Weapons

OFF for Area-of-effect is +1 at the core, 0 at normal area and -1 at max range.

Each weapon has four stats; DMG, SPD, RNG and QL.

Damage

DMG is a static number that the weapon does for each point of OFF after all DEF has been deducted from the attack.

Speed

SPD is used for

  1. Determining the order of attack in any round. (goes from highest to lowest)
  2. Determining the number of points needed to reload the weapon (5 - speed).
Range

RNG is the usable range the weapon can be effectively used in. Although it seems short for most weapons, in reality the marked range is the optimal range of the weapon, it can can be used in shorter and longer ranges (but these induce bonuses or penalties). Take the optimal range and halve it, from 0m to this, you get +1 OFF. Multiply it by 3, and you get the maximum range to use without penalties. Multiply by 4 and you get how far you can hit with the weapon with -1 to OFF. 5x multiplier gets the maximum range the weapon can effectively used at (with -2 to OFF).

Weapon Quality

QL modifies OFF.

  1. Low Quality (LQ) = -1
    • Great Availability
    • Big Selection
    • 100% Price
  2. Normal (N) = 0
    • Fair Availability
    • Normal Selection
    • 150% Price
  3. High Quality (HQ) = +1
    • Poor Availability
    • Limited Selection
    • 200-500% Price
    • Subject to Licenses (Depends on campaign though.)

Melee

:!: Range for all melee weapons is 1m. This includes short spears1) when not thrown and all improved appliances (chairs, baseball bats, table legs, etc.)

1-handed

  • Daggers
    • DMG: STR-1, Piercing
    • SPD: Great (4)
  • Short Spears (when not thrown)
    • DMG: STR-1, Piercing
    • SPD: Great (2)
  • Swords
    • DMG: STR, Slashing
    • SPD: Good (3)
  • 1-h axes
    • DMG: STR-1, Crushing
    • SPD: Poor (1)
  • Maces & Clubs
    • DMG: STR, Blunt
    • SPD: Poor (1)
  • Flails
    • DMG: STR, Crushing
    • SPD: Terrible (0)

2-handed

  • 2-h swords
    • DMG: STR+1, Slashing
    • SPD: Poor (1)
  • 2-h axes
    • DMG: STR+2, Crushing
    • SPD: Terrible (0)
  • Long Spears (when not thrown)
    • DMG: STR+1, Piercing
    • SPD: Poor (1)
  • Large Clubs
    • DMG: STR+1, Blunt
    • SPD: Terrible (0)
  • Large Flails
    • DMG: STR+2, Crushing
    • SPD: Negative (-2)

Unarmed

  • SPD = Great (4)
  • DMG = STR-1, Blunt.

Ranged

:!: Rate of Fire ⇒ +1 OFF / (Rate of Fire - 10)

Bows

Small Guns

  • Pistols
    • Type: P
    • SPD: Good (3)
    • Range: 20m
  • Rifles (Single & Automatic)
    • Type: RIF
    • SPD: Poor (1) for bolt-action, Fair (2) for magazine-fed and Good (3) for military clip-fed rifles.
    • Range: 100m for clip-fed, 150m for magazine-fed and 200m for bolt-action. (1km for lazer-rifles)
  • Shotguns2)
    • Type: SHT3)
    • SPD: Fair (2)
    • Range: 10m
  • Submachine guns
    • Type: SMG
    • SPD: Fair (2)
    • Range: 30m

Heavy Weapons

  • Heavy Machine Guns
  • Light Machine Guns
  • Grenade Launchers
  • Bazookas
  • Human-carried missile launchers
  • Large-caliber rifles (also heavy sniper rifles when not fired using optics)

Sniping

  • Sniper Rifles
  • Crossbows w/ optics
  • Other rifles w/ optics in single/semi-auto mode

Thrown

  • Shurikens
  • Throwing Daggers
  • Throwing Axes
  • Grenades
  • Rocks

Special

Vehicle-Mounted Weapons

Siege Weapons

  • Catapult
  • Ballista
  • Missile Battery
  • Cannon
  • Howitzer
1) long spears have a range of 2m, but induce a -2 penalty to OFF when used in melee
2) Special rule concerning shotguns: if you want to hit 2-3 characters that are in melee, you don't need to pay 1pt of OFF to change targets, shotgun hits 1-3 characters if they are within melee distance of each other.
3) for single-shot or semi-auto, full-auto shotguns are considered heavy weapons
 
character_creation/weapons.txt · Last modified: 2009/07/26 01:36 by antti
 
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