 || 11 || d8+d4 || 1 || 2 ||
 
|-align=center
 
|-align=center
| Small || 5 || 7 || 11 ||  || 2d4 || 0 || 1 ||
+
| Small || 5 || 7 || 11 ||  || d10 || 0 || 1 ||
 
|-align=center
 
|-align=center
 
| colspan=9 | Mods
 
| colspan=9 | Mods
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| Auto-Fire || -1 || -1 || -1 || -1 || ||  || +1 ||
 
| Auto-Fire || -1 || -1 || -1 || -1 || ||  || +1 ||
 
|-align=center
 
|-align=center
| High Damage ||  ||  ||  ||  || +1d4 ||  || +1 ||
+
| High Damage ||  ||  ||  ||  || +1 die size ||  || +1 ||
 
|-align=center
 
|-align=center
| Armor Piercing ||  ||  ||  ||  ||  || +2 || +1 ||
+
| Armor Piercing ||  ||  ||  ||  ||  || +1 || +1 ||
 
|-align=center
 
|-align=center
 
| Energy Weapon ||  ||  ||  ||  ||  ||  || +1 || cannot run out of ammo
 
| Energy Weapon ||  ||  ||  ||  ||  ||  || +1 || cannot run out of ammo
 
|-align=center
 
|-align=center
| Heavy ||  ||  ||  ||  || +1d4 || +2 || +2 ||
+
| Half-Heavy ||  ||  ||  ||  || +1d4 || || +2 || requires power armor or better to equip
 
|-align=center
 
|-align=center
| Artillery ||  ||  ||  ||  || +2d6 || +4 || +5 ||
+
| Heavy ||  ||  ||  ||  || +1d4 || +2 || +2 || requires mount
 +
|-align=center
 +
| Artillery ||  ||  ||  ||  || +2d6 || +4 || +5 || requires artillery vehicle mount
 
|}
 
|}
  
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Characters take a -2 penalty for using guns in melee.
 
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.
  
 
==Explosives==
 
==Explosives==

Revision as of 05:41, 26 April 2013

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 -1 -1 +1
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.

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.