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Common ranged weapons of the late 21st century

Name Skill Mode Damage
Pistol, 9mm charge Modern-pistol F d4+1w/d6+1w/d4m
Pistol, 9mm charge, Zero-G Modern-pistol F d4+1w/d6+1w/d4m
Pistol, 11mm charge Modern-pistol F d4+2w/d6+2w/d4+1m
Rifle, 11mm charge Modern-Rifle F/B/A d6+1w/d6+3w/d6+1m
Rifle, 11mm charge, Zero-G Modern-Rifle F d6+1w/d6+3w/d6+1m
Autoflechette Shotgun Modern-SMG F/B/A d4w/d6w/d4m
SMG 9MM charge Modern-SMG B/A d4+1w/d6+1w/d4m

 

Common hand to hand weapons of the late 21st century

Name Skill Damage
Chainsword Melee-powered d8+1w/d8+2w/d4+1m
Pulse Baton Melee-powered d8s/d4+2w/d6+2w
Combat Knife Melee-Blade d4+1w/d4+2w/d4+3w

 

A quick rules primer for first time players (and to remind the others): In this game, you roll D20 and add or subtract another die roll dependant on the difficulty of the action to get your total. For example, shooting someone from behind who did not detect you would be very easy and might have you rolling a D20 and subtracting the result of a D10 from it. However, if the person did detect you and ducked behind a brick wall, you may have to add a D4 or D6 to the roll. The result is compared to your skill. If you roll equal or less, it is an ordinary success and you get the first damage result. If you roll better than half your skill, you get the second, better than a fourth and you get an amazing result and the third damage. There are three types of damage; stun, wound and mortal. Stun is bruising, wound is worse and includes cuts and such and mortal indicates a life threatening event.