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content:official:rules:ranged_weapons [2017/07/18 21:35] curufeacontent:official:rules:ranged_weapons [2018/04/23 15:58] (current) – [Table] Fix errata in Rocket Pistol effect description lektu
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-====== Ranged Weapon Index ======+====== Ranged Weapons====== 
 +| << [[Equipment]] << ^ [[Table of Contents]] | >> [[Heavy Ranged]] >> |
  
-^ RANGE WEAPON ^ cr ^ MASS ^ e? ^ rq# ^ DAMAGE/EFFECT |   +These are weapons you use to apply effects (usually 
-| [[..:equipment:Arc Laser|Arc Laser]] :skull_crossbones: | 600 | 7 | y | 10 | 1d6 damage (ignore Damage Reduction). Area Effect (indirect) |   +damage) to an enemy or module that might be next to 
-| [[..:equipment:Blaster|Blaster]] | 250 | 4 | y | 8 | 2d6-1 damage |   +you or some distance awayUnless otherwise specified, 
-[[..:equipment:Disintegrator|Disintegrator]] | 550 | 9 | y | 10 | 1d6 damage and Athletics check of 8 or disintegrate |   +you must have [[combat#Line of Sight]] to your target (see page 
-| [[..:equipment:EMP Pistol|EMP Pistol]] :no_entry_sign: | 300 | 5 | y | 8 | EMPs a target |   +38). 
-| [[..:equipment:Flyntlock|Flyntlock]] | 25 | 2 | n | - | 2d6 damage (breaks itself after each use|   +===== Range Bands ===== 
-| [[..:equipment:Froster|Froster]] :no_entry_sign: | 100 | 3 | y | 7 | Combat vs 8 to frost target square and each adjacent square |   + 
-| [[..:equipment:Ion Bore|Ion Bore]] | 450 | 9 | y | 11 | Raises ionization level. 1d6 per ionization level (max 4d6) |   +The difficulty to use a ranged weapon assumes the 
-| [[..:equipment:Laser Monocle|Laser Monocle]] | 200 | 1 | y | 10 | 1 pt damage doesn't require a hand. Ignores Damage  Reduction |   +target is within the range band for the weaponThe 
-| [[..:equipment:Laser|Laser]] | 300 | 5 | y | 9 | 1d6 +1 Ignores damage reduction. -1 difficulty skill check to  use |   +range band for an unmodified weapon is 5 squares
-| [[..:equipment:Micro Blaster|Micro Blaster]] | 150 | 2 | y | 8 | 1d6 +1 point. -3 difficulty to quickdraw, +1 difficulty to shoot  with if quickdrawn |   +Butts and scopes modify this number
-| [[..:equipment:Needler|Needler]] :no_entry_sign: | 300 | 4 | n | 9 | Deals 1 point of damage and delivers toxinDamager reduction   applies to target # |   + 
-| [[..:equipment:Nerve Disruptor|Nerve Disruptor]] | 300 | 5 | y | 9 | 2d6-4. If any damage gets through target drops everything in   hands |   +For each additional range band (or fraction thereof) 
-| [[..:equipment:Particle Gun|Particle Gun]] | 800 | 5 | y | 11 | 1d6 + successes damage (max 5). Roll 1d6 when shot. “6”   breaks module shooting from | +you are away from the target add one to the difficulty 
-[[..:equipment:Plasma Bolt|Plasma Bolt]] :skull_crossbones: | 950 | 8 | y | 12 | Combat vs. 11, 1d6 fire target square and each adjacent |   +of your skill check. You can add a [[..:equipment:butt]] to any ranged 
-| [[..:equipment:Plasma Pistol|Plasma Pistol]] :skull_crossbones: | 300 | 6 | y | 9 | 1d6 Fire damage |  +weapon to increase its range band to 10 and use as a 
-| [[..:equipment:Plasma Projector|Plasma Projector]] :skull_crossbones: | 1100 | 12 | y | 12 | 1d6 fire Area of Effect |   +melee weapon (page 88)
-| [[..:equipment:Rocket Pistol|Rocket Pistol]] :skull_crossbones: | 500 | 2 | n* | 13 | Launches Grenades. Target # distance +3. Requires load action. *Loaded grenades might be energized |   +===== Scope ===== 
-| [[..:equipment:Slug Machine Gun|Slug Machine Gun]] :skull_crossbones: | 750 | 15 | n | 12 | Slug gun area of effect. Counts as slug pistol | + 
-[[..:equipment:Slug Pistol|Slug Pistol]] | 150 | 5 | n | 8 | Select one type of ammo when you target |   +Adding a [[..:equipment:scope]] to any ranged weapon allows you to 
-| [[..:equipment:Sonic Beam|Sonic Beam]] :skull_crossbones: :no_entry_sign: | 400 | 4 | y | 8 | Indirect, Area of Effect, 1d6 damage, Ignore DR |   +consider the distance to target as half as farUpgraded 
-| [[..:equipment:Stun Gun|Stun Gun]] :no_entry_sign: | 200 | | y | 8 | Athletics check of 11 or stunned for difference|   +scopes divide range by 3. This benefit is cumulative 
-| [[..:equipment:Voltrex|Voltrex]] :skull_crossbones: | 675 | 10 | y | 13 | 1d6, up to 4 targets, +1 difficulty per # of targets |  +with a butt.
  
