Gear Notes

Armor

This is the amount of Armor provided by the equipment, listed in parentheses beside the wearer’s total Toughness. Unless an attacker states otherwise, hits are always directed at the victim’s torso.   Worn Armor stacks with natural Armor (such as scaly skin) at its full value. Worn Armor also stacks with one other layer.   The lesser armor adds half its value (rounded down) to the total and increases the heavier armor’s Minimum Strength penalty a die type. Wearing a chain shirt (+3) beneath plate mail (+4), adds +1 to the wearer’s armor value, for a total of +5, and increases the Minimum Strength requirement to d12.  

Armor Piercing (AP)

The weapon or round ignores this many points of Armor. A weapon with an AP value of 4, for instance, ignores 4 points of Armor. Excess AP is simply lost.  

Caliber

The number listed in parentheses after firearms is the caliber of bullet it fires. Use this when figuring ammunition costs or trying to figure out if the ammo from one weapon fits in another. Rifle and pistol ammo are not interchangeable unless otherwise noted.  

Damage

Damage is listed in terms of dice. Projectile weapons have fixed damage (such as 2d6). Melee weapons have damage based on the wielder’s Strength die plus another die, as listed under individual weapon entries. A dagger, for instance, inflicts Str+d4 damage.  

Heavy weapon (HW)

The weapon can affect vehicles or other devices with Heavy Armor.  

High Explosive (HE)

High explosive rounds use a blast template, the size of which is listed in the weapon or ammunition’s notes. See the rules for Area Effect Attacks.  

Minimum Strength

Certain items have a “Minimum Strength” required to use without penalty. Note that some items list a d4 since it is possible to have a Strength lower than d4.  

  • ARMOR/WORN GEAR

Each die type difference between the character’s Strength and the item’s Minimum Strength inflicts a −1 penalty to Pace (minimum of 1″), Agility, and Agility-related skill rolls. This is cumulative for those weak but determined adventurers who wear or use multiple items too heavy for their build.  

  • MELEE/THROWN WEAPONS

A thrown or melee weapon’s damage die is limited by the user’s Strength die. If a scrawny kid (Strength d4) picks up a long sword (Str+d8), he rolls d4 + d4 damage instead of d4 + d8. Also, if the user’s Strength is less than its Minimum Strength, he doesn’t benefit from any of the weapon’s positive abilities such as Reach or Parry bonuses. He still retains any penalties, however.  

  • RANGED WEAPONS

The user suffers a −1 attack penalty for each die step difference between his Strength and the weapon’s minimum.  

Parry

The weapon adds the bonus to the character’s Parry score. If a character wields a weapon in each hand, penalties to Parry stack but bonuses do not (unless she has the Ambidextrous Edge).  

Range

This lists the weapon’s Short, Medium, and Long Range. Extreme Range is up to 4 × i ts Long Range. See Ranged Attacks for Shooting or Athletics (throwing) modifiers and more details.   Ranges are listed in inches so you can use a ruler to move, shoot, and fight on the tabletop with miniatures. If you’re not using miniatures, each inch is equal to two yards.   Weapon ranges are “effective” ranges for the table-top. If you need to know the real world range of a weapon (for battles that don’t take place on the table-top, for instance), multiply each range bracket by 2.5.  

Rate of Fire

This is the number of shots that may be fired by this weapon in a single action. See Rate of Fire for further details.  

Reach

Weapons with “Reach” allow their user to make Fighting attacks at the listed range. A Reach of 1, for example, allows a character to strike a target 1″ distant. Weapons without a Reach value can only strike targets at arm’s length (adjacent). Reach can be very important when fighting from horseback and against mounted foes (see page 103).  

Reload

Reloading magazines, clips, and individual bullets in modern firearms is explained in detail on Reloading.   Some weapons, such as muskets and heavy crossbows, are much slower to reload. Once fired, the number after the word Reload is how many actions of reloading it takes before they can be fired again.  

Snapfire

Certain weapons, such as heavy sniper rifles, are very inaccurate if fired from the hip rather than using their sights, scopes, bipod, or tripod. If a character moves in the round he fires a Snapfire weapon, he suffers a −2 Shooting penalty.  

Three-Round Burst

A few military weapons can fire three rounds in rapid succession with one pull of the trigger. If the weapon has this ability, its RoF is 1 in that mode but it fires three bullets at once and adds +1 to the Shooting and damage rolls.  

Two Hands

A two-handed weapon can be used with one hand at a −4 penalty. He counts his full Strength for damage but loses all other advantages such as Reach or Parry bonuses.

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