Difference between revisions of "Weapons"
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| Throwing Knife/Star/Spike || 2 || 1 wing || XS || 2x1/3x3 || 3 || 5 (5 + 0) || 2 || 4 / 6 / 7 | | Throwing Knife/Star/Spike || 2 || 1 wing || XS || 2x1/3x3 || 3 || 5 (5 + 0) || 2 || 4 / 6 / 7 | ||
|- | |- | ||
− | | Throwing Axe || 2 || 1 wing || S || 1x1/4x3 || 2 || | + | | Throwing Axe || 2 || 1 wing || S || 1x1/4x3 || 2 || 7 (6 + 1) || 4 || 4 / 7 / 13 |
|- | |- | ||
| Primitive Bow || 2 || 1 crest || L || 4x1/4x3 || 2 || 9 (7 + 2) || 8 || 30 / 60 / 90 | | Primitive Bow || 2 || 1 crest || L || 4x1/4x3 || 2 || 9 (7 + 2) || 8 || 30 / 60 / 90 |
Revision as of 09:59, 2 August 2014
Contents
Overview
Weapons are broken down into various subtypes based on their primary mode of action. Melee weapons require the character to be in melee range (within a couple meters) to be used whereas ranged weapons can function out to their effect ranges. Ranged weapons are further broken down into sub-types as well and categorizes roughly by technology level and form factor. The first republic saw the pinnacle of the industrial war machine and while the second republic did see further advances they were not on the scale the denizens of the 25th century were accustomed to. Slug guns and swords are still the most common weapons amongst those that can afford them.
Melee Weapons
Melee weapons are simpler and less complicated than their ranged counterparts. Cheap and brutally effective when in range, the majority of the 50th centuries armies are equipped with metal melee weapons and little else.
Key
- Tech Level: The basic level of technology required to produce these weapons en-mass. One lower allows modification and repair without penalty.
- Cost: The average cost to purchase the weapon. YMMV
- Size: Sizes range from eXtra Small (fits in the palm of your hand) to eXtra Large (2 meters or larger). Weight is a factor in size as well. XL weapons cannot be wielded in a single hand. The size of a weapon will determine base encumbrance.
- Damage: Damage is usually split up into two dice pools that can be read as (number of dice) that produce (amount of damage). So '3x3' means roll 3 dice that each produce 3 damage on a success. More information about damage dice can be found in Dramatic Scenes
- Damage TN: The base target number for each damage dice rolled. Success on the attack can raise this to 7 whereas target armor can lower it to 0.
- Speed: For melee weapons speed is broken down into (base speed) + (backswing speed). Various game factors can effect or use either value but in the end the total ticks for an attack with the listed weapon is generally the combined value.
- Special: Any special effects for the given weapon.
Weapon | Tech Level | Cost | Size | Damage | Damage TN | Speed | Special |
---|---|---|---|---|---|---|---|
Knife (tool) | 2 | 1 | S | 2x1/3x3 | 1 | 6 (5 + 1) | Found in the kitchen |
Combat Knife | 4 | 5 | S | 3x1/3x3 | 2 | 6 (5 + 1) | |
Short Sword/Machete | 2 | 8 | M | 4x1/4x3 | 2 | 8 (6 + 2) | |
Long/Broad Sword/Scimitar | 2 | 15 | L | 5x1/5x3 | 2 | 10 (7 + 3) | |
Flamberge/Claymore | 2 | 30 | XL | 6x1/6x3 | 2 | 12 (8 + 4) | |
Hatchet | 2 | 5 | S | 1x1/5x3 | 2 | 8 (6 + 2) | |
Small Axe | 2 | 8 | M | 2x1/6x3 | 2 | 10 (7 + 3) | |
Battle Axe | 2 | 15 | L | 3x1/7x3 | 2 | 12 (8 + 4) | |
War Axe | 2 | 30 | XL | 4x1/8x3 | 2 | 14 (9 + 5) | |
Blackjack | 1 | 5 | S | 4x1/4x3 | 3 | 6 (5 + 1) | Stun damage |
Cudgel | 1 | 8 | M | 4x1/4x3 | 3 | 10 (7 + 3) | |
Mace | 2 | 15 | L | 5x1/5x3 | 3 | 12 (8 + 4) | |
War Maul | 2 | 30 | XL | 6x1/6x3 | 3 | 14 (10 + 5) | |
Jo Staff | 1 | 1 | L | 6x1/2x3 | 2 | 8 (6 + 2) | |
Bo/Quarterstaff | 1 | 2 | XL | 6x1/4x3 | 2 | 10 (7 + 3) | +1 Parry |
Spear | 2 | 3 | L | 6x1/4x3 | 2 | 9 (7 + 2) | +1 Stop Charge, -1 Parry |
Pike | 2 | 5 | XL | 7x1/5x3 | 2 | 11 (8 + 3) | +1 Reach, +2 Stop Charge, -2 Parry |
Halberd/Glaive | 2 | 10 | XL | 6x1/6x3 | 2 | 13 (9 + 4) | +1 Reach |
Primitive Ranged/Thrown Weapons
These weapons come from ancient history, which means they are prevalent within Fading Suns. They function exactly like any typical ranged weapon, only they're icky and usually silent. Who'd want that?
