Marcus L. Rowland (ffutures) wrote,
Marcus L. Rowland
ffutures

Use of Weapons

Here's the real table from Hell, the BIG "all the weapons you can eat" thing from the Forgotten Futures rules. I've done my best to format it so that it's clear and and reasonably easy to understand, and I'd appreciate comments on any browser problems encountered, the colours I've used, etc. I should emphasise that I can't actually change much of the actual content without reducing compatibility between this and earlier versions of the rules, so I'm mainly looking for formatting suggestions etc. I've included the introduction to it to make the abbreviations etc. clearer.


Weapons


Abbreviations</small>
FFlesh Wound
IInjury
CCritical
KOKnockout
KKill
M.ArtsMartial Arts
Use the tables below to determine the capabilities and effects of combat skills and weapons. Where damage results are shown (eg C/K), roll the effect against BODY again; if this roll fails the first result is used, otherwise the second result is used.

Some of the weapons shown have very high effect numbers, which go well off the "attack versus defence" table. This usually indicates an attack which will do maximum damage unless a 12 is rolled, or the effect number is somehow reduced; for example by distance (e.g. explosives), by the damage being spread to cover several targets (mini gun), or by armour.

Note that most unarmed attacks and some weapon attacks don't show death as a possible outcome; it simply isn't very likely in the course of a fast-moving fight. Referees should feel free to ignore the suggested result in unusual conditions; for example, if someone is attacked while unable to resist, or is completely outmatched by his attacker.


Melee Weapons
Effect is based on BODY or skill.
WeaponMultiple
Targets
EffectDamageNotes
ABC
FistNo [1]BODY [2]BBKOSee above
KickNo [1]BODY [2]BBFSee above
WrestlingNoBODY [2]BKOKO / ISee above
Animal BiteNoBODY+2FICSee above
Animal ClawNoBODY+1FICSee above
Animal HornsNoBODY+2FIC/KSee above
[1]Using the Martial Arts skill it is possible to perform one fist and one kick attack in a single round against one target, or against two targets that are close together. Against two targets the attacks are at -2 Effect.
[2]Users of the Martial Arts skill can use BODY or Martial Arts for Effect in these attacks, whichever is better.
ClubMax 2 [3]BODY+1FFKO/KEg. Cricket Bat
SpearNoMeleeFIC/Ke.g. bayonet on rifle.
AxeNoBODY+2FIC/K
SwordMax 2 [3]Melee+1FIC/K
DaggerNoMelee+1FII/KEg. flick knife
WhipNoMelee/2BBF
ChairNoBrawlingBFI/KO
Broken bottleNoBrawling+1FFI
NunchuksMax 2 [3]M. ArtsBFKO/KMartial arts skill ONLY
StaffMax 3 [3]Melee+2FIKO/C
[3]Targets must be within 5ft. Multiple attacks are at -2 Effect. Multiple attacks are available with the Martial Artist skill ONLY.
RangeFor all melee weapons, targets are TOO CLOSE if they block effective use of the weapon; within a couple of feet for swords and axes, within 6 ft for whips (a lousy weapon, despite Indiana Jones), and so forth. If unsure, give players the benefit of the doubt.

