Weapons
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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.Weapon Multiple
TargetsEffect Damage Notes A B C Fist No [1] BODY [2] B B KO See above Kick No [1] BODY [2] B B F See above Wrestling No BODY [2] B KO KO / I See above Animal Bite No BODY+2 F I C See above Animal Claw No BODY+1 F I C See above Animal Horns No BODY+2 F I C/K See 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.
Club Max 2 [3] BODY+1 F F KO/K Eg. Cricket Bat Spear No Melee F I C/K e.g. bayonet on rifle. Axe No BODY+2 F I C/K Sword Max 2 [3] Melee+1 F I C/K Dagger No Melee+1 F I I/K Eg. flick knife Whip No Melee/2 B B F Chair No Brawling B F I/KO Broken bottle No Brawling+1 F F I Nunchuks Max 2 [3] M. Arts B F KO/K Martial arts skill ONLY Staff Max 3 [3] Melee+2 F I KO/C [3] Targets must be within 5ft. Multiple attacks are at -2 Effect. Multiple attacks are available with the Martial Artist skill ONLY. Range For 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.Weapon Multiple
TargetsEffect Damage Notes A B C Spear No Melee F I C/K Thrown Axe No BODY+1 F I C/K Thrown Dagger No BODY+1 F I C/K Thrown Shuriken Max 3 M.Arts ONLY B F F Thrown Boomerang No Marksman B F KO/I Thrown Cricket Ball No Marksman B F KO/I Thrown Longbow No [4] BODY+1 F I C/K Hunting bow Crossbow No 7 F I C/K Military bow [4] Maximum 2 targets if attacking with Martial Arts skill. Small handgun Max 2 [5] 6 F I C/K e.g. .22 revolver Big handgun Max 2 [5] 6 I I C/K e.g. .38 revolver Huge handgun Max 2 [5] 8 I I C/K e.g. .45 revolver Small rifle No 5 F I C/K e.g. .22 rifle Big rifle No 7 F I C/K e.g. Winchester Huge rifle No 9 I C K e.g. Elephant gun. Small Shotgun Max 2 [5] 4 F I I One barrel Small Shotgun No [5] 8* / 4
* short range ONLYI I C Both barrels Large Shotgun Max 2 [5] 7 F I C/K One barrel Large Shotgun No [5] 14* / 7
* Short range ONLYI C K Both barrels Machine pistol Yes [6] 7 F I C/K e.g. Schmeisser Submachine gun Yes [6] 9 F I C/K e.g. Tommy Gun Machine gun Yes [6] 11 F I C/K e.g. Gatling / Maxim Gun Harpoon No 15 I C C/K Non-explosive whaling Harpoon No 25 C C K Explosive 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 Ammunition Players 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. Range Normal 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.Weapon Damage
RadiusEffect Damage Notes A B C Stun Grenade 6 ft 8 B KO I+KO Hand Grenade 10ft 10 F I C/K Dynamite 10ft 10 F I C/K +2 Effect per additional stick. Mortar Shell 10ft 12 I C K Howitzer Shell 10ft 15 I C K Anti-tank mine 10ft 20 I C K Car Bomb 20ft 15 I C K Truck Bomb 20ft 20 I C K Flame Thrower 10ft 10 I C K No damage outside 20ft radius.
Exotic Weapons
Things that might conceivably come into play in a campaign, in no specific order.Weapon Multiple
TargetsEffect Damage Notes A B C Radium gun No 8 F I C/K Burrough's Mars Disintegrator Yes [6] 15 I C K Most SF Mini gun Yes [6] 8 I C K Terminator II Weapon Damage
RadiusEffect Damage Notes A B C Stun Gun 3ft 8 B KO KO Most SF Heat Ray 75ft 30 C K K War of the Worlds Black Smoke 500yd 10 C K K War of the Worlds Hydrogen Bomb 1 mile 40 C K K Not 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.