Action!/Equipment/Ranged Weapons

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Ranged Weapons[edit | edit source]

Ranged Weapon Damage +0, 1 Free point.

As of now, only Steam Age weapons are done.

  • Good Quality: Add 1 point.
  • Inferior Quality: Add 1p Flaw.
  • Precise: -5 Damage, +1 AV. (Rifle, Revolver)
  • Imprecise: -1 AV, 1 Free point. (Musket, Pistol)
  • Bashing Damage: Ignore first Wound. (Pellet Shotgun, Blunderbuss)

Weapon Range[edit | edit source]

  • Short Range: (Perception+Damage) /2 meters. Cost -1
  • Medium Range: (Perception+Damage) x2 meters. Cost +0
  • Long Range: (Perception+Damage) x (Perception+Damage) meters. Cost +1

All these weapons have Short(x1) -0, Medium(x2) -2 and Long(x4) Range -4.

Magazine size[edit | edit source]

Magazine: 1(0)/3(-1 lvl Damage)/10(-2 lvls Damage)/30(-3 lvls Damage)/Infinite(-4 lvls Damage) in magazine.

Flaws[edit | edit source]

  • 2-handed (-1): Weapon must be used in two hands.
  • Awkward (-1): Weapon is difficult to use in close quarters.
  • Fragile: Weapon breaks on doubles, or when used in close combat.
  • Heavy X (-X): Strength Requirement increased by 2X (from 6), Damage+X.
  • Reload (X): Weapon takes X Sequences to reload.
  • Single Shot (1): Weapon may only be used to fire at one enemy per Attack Action.
  • Slow (-1): Weapon causes 2 points of multi-action penalty.

Perks[edit | edit source]

  • Counter (Hit) 5
  • Counter (Attack) 8
  • Counter (Defensive) 11
  • Damage (2): Increase Damage by 1 level.
  • Devastating (2): Increase Outcome by 5.
  • Dual Damage (10): Does Damage twice (Type in parenthesis is other Damage type).
  • Ignores Armor (10): Ignore all Armor
  • Knockback (2): +5 Knockback.
  • Knockdown on Hit (4)
  • Knockdown on Roll (1)
  • Knockdown on Shockpoints (2)
  • Knockdown on Wound (1)
  • Machine(5): (For each 5 Outcome gain an extra Hit, gain normal Damage).
  • Piercing X (2X): Ignore X lvls of Armor. (All costs 10)
  • Repeating(1): (For each 5 Outcome gain +1 Damage and an extra Hit).
  • Small (-1 lvl of Magazine): You may hide weapon.
  • Unblockable (10): Lowers Defense by 5.

(as Fu powers, except for Damage type which costs double).

Ancient[edit | edit source]

Ancient
Str+0 Thrown Stone Thrown, Bashing Damage
Per+0 Wood Arrow Thrown
Per+5 Sling Single Shot, Short Range.
Per+0 Short Bow
Per+10 Staff Sling, Spear Thrower 2-handed, Strength 6
Str+5 Bow

Middle Ages[edit | edit source]

Middle Ages
Per+5 Small Crossbow
Str+6 Steel Bow / Longbow
Per+6 Crossbow

Renaissance[edit | edit source]

Renaissance
Per+4 Black-powder pistol
Per+6 Arquebus
Per+20 Cannon?

Age of Reason[edit | edit source]

Age of Reason
Per+6 Musket
Per+6 Blunderbuss
Per+7 Long Rifle

Steam Age[edit | edit source]

Steam Age
Let's begin here as it is the campaign-specific table...
Per+0 Light Revolver Ammo 6, Short Range, Reload 1
Per+5 Revolver Ammo 6, Short Range, Reload 2
Per+8 Heavy Revolver Ammo 6, Short Range, Heavy 1 (Str 6), Reload 2
Per+5 Light Shotgun Ammo 2, Spread, 2-handed
Per+5 Light Rifle Ammo 1, Accurate (+1 AV), 2-handed, Long Range, Single Shot
Per+8 Shotgun Ammo 2, Spread, 2-handed, Heavy 1
Per+8 Rifle Ammo 6, 2-handed, Heavy 2 (Str 8), Reload 1, Long Range, Single Shot
Per+5 Repeater Rifle Ammo 6, 2-handed, Heavy 1 (Str 6), Reload 2, Long Range
Per+13 (-5) Hunting Rifle Ammo 1, 2-handed (+1), Heavy 3 (Str 10) (+3), Reload 1 (+1), Long Range (-1), Single Shot (+1)
Heavy Weapons
Per+8 Gatling Gun Automatic Fire 5 (1 Attack/Margin), 2-handed, Heavy 4 (Str 12), Reload 3, Long Range
Esoteric Weapons
Per+5 Ray Gun Infinite Ammo, Prototype (Fail on double), Fragile, Short Range
Per+10 Energy Rifle Infinite Ammo, Prototype (Fail on double), Fragile, Heavy 2 (Str 8 required)

World Wars[edit | edit source]

World Wars
Per+0 Light Pistol Ammo 9, Short Range
Per+5 Pistol Ammo 9, Short Range, Jam
Per+8 Revolver Ammo 6, Reload 1, Short Range
Per+5 Submachine Gun Ammo 20, Autofire, Inaccurate (-2 AV), Heavy 1 (Str 6)
Per+8 Carbine Ammo 10, 2-handed, Long Range, Heavy 1 (Str 6)
Per+10 Rifle Ammo 10, 2-handed, Long Range, Heavy 2 (Str 8)
Per+10 Machine Gun Ammo 30 (Infinite w/ Belt (causes Jam)), Autofire 1/4, 2-handed (Tripod), Long Range, Heavy 4 (Str 12), Reload 2
Heavy Weapons
Per+20 Heavy Machine Gun Ammo 30, 650 meters, Mounted
Per+13 Anti-Tank Rifle Ammo 1, 2-handed, Heavy 4 (Str 12), AP 4 (Pierce 12), Single Shot, Long Range, Slow, Setup 1
Per+25 Anti-Tank Grenade Launcher Ammo 1, Slow, -5 AV vs Personnel
Per+30 Bazooka Ammo 1, Slow, Reload 1, Heavy 1, -5 AV vs Personnel

Contemporary[edit | edit source]

Contemporary
Per+6 Heavy Pistol
Per+8 Heavy Submachine Gun

Near Now Future[edit | edit source]

Near Now Future
Per+8 Superheavy Pistol
Per+10 CyberGun

Science Fiction[edit | edit source]

Science Fiction
Per+6 Laser Pistol
Per+7 PPG
Per+12 PPG Rifle
Per+10HE MicRoc Rifle
Per+20HEAP Plasma Rifle
Per+11 Laser Rifle
Per+5 Pistol
Per+7 Heavy Pistol
Per+9 Superheavy Pistol

Space Opera[edit | edit source]

Space Opera
Per+5* Phaser Stun
Per+5 Phaser
Per+7 Phaser Wide Beam
Per+9 Phaser Maximum
Per+10 Phaser Rifle
Per+7 Disruptor
Per+12 Disruptor Rifle

Artillery[edit | edit source]

Artillery
Ancient
Catapult +30
Ballista +20
Middle Ages
Trebuchet +40
Renaissance
Bronze Cannon +20-+40
Age of Reason

/Old