Projectile Weapons
Effect is usually based on skill (for thrown weapons), on BODY (for longbows and thrown axes), or on the weapon rather than the user for firearms etc.
WeaponMultiple
Targets
EffectDamageNotes
ABC
SpearNoMeleeFIC/KThrown
AxeNoBODY+1FIC/KThrown
DaggerNoBODY+1FIC/KThrown
ShurikenMax 3M.Arts ONLYBFFThrown
BoomerangNoMarksmanBFKO/IThrown
Cricket BallNoMarksmanBFKO/IThrown
LongbowNo [4]BODY+1FIC/KHunting bow
CrossbowNo7FIC/KMilitary bow
[4]Maximum 2 targets if attacking with Martial Arts skill.
Small handgunMax 2 [5]6FIC/Ke.g. .22 revolver
Big handgunMax 2 [5]6IIC/Ke.g. .38 revolver
Huge handgunMax 2 [5]8IIC/Ke.g. .45 revolver
Small rifleNo5FIC/Ke.g. .22 rifle
Big rifleNo7FIC/Ke.g. Winchester
Huge rifleNo9ICKe.g. Elephant gun.
Small ShotgunMax 2 [5]4FIIOne barrel
Small ShotgunNo [5]8* / 4
* short range ONLY
IICBoth barrels
Large ShotgunMax 2 [5]7FIC/KOne barrel
Large ShotgunNo [5]14* / 7
* Short range ONLY
ICKBoth barrels
Machine pistolYes [6]7FIC/Ke.g. Schmeisser
Submachine gunYes [6]9FIC/Ke.g. Tommy Gun
Machine gunYes [6]11FIC/Ke.g. Gatling / Maxim Gun
HarpoonNo15ICC/KNon-explosive whaling
HarpoonNo25CCKExplosive whaling
[5]Hand guns can be used to fire at two targets, or twice at one target. If firing at two separate targets each attack is at -2 to hit. If firing two shots at one target there is no modifier. Each attack is resolved separately. Shotguns can fire twice at one target (no modifier to hit, small effect), fire at two different targets (modifier -2 to hit, small effect), or fire both barrels at once (+1 modifier to hit, big effect at SHORT range ONLY). In all but the last case the two shots are resolved separately. The doubled Effect of firing two barrels simultaneously is felt at short range ONLY!
[6]Reduce Effect by 2 if fired at additional targets
AmmunitionPlayers will undoubtedly have their own ideas about the number of rounds in their weapons, and usually keep track without prompting. If you don't want to bother with bookkeeping it's perfectly acceptable to ignore the matter. As a rule of thumb six shots for all rifles and handguns, and three bursts or twenty single shots for machine guns, should satisfy most players. Gatling guns (including chain guns, rotary cannon, and mini-guns) cannot fire single shots, but the referee may wish to allow many more bursts to be fired.
RangeNormal range for all hand-thrown weapons, handguns, machine pistols, and submachine guns is 10-20 ft; normal range for bows, rifles, machine guns, and mini guns is 50-100 ft. Anything closer is at short range, anything further away at long range. Targets are too close if they are closer than the end of the weapon!

Area Effect Weapons
All explosives damage everything at full effect inside the radius shown, at effect -1D6 to double that radius, at effect -2D6 to three times the radius, and so forth. The effect of these weapons is not reduced if there are multiple targets.
WeaponDamage
Radius
EffectDamageNotes
ABC
Stun Grenade6 ft8BKOI+KO
Hand Grenade10ft10FIC/K
Dynamite10ft10FIC/K+2 Effect per additional stick.
Mortar Shell10ft12ICK
Howitzer Shell10ft15ICK
Anti-tank mine10ft20ICK
Car Bomb20ft15ICK
Truck Bomb20ft20ICK
Flame Thrower10ft10ICKNo damage outside 20ft radius.

Exotic Weapons
Things that might conceivably come into play in a campaign, in no specific order.
WeaponMultiple
Targets
EffectDamageNotes
ABC
Radium gunNo8FIC/KBurrough's Mars
DisintegratorYes [6]15ICKMost SF
Mini gunYes [6]8ICKTerminator II
WeaponDamage
Radius
EffectDamageNotes
ABC
Stun Gun3ft8BKOKOMost SF
Heat Ray75ft30CKKWar of the Worlds
Black Smoke500yd10CKKWar of the Worlds
Hydrogen Bomb1 mile40CKKNot recommended!


One thought - am I being a bit too vanilla in my choice of background colours etc., would something brighter (or just not blue?) be a better bet? This is something I'd want to keep consistent throughout the rules, so I don't want it too harsh, but blue does seem to get used a lot.
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