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# Weapon Rules | ||
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These expanded rules provide additional tactical options and risks when using automatic weapons, making their use more dynamic and engaging in the game. | ||
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1. Burst Fire: Automatic weapons can fire in short bursts, consuming more ammunition but increasing the chances of hitting the target. When using burst fire, the player can choose to spend an additional 2 Action Points (total of 5) for a Standard Action to shoot a burst. For each burst, the player rolls an additional attack die. The player can use the highest result among the rolled dice for their attack. | ||
2. Full Auto: Automatic weapons can also be fired in full auto mode, consuming a lot of ammunition but potentially dealing massive damage. When using full auto, the player must spend a Full Action (5 Action Points) and designate a number of targets within range (up to the weapon's maximum targets). The player rolls one attack die per target, applying appropriate modifiers to each. For each successful attack, the target takes the weapon's base damage plus any additional damage based on the margin of success. | ||
3. Ammunition Consumption: When using burst fire or full auto, the weapon consumes more ammunition. The player should track their ammunition usage and reload their weapon when necessary. Reloading can be a Standard Action (3 Action Points), and players may need to carry additional magazines or ammo to sustain fire. | ||
4. Recoil and Control: Automatic weapons can be harder to control due to recoil. When firing in burst or full auto mode, the player may receive a penalty to their attack rolls based on the weapon's recoil rating. This can be mitigated with skills, tags, or equipment that improves the character's ability to control automatic weapons. | ||
5. Weapon Jamming: Automatic weapons have a chance to jam when fired in burst or full auto mode. After rolling for an attack, if the player rolls a natural 1 on any of the dice, there's a chance the weapon jams. The player must roll a separate d6, and if the result is another 1, the weapon jams and cannot be used until cleared. Clearing a jam can be a Standard Action (3 Action Points). | ||
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## Modern Weapon List | ||
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Glock 17 (Pistol) | ||
* Damage: 2 | ||
* Special Ability Tags: None | ||
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Remington 870 (Pump-Action Shotgun) | ||
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* Damage: 4 (Close Range) / 2 (Long Range) | ||
* Special Ability Tags: Spread (deals full damage to multiple targets within a small area at close range) | ||
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AK-47 (Assault Rifle) | ||
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* Damage: 3 | ||
* Special Ability Tags: Burst Fire (spend extra Action Points to fire multiple shots at once, increasing the chance to hit) | ||
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M4A1 Carbine (Assault Rifle) | ||
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* Damage: 3 | ||
* Special Ability Tags: Burst Fire (spend extra Action Points to fire multiple shots at once, increasing the chance to hit) | ||
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Barrett M82 (Sniper Rifle) | ||
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* Damage: 5 | ||
* Special Ability Tags: Long Range (can engage targets at much greater distances than other weapons) | ||
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MP5 (Submachine Gun) | ||
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* Damage: 2 | ||
* Special Ability Tags: Rapid Fire (spend extra Action Points to fire multiple shots at once, increasing the chance to hit) | ||
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SAW M249 (Light Machine Gun) | ||
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* Damage: 3 | ||
* Special Ability Tags: Suppressive Fire (spend extra Action Points to force targets to take cover, reducing their available actions) | ||
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RPG-7 (Rocket-Propelled Grenade Launcher) | ||
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* Damage: 6 (Direct Hit) / 4 (Splash Damage) | ||
* Special Ability Tags: Explosive (deals damage to a large area, potentially affecting multiple targets) | ||
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M67 Fragmentation Grenade (Hand Grenade) | ||
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* Damage: 4 | ||
* Special Ability Tags: Explosive (deals damage to a large area, potentially affecting multiple targets) | ||
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Taser X26 (Electroshock Weapon) | ||
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* Damage: 1 (Stun) | ||
* Special Ability Tags: Non-Lethal (incapacitates targets without causing lethal damage) | ||
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## Martial Weapon List | ||
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Katana (Japanese Longsword) | ||
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* Damage: 3 | ||
* Special Ability Tags: Quick Draw (reduced Action Points cost to equip) | ||
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Longsword | ||
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* Damage: 3 | ||
* Special Ability Tags: Versatile (can be used with one or two hands) | ||
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Spear | ||
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* Damage: 2 | ||
* Special Ability Tags: Reach (can attack targets further away than most melee weapons) | ||
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Quarterstaff | ||
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* Damage: 2 | ||
* Special Ability Tags: Double-Ended (can attack twice in one action with reduced damage) | ||
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Warhammer | ||
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* Damage: 4 | ||
* Special Ability Tags: Armor Breaker (deal extra damage against heavily-armored targets) | ||
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Rapier | ||
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* Damage: 2 | ||
* Special Ability Tags: Finesse (allows the user to use their Wits modifier instead of Melee for attack rolls) | ||
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Nunchaku | ||
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* Damage: 1 | ||
* Special Ability Tags: Flurry (can make multiple attacks at reduced damage) | ||
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Battleaxe | ||
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* Damage: 3 | ||
* Special Ability Tags: Heavy Strike (deal extra damage at the cost of extra Action Points) | ||
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Kusarigama (Chain Sickle) | ||
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* Damage: 2 | ||
* Special Ability Tags: Grappling (can attempt to disarm or immobilize opponents) | ||
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Boomerang | ||
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* Damage: 1 | ||
* Special Ability Tags: Returning (returns to the user after a successful or unsuccessful attack) |