Weapon Overview
In our game, weapons have a number of distinct characteristics,
which is how we define them in the game
and delineate their capabilities. All weapons share the
characteristic categories that we cover here.
Some also come with unique rules, which we cover in the weapon’s individual entry. Those rules are so specialized that making them universal would just create clutter in our general rules, since they won’t come up often.
Characteristics Of A Weapons
Name : What we call a weapon
Skill Used (Skill) : All weapons require a combat skill to operate, and this entry defines which skill the weapon requires.
Skills also can determine whether a weapon requires one or two hands to wield. The “Heavy” version of the skill means the weapon takes two hands to use, and the “Light” version of the skill means it can be used with one hand. If the setting uses the unspecified version of each skill, the weapon can be used one-handed unless it says otherwise in its entry. Gunnery weapons always require two hands to use.
Base Damage (Dam) : The base damage the weapon inflicts. This is the minimum damage inflicted if the attack with this weapon hits. Each s the combat check generates adds one point of damage to this base damage rating.
Some weapons (including most Melee and Brawl weapons) have a “+” in front of their base damage. This means you add your character’s Brawn rating to this value.
Critical Rating (Crit) : Indicates the number of a required to trigger Critical Injuries using this weapon. If the weapon’s Critical rating triggers, the character rolls percentile dice on Table I.6–10: Critical Injury Result, on page 115 to determine the effect on the target. A Critical Injury can only be triggered on a successful hit that inflicts wounds on the target.
Some weapons and talents modify this Critical roll, potentially making a Critical Injury more or less effective. In addition, a character can only generate one Critical injury per hit on a target. However, if the check generates enough a to trigger the Critical rating of the weapon multiple times, the character can choose to add +10 to the Critical roll for each trigger after the first. More on Critical Injuries can be found on page 114.
Range : The range of the weapon. Range is measured in several broad range bands. Melee weapons usually require the attacker to be engaged with the target. Ranged weapons have ranges listed as short, medium, long, or extreme. See pages 102 and 105 for more information.
Encumbrance (Encum) : Encumbrance is an abstract measurement of how heavy and awkward something is to carry and transport. The higher the encumbrance, the more difficult the item is to carry. More details on encumbrance can be found on page 84.
Price : The price of the weapon on the open market.
Rarity : The rarity of the item, before modifiers (see page 82).
Special : These are the qualities or other special rules each weapon possesses. More in-depth descriptions of these qualities can be found on page 86, while rules specific to a certain type of weapon are detailed in the weapon’s individual description.
Some also come with unique rules, which we cover in the weapon’s individual entry. Those rules are so specialized that making them universal would just create clutter in our general rules, since they won’t come up often.
Characteristics Of A Weapons
Name : What we call a weapon
Skill Used (Skill) : All weapons require a combat skill to operate, and this entry defines which skill the weapon requires.
Skills also can determine whether a weapon requires one or two hands to wield. The “Heavy” version of the skill means the weapon takes two hands to use, and the “Light” version of the skill means it can be used with one hand. If the setting uses the unspecified version of each skill, the weapon can be used one-handed unless it says otherwise in its entry. Gunnery weapons always require two hands to use.
Base Damage (Dam) : The base damage the weapon inflicts. This is the minimum damage inflicted if the attack with this weapon hits. Each s the combat check generates adds one point of damage to this base damage rating.
Some weapons (including most Melee and Brawl weapons) have a “+” in front of their base damage. This means you add your character’s Brawn rating to this value.
Critical Rating (Crit) : Indicates the number of a required to trigger Critical Injuries using this weapon. If the weapon’s Critical rating triggers, the character rolls percentile dice on Table I.6–10: Critical Injury Result, on page 115 to determine the effect on the target. A Critical Injury can only be triggered on a successful hit that inflicts wounds on the target.
Some weapons and talents modify this Critical roll, potentially making a Critical Injury more or less effective. In addition, a character can only generate one Critical injury per hit on a target. However, if the check generates enough a to trigger the Critical rating of the weapon multiple times, the character can choose to add +10 to the Critical roll for each trigger after the first. More on Critical Injuries can be found on page 114.
Range : The range of the weapon. Range is measured in several broad range bands. Melee weapons usually require the attacker to be engaged with the target. Ranged weapons have ranges listed as short, medium, long, or extreme. See pages 102 and 105 for more information.
Encumbrance (Encum) : Encumbrance is an abstract measurement of how heavy and awkward something is to carry and transport. The higher the encumbrance, the more difficult the item is to carry. More details on encumbrance can be found on page 84.
Price : The price of the weapon on the open market.
Rarity : The rarity of the item, before modifiers (see page 82).
Special : These are the qualities or other special rules each weapon possesses. More in-depth descriptions of these qualities can be found on page 86, while rules specific to a certain type of weapon are detailed in the weapon’s individual description.
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