Primitive Ranged Weapons Key
- Tech Level: The basic level of technology required to produce these weapons en-mass. One lower allows modification and repair without penalty.
- Cost: The average cost to purchase the weapon. YMMV
- Size: Sizes range from eXtra Small (fits in the palm of your hand) to eXtra Large (2 meters or larger). Weight is a factor in size as well. XL weapons cannot be wielded in a single hand. The size of a weapon will determine base encumbrance.
- Damage: Damage is usually split up into two dice pools that can be read as (number of dice) that produce (amount of damage). So '3x3' means roll 3 dice that each produce 3 damage on a success. More information about damage dice can be found in Dramatic Scenes
- Damage TN: The base target number for each damage dice rolled. Success on the attack can raise this to 7 whereas target armor can lower it to 0.
- Speed: For ranged weapons speed is broken down into (action speed) + (recoil). Various game factors can effect or use either value but in the end the total ticks for an attack with the listed weapon is generally the combined value.
- Reload: The total amount of ticks it takes to reload the weapon. For thrown weapons this assumes the weapon is in some kind of easily accessible sheath/holster.
- Range: Range is broken down into four categories, with three listed in the chart : Short/Medium/Long (Extreme is 2x Long)
- Special: Any special effects for the given weapon.
Weapon | Tech Level | Cost | Size | Damage | Damage TN | Speed | Reload | Range | Special |
---|---|---|---|---|---|---|---|---|---|
Throwing Knife/Star/Spike | 2 | 1 wing | XS | 2x1/3x3 | 3 | 5 (5 + 0) | 2 | 4 / 6 / 7 | |
Throwing Axe | 2 | 1 wing | S | 1x1/4x3 | 2 | 7 (6 + 1) | 4 | 4 / 7 / 13 | |
Primitive Bow | 2 | 1 crest | L | 4x1/4x3 | 2 | 9 (7 + 2) | 8 | 30 / 60 / 90 | |
Long Bow | 3 | 10 | XL | 5x1/5x3 | 2 | 11 (8 + 3) | 8 | 50 / 100 / 150 | |
Tactical/Hunting Bow | 4 | 15 | L | 4x1/5x3 | 2 | 10 (8 + 2) | 7 | 40 / 80 / 120 | |
Hand Crossbow | 3 | 7 | S | 3x1/3x3 | 2 | 9 (7 + 2) | 9 | 15 / 30 / 45 | |
Hunting Crossbow | 3 | 10 | M | 4x1/4x3 | 2 | 10 (7 + 3) | 14 | 40 / 80 / 120 | |
Heavy Crossbow | 3 | 15 | L | 5x1/5x3 | 2 | 11 (7 + 4) | 20 | 60 / 120 / 180 | Ignores 1 point of Deflection |
Arbalest | 3 | 18 | XL | 6x1/6x3 | 2 | 12 (7 + 5) | 40 | 90 / 180 / 270 | Ignores 2 point of Deflection |
Handguns
Weapon | Tech Level | Cost | Size | Damage | Damage TN | Speed | Reload | Range | Magazine | Ammo | Special |
---|---|---|---|---|---|---|---|---|---|---|---|
Palm Pistol | 3 | 50 | XS | 3x1/3x3 | 1 | 10 | 3 + 2/shot | 7 / 14 / 28 | 4 | .22 Caliber | |
Light Revolver | 3 | 100 | S | 4x1/4x3 | 1 | 10 | 3 + 2/shot | 10 / 20 / 30 | 6 | .32 Caliber | |
Revolver | 3 | 200 | S | 5x1/5x3 | 1 | 10 | 3 + 2/shot | 12 / 24 / 36 | 6 | .40 Caliber | |
Heavy Revolver | 3 | 250 | M | 6x1/6x3 | 1 | 10 | 3 + 2/shot | 13 / 26 / 39 | 6 | .47 Caliber | Dirty fucking Harry |
