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Weapon Tables

Each section of the equipment list includes a table of information that displays the stats of each item within that section. The characteristics of each table are outlined below.

Damage: This is the number and type of dice rolled and added together to calculate the damage from a single attack. If the word “Ammo” is present, the ammunition loaded determines the damage dealt. The name of the ammunition used is displayed in the weapon's description.

Crit (critical): If this number is rolled as per an attack (the number on the d20 before modifiers are added) then a critical hit may have been scored, roll again to confirm the hit. If the second attack roll misses the damage is as per normal, if the second attack roll is a success then the damage dice is doubled. Eg: if a critical hit is confirmed with a Colt .45 pistol the damage total is 4d6+2 instead of 2d6+2. If the word “Ammo” is present the ammunition loaded defines the critical.

Knocked out French Char B tank.

PEN (penetration): Better known as Penetration, this stat gives the bonus to a d20 roll to defeat the Armour DC of an Armoured plated target. For more information about the Penetration Rules, see New & Special Rules: Armor Penetration. If the word “Ammo” is present, the type of ammunition loaded determines the Penetration dice.

Type (damage type): This lists the type of damage the weapon deals, some objects or creatures are immune or vulnerable to certain types of damage. If the word “Ammo” is present, the ammunition loaded determines the damage type.

  • Ballistic - This is the type of damage produced by a projectile from a rifle or direct-fire cannon.
  • Concussion - This is the damage caused by the shock wave of an explosion.
  • Slashing - This is the type of damage caused by cutting weapons such as swords or flying shrapnel.
  • HEAT - This is a special damage type that is dealt by the explosive reaction of a Shaped Charge warhead. These weapons do not suffer the –10 range increment modifier to the penetration roll. Animals or other living beings directly hit by a HEAT projectile suffer double damage. Anything caught within a HEAT projectile Burst Area suffers both Concussion and Slashing damage.
  • Smoke – These projectiles fill an area with smoke and obscure vision. On the round, the object is activated it will fill the four character squares around it. Each round after this the cloud will expand by another 5ft until the cloud equals the Burst Area for the given item. The smoke obscures all sight and characters within this area gain total concealment (50% chance to miss, can not use sight to locate the target). Once the smoke cloud has reached the maximum size it will disperse after 10 rounds, 4 rounds with moderate wind (11+ mph), or 1 round with a strong wind (21+ mph).
  • Fire – These weapons normally splash a combustible substance upon the target area that is then set alight. Fire damage is continual until it is put out (see: Flamethrowers). Some special items of equipment that cause fire damage may include extra rules within the weapon's description.
  • Flare X: A flare is an item that once activated will produce light. The device will illuminate an area equal to the Burst Area of the device, for a period of time equal to the number provided. eg: Flare:10 defines that the device will provide light for 10 rounds before it burns out. Projectiles that act as flares such as signal pistol cartridges and mortar bombs are designed to eject an illuminating device suspended by a parachute. These items may drift in wind by about 1d4 character squares a round.

Range: All firearms have a range increment, for each range increment after the first the shooter gains a -2 accumulative to hit modifier. Ranged projectile weapons can fire up to a maximum of ten (10) range increments, while thrown weapons can be thrown up to five (5) range increments. If the word “Weapon” is present the weapons range increments define the distance, but if the word “Ammo” is present the Ammunition defines the range. In the case of ammunition that has its own range increments, the ammunition range increments override those of the weapon.

RoF (rate of fire): This item lists both the mode of fire and the number of shots per an attack action for Automatic weapons.

  • A:X (Automatic) - The weapon fires as a burst, the number of shots per burst is listed as a number after the A. Eg: A:4 equals 4 shots per automatic fire attack.
  • Single (Single Shot) - The user can fire one shot as an attack action, and then the reloading and cocking system must be operated to ready the weapon for use again. Rifles and pump-action shotguns are Single Shot weapons.
  • S (Semiautomatic) - The user can fire as many times as the user has attacked.
  • 1 - Weapons with a 1 listing can be used once and then must be reloaded or replaced.

Feed (magazine): This stat lists the number of rounds or bullets held in the weapon and the type of container.

  • Cyl (cylinder) - The cylinder holds the bullets of the weapon and must be reloaded by hand or with a speed loader.
  • Box - A removable magazine that carries a number of bullets.
  • Clip - Small magazines that are loaded into the internal structure of the weapon and then ejected once all rounds have been fired.
  • Linked - Weapons such as machine guns that fire belts of linked ammunition. Linked belts of ammunition commonly are found in belts of 50, 100, or 250 rounds.
  • Int (internal) - Internal ammunition, weapons such, as the shotgun that stores their ammunition within the weapon must be reloaded by hand.
  • Drum - The drum takes a full round action to install, or a move action to remove.
  • Strip – This is a special method of loading ammunition into a weapon; link a linked form but where strips of ammunition are fed through the weapon, with a new strip inserted after one is finished.
  • Snail – This is a special type of magazine that looks like a snail shell. Contains more ammunition than a normal box magazine because it holds ammunition in a concentric circle.
  • Tank – A container of fuel that is used to power the weapon. Depending upon how much fuel is contained in the weapon defines how long it can be used.

Size: The size categories used differ from those used for creatures.

  • Small - Small weapons can be used in one or both hands; also being lightweight they offer lower modifiers when used off-hand.
  • Medium - A medium size weapon can be used in one or both hands.
  • Large - A large-size weapon requires both hands to use.
  • Huge - A huge size weapon requires both hands and a bi-pod or other mount.

Weight: The weight of the weapon in pounds fully loaded.


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