Weapons¶
All melee weapons use the Melee skill, while ranged weapons use the Light weapon skill, unless otherwise noted.
Weapon Asset
Every Weapon can count as an Asset when trying to intimidate somebody with the Intimidate Skill.
Primary & Secondary Weapons¶
You can only have one primary and secondary weapon, but unlimited tertiary weapons. You have to designate one weapon as the primary weapon, and a different one as secondary weapon. You can change this anytime, but not within a Crisis.
Primary and secondary weapons are influenced by Equipment Traits such as the Chest Rig, while all other weapons aren’t.
Weapon Stats¶
HIT¶
indicates the bonus or penalty the Attack Skill roll receives.
DMG¶
indicates the damage this weapon deals.
AoE (AoE DMG)¶
indicates how big the radius is in tiles around the center of the Area of Effect, and how high the damage is in the center of the AoE. Creatures within the radius are effected by the AoE, while creatures outside are uneffected.
RNG¶
indicates the weapons range increment. Each increment imposes a cumulative
-1
penalty to the attack. RNG times 10 is the maximum effective range of
the weapon. Any target within the weapons first range increment does not impose
a penalty.
RoF¶
indicates the weapons rate of fire. See RoF.
MAG¶
indicates the number of magazines. A long rest refills the amount of magazines you have. MAG can also be refilled with LOOT.
CAP¶
indicates the amount of uses per magazine. The weapon has to be reloaded if the current capacity reaches zero.
REL¶
indicates how much AP it takes to reload the weapon.
[GM Tip] - Realistic Magazines
When a weapon is reloaded any remaining bullets in the current magazine are lost, unless the magazine is purposely kept and its bullet retrieved. This should only be doable outside of combat, or when in combat and outside of immediate danger.
[GM Tip] - MAG refilling
If your setting requires it, you can overrule the MAG refilling rule. Buying one MAG should cost one-hundreth of the weapon’s Cost.
Weapon Tags¶
A weapon can have one or more of the following tags.
Burst¶
Weapons with the Burst Tag can only fire a single bullet or a number of bullets equal to its RoF. You can add and deal the damage for all Attacks that hit as if they were a single Attack.
Close range¶
Close range weapons deal double their weapon damage when Attacking targets within the first range increment.
Long range¶
If you make an Attack with an RoF of 1
you deal a single die more damage.
A weapon with 2d6 damage would deal 3d6 instead when using an
RoF of 1
.
Explosive¶
An explosive weapon deals more damage, the closer the target is to the center of
the AoE. At the center, an explosive weapon deals all its dice as damage.
Per tile away from the center, the weapon deals one die less, to a minimum of a
single die of its damage.
For example, a Grenade deals 3d8 damage at the center. 2d8 next to
the center, and 1d8 when the target is two tiles away. Three tiles away
the grenade doesn’t deal any damage anymore.
Melee Weapons¶
All weapons listed in this category use the Melee Skill for Attacks.
Name | DMG | RoF | Bulk | Cost | RES |
---|---|---|---|---|---|
Unarmed | Body - 2 | 1 | - | - | - |
Improvised blunt weapon | Body - 1 | 1 | 1 | - | - |
Improvised sharp weapon | Body - 1 | 1 | 1 | - | - |
Brass knuckles | Body | 1 | L | 100 | - |
Knife | Body | 1 | L | 100 | - |
Baton | Body | 1 | L | 250 | - |
Sword | 2x Body | 1 | 2 | 1.000 | 1 |
Ranged Weapons¶
All weapons listed in this category use the Light Weapons Skill for Attacks.
Name | DMG | RNG | RoF | MAG | CAP | REL | Bulk | Cost | RES | Tags |
---|---|---|---|---|---|---|---|---|---|---|
Pistol | d6 | 4 | 2 | ∞ | 7 | 2 | 1 | 1.000 | - | |
SMG | d6 | 4 | 3 | 4 | 25 | 2 | 2 | 3.000 | 1 | |
Shotgun | 2d6 | 2 | 1 | - | 24 | 1 | 4 | 2.500 | 1 | Attack: 3 AP; close range |
Carbine | d10 | 5 | 3 | 3 | 30 | 2 | 3 | 5.000 | 2 | |
Battle Rifle | d12 | 10 | 1 | 3 | 20 | 2 | 4 | 10.000 | 2 | |
Sniper Rifle | 2d12 | 20 | 1 | - | 5 | 1 | 5 | 25.000 | 3 | Attack: 3 AP; |
Thrown Weapons¶
All weapons listed in this category use the Athletics Skill for Attacks. Thrown weapons are usually one-time use items.
Without any equipment that can hold thrown weapons, you can only carry one combat-ready thrown weapon with you at any time. You can still have backups in e.g. a backpack.
Name | AoE | RNG | Bulk | Cost | RES | Tags |
---|---|---|---|---|---|---|
Grenade | 3d8 | 4 | L | - | explosive | |
Molotov Cocktail | d4 | 3 | L | - | Burns the area 1 tile away from the center for 1d4 rounds with 1 Fire damage. | |
Smoke Grenade | - (2) |
4 | L | - | Obscures an area with smoke. | |
Stun Grenade | - (3) |
4 | L | - | Applies Stunned for 1 round. |
Heavy Weapons¶
All weapons listed in this category use Heavy Weapons Skill for Attacks.
Name | AoE | RNG | RoF | MAG | CAP | REL | Bulk | Cost | RES | Tags |
---|---|---|---|---|---|---|---|---|---|---|
RPG | 4d8 | 10 | 1 | - | 1 | 4 | 8 | 20.000 | 4 | Attack: 4 AP; explosive |