Assassin's Pistol | 4 | 75 | XS | 3x1/3x3 | 1 | 9 | 7 | 6 / 12 / 18 | 15 | .22 Caliber | |
Light Autofeed Pistol | 4 | 150 | S | 4x1/4x3 | 1 | 9 | 7 | 9 / 18 / 27 | 15 | .32 Caliber | |
Autofeed Pistol | 4 | 250 | S | 5x1/5x3 | 1 | 9 | 7 | 11 / 22 / 33 | 6 | .40 Caliber | |
Heavy Revolver | 4 | 300 | M | 6x1/6x3 | 1 | 9 | 7 | 12 / 24 / 36 | 6 | .47 Caliber | ... And the fact that I've got "Desert Eagle point five O"... |
Shotguns
Weapon | Tech Level | Cost | Size | Damage | Damage TN | Speed | Reload | Range | Magazine | Ammo | Special |
---|---|---|---|---|---|---|---|---|---|---|---|
Sawed Off Shotgun | 3 | 50 | M | 5x1/5x3 | 2 | 10 | 2 + 1/shot | 6 / 11 / 15 | 2b | 20 Gauge | Can fire both barrels as a single action. Promote 4 dice. |
Double Barrel Shotgun | 3 | 75 | L | 6x1/6x3 | 2 | 10 | 2 + 1/shot | 10 / 18 / 24 | 2b | 20 Gauge | Can fire both barrels as a single action. Promote 4 dice. |
Light Hunting Shotgun | 4 | 100 | L | 6x1/6x3 | 2 | 11 | 2 + 1/shot | 10 / 18 / 24 | 7i | 20 Gauge | |
Hunting Shotgun | 4 | 150 | L | 6x1/6x3 | 2 | 12 | 3 + 2/shot | 15 / 27 / 35 | 6i | 12 Gauge | |
Tactical Shotgun | 4 | 250 | L | 6x1/6x3 | 2 | 12 | 7 | 14 / 25 / 33 | 6m | 12 Gauge | |
Heavy Shotgun | 4 | 300 | XL | 6x1/6x3 | 2 | 13 | 2 + 1/shot | 18 / 33 / 45 | 2b | 10 Gauge | Elephant gun |
Rifles
Weapon | Tech Level | Cost | Size | Damage | Damage TN | Speed | Reload | Range | Magazine | Ammo | Special |
---|---|---|---|---|---|---|---|---|---|---|---|
Lever-Action Rifle | 3 | 150 | L | 4x1/4x3 | 1 | 12 | 3 + 2/shot | 40 / 80 / 120 | 7i | .32 Caliber | |
Heavy Lever-Action Rifle | 3 | 250 | L | 6x1/6x3 | 1 | 12 | 3 + 2/shot | 27 / 55 / 80 | 6i | .47 Caliber | |
Light Hunting Rifle | 3 | 125 | L | 5x1/5x3 | 1 | 9 | 3 + 2/shot | 50 / 100 / 200 | 6i | 5.56mm | |
Hunting Rifle | 3 | 175 | XL | 6x1/6x3 | 1 | 10 | 3 + 2/shot | 100 / 200 / 400 | 5i | 7.62mm | |
Heavy Hunting Rifle | 4 | 250 | XL | 6x1/6x3 | 1 | 11 | 3 + 2/shot | 125 / 250 / 500 | 4i | 8.3mm | |
Tactical Carbine | 4 | 175 | L | 6x1/6x3 | 1 | 9 | 7 | 40 / 80 / 160 | 20m | 5.56mm | |
Imperial Carbine | 4 | 250 | XL | 6x1/6x3 | 1 | 10 | 7 | 80 / 160 / 320 | 10m | 7.62mm | |
Sniper Rifle | 4 | 450 | XL | 6x1/6x3 | 1 | 11 | 7 | 150 / 300 / 600 | 8m | 8.3mm | 10x Day/Night scope w/ Rangefinder |
Anti-Materiel Rifle | 4 | 600 | XL | 6x1/6x3 | 2 | 13 | 7 | 200 / 400 / 800 | 5m | 13mm | Ignores 2 points of deflection, 15x Day/Night scope w/ Rangefinder |
Automatics
Weapon | Tech Level | Cost | Size | Damage | Damage TN | Speed | Reload | Range | Magazine | Ammo | Special |
---|---|---|---|---|---|---|---|---|---|---|---|
Machine Pistol | 4 | 250 | S | 4x1/4x3 | 1 | 9 | 7 | 12 / 24 / 36 | 20m | .22 Caliber | |
Submachinegun | 4 | 350 | M | 6x1/6x3 | 1 | 10 | 7 | 24 / 36 / 48 | 25m | .32 Caliber | |
Assault Carbine | 4 | 450 | L | 5x1/5x3 | 1 | 10 | 7 | 40 / 80 / 160 | 30m | 5.56mm | |
Battle Rifle | 4 | 550 | XL | 6x1/6x3 | 1 | 11 | 7 | 80 / 160 / 320 | 20m | 7.62mm | |