 ===== Safe  ===== ===== Safe  =====
-|  :no_entry_sign:A safe weapon does not have a chance to cause damage to the module if it misses. |+|  :no_entry_sign:Weapons with this symbol will not have a chance to cause damage to the module if they miss their target. |
  
 ===== Dangerous ===== ===== Dangerous =====
-|  :skull_crossbones:dangerous weapon damages you if doubles are rolled in skill check to use or quickdraw it. |+|  :skull_crossbones:Weapons with this symbol are dangerous and harm the user if doubles are thrown in the skill check to use or quickdraw them. |  
 + 
 +^ RANGE WEAPON                                                    ^  cr    ^  MASS  ^  e?  ^  rq#  ^ DAMAGE/EFFECT                                                                                            ^ 
 +| [[..:equipment:Arc Laser]] :skull_crossbones:                    600    7      y    10   | 1d6 damage (ignore Damage Reduction). Area Effect (indirect)                                             | 
 +| [[..:equipment:Blaster]]                                        |  250    4      y    8    | 2d6-1 damage                                                                                             | 
 +| [[..:equipment:Disintegrator]]                                  |  550    9      y    10   | 1d6 damage and Athletics check of 8 or disintegrate                                                      | 
 +| [[..:equipment:EMP Pistol]] :no_entry_sign:                      300    5      y    8    | EMPs a target                                                                                            | 
 +| [[..:equipment:Flyntlock]]                                      |  25    |  2      n    -    | 2d6 damage (breaks itself after each use)                                                                | 
 +| [[..:equipment:Froster]] :no_entry_sign:                        |  100    3      y    7    | Combat vs 8 to frost target square and each adjacent square                                              | 
 +| [[..:equipment:Ion Bore]]                                        450    9      y    11   | Raises ionization level. 1d6 per ionization level (max 4d6)                                              | 
 +| [[..:equipment:Laser Monocle]]                                  |  200    1      y    10   | 1 pt damage, doesn't require a hand. Ignores Damage Reduction                                            | 
 +| [[..:equipment:Laser]]                                          |  300    5      y    9    | 1d6 +1 Ignores damage reduction. -1 difficulty skill check to use                                        | 
 +| [[..:equipment:Micro Blaster]]                                  |  150    2      y    8    | 1d6 +1 point. -3 difficulty to quickdraw, +1 difficulty to shoot  with if quickdrawn                     | 
 +| [[..:equipment:Needler]] :no_entry_sign:                        |  300    4      n    9    | Deals 1 point of damage and delivers toxin. Damage reduction applies to target #                         | 
 +| [[..:equipment:Nerve Disruptor]]                                |  300    5      y    9    | 2d6-4. If any damage gets through target drops everything in hands                                       | 
 +| [[..:equipment:Particle Gun]]                                    800    5      y    11   | 1d6 + successes damage (max 5). Roll 1d6 when shot. “6”   breaks module shooting from                    | 
 +| [[..:equipment:Plasma Bolt]] :skull_crossbones:                  950    8      y    12   | Combat vs. 11, 1d6 fire target square and each adjacent                                                  | 
 +| [[..:equipment:Plasma Pistol]] :skull_crossbones:                300    6      y    9    | 1d6 Fire damage                                                                                          | 
 +| [[..:equipment:Plasma Projector|]] :skull_crossbones:            1100  |  12    |  y    12   | 1d6 fire Area of Effect                                                                                  | 
 +| [[..:equipment:Rocket Pistol]] :skull_crossbones:                500    2      n*  |  13   | Launches Grenades. Target # =  ½ distance +3. Requires load action. *Loaded grenades might be energized 
 +| [[..:equipment:Slug Machine Gun]] :skull_crossbones:            |  750    15    |  n    12   | Slug gun area of effect. Counts as slug pistol                                                           | 
 +| [[..:equipment:Slug Pistol]]                                    |  150    5      n    8    | Select one type of ammo when you target                                                                  | 
 +| [[..:equipment:Sonic Beam]] :skull_crossbones: :no_entry_sign:  |  400    4      y    8    | Indirect, Area of Effect, 1d6 damage, Ignore DR                                                          | 
 +| [[..:equipment:Stun Gun]] :no_entry_sign:                        200    3      y    8    | Athletics check of 11 or stunned for difference                                                          | 
 +| [[..:equipment:Voltrex]] :skull_crossbones:                      675    10    |  y    13   | 1d6, up to 4 targets, +1 difficulty per # of targets                                                     | 
 + 
 +| << [[Equipment]] << ^ [[Table of Contents]] | >> [[Heavy Ranged]] >> | 
 +{{tag>official rules equipment ranged}}
content/official/rules/ranged_weapons.1500438947.txt.gz · Last modified: 2017/07/18 21:35 by curufea