Squad Assault Weapon | 4 | 750 | XL | 6x1/6x3 | 1 | 10 | 11 | 80 / 160 / 320 | 100x | 5.56mm | |
Light Machinegun | 4 | 750 | XL | 6x1/6x3 | 1 | 11 | 15 | 100 / 200 / 400 | 100f | 7.62mm | |
Heavy Machinegun | 4 | 1250 | XL | 6x1/6x3 | 2 | 13 | 15 | 150 / 300 / 600 | 100f | 13mm | Cannot be hip-fired. |
Advanced Convential Weapons
Weapon | Tech Level | Cost | Size | Damage | Damage TN | Speed | Reload | Range | Magazine | Ammo | Special |
---|---|---|---|---|---|---|---|---|---|---|---|
Automatic Shotgun | 5 | 750 | XL | 4x1/4x3 | 2 | 10 | 11 | 10 / 18 / 24 | 20x | 20 Gauge | Has all automatic fire modes, but double recoil penalty. |
M41b Pulse Rifle | 5 | 1450 | L | 6x1/6x3 | 2 | 10 | 7 | 30 / 60 / 120 | 30m | 10mm | Exploding tip, caseless |
Gauss Rifle | 5 | 2000 | XL | 5x1/5x3 | 2 | 15 | 9 | 200 / 400 / 800 | 5m | 3.5mm | Ignores 3 points of deflection |
Energy Weapons
Weapon | Tech Level | Cost | Size | Damage | Damage TN | Speed | Reload | Range | Magazine | Ammo | Special |
---|---|---|---|---|---|---|---|---|---|---|---|
Palm Laser | 5 | 250 | XS | 4x1/4x3 | 2 | 8 | 11 | 5 / 10 / 15 | 7m | Micro Fusion Cell | |
Laser Pistol | 5 | 350 | S | 6x1/6x3 | 2 | 8 | 11 | 10 / 20 / 30 | 15m | 2x Micro Fusion Cell | |
Laser Rifle | 5 | 600 | L | 5x1/5x3 | 2 | 8 | 11 | 15 / 30 / 60 | 15m | Fusion Cell | |
Automatic Laser Rifle | 6 | 1000 | L | 5x1/5x3 | 2 | 8 | 11 | 15 / 30 / 60 | 20m | Fusion Cell | Automatic fire |
Assault Laser | 5 | 900 | XL | 5x1/5x3 | 2 | 8 | 20 | 20 / 40 / 80 | 45p | Fusion Pack | |
Squad Assault Laser | 6 | 1500 | XL | 5x1/5x3 | 2 | 8 | 20 | 20 / 40 / 80 | 55p | Fusion Pack | Automatic Fire. |
Blaster Pistol | 7 | 500 | S | 4x1/4x3 | 2 | 10 | 11 | 10 / 15 / 20 | 10m | 2x Micro Fusion Cell | |
Blaster Rifle | 7 | 1100 | L | 6x1/6x3 | 2 | 10 | 11 | 20 / 30 / 40 | 15m | Fusion Cell | |
Blaster Shotgun | 7 | 1500 | L | 5x1/5x3 | 3 | 10 | 11 | 12 / 20 / 26 | 7m | Fusion Cell |
'Cuz Fire
Weapon | Tech Level | Cost | Size | Damage | Damage TN | Speed | Reload | Range | Magazine | Ammo | Special |
---|---|---|---|---|---|---|---|---|---|---|---|
Light Incinerator | 5 | 200 | L | 4x1/4x3 | 2 | 8 | 11 | 5 / 9 / 12 | 15m | Methane Fuel Cell | +1 Attack, 3x1@(attack success) DoT every 4 ticks, reducing TN by 1 every application of damage. Armor absorb halved. |
Heavy Incinerator | 5 | 300 | XL | 6x1/6x3 | 2 | 8 | 11 | 8 / 12 / 15 | 100p | Methane Fuel Pack | +1 Attack, 3x1@(attack success) DoT every 4 ticks, reducing TN by 1 every application of damage. Armor absorb halved. |
Light Flamethrower | 5 | 150 | L | 5x1/5x3 | 2 | 8 | 11 | 10 / 20 / 30 | 10m | Jellied Petrol Cell | +2 Attack, 3x1@(attack success) DoT every 4 ticks, reducing TN by 1 every application of damage. Armor absorb halved. |
Heavy Flamethrower | 4 | 400 | XL | 5x1/5x3 | 2 | 8 | 11 | 15 / 30 / 45 | 100p | Jellied Petrol Pack | +2 Attack, 3x1@(attack success) DoT every 4 ticks, reducing TN by 1 every application of damage. Armor absorb halved. |