Weapon Types

Special Rounds

Bullets deal piercing damage.

Incendiary rounds do not increase damage, but if damage is dealt, 1 level is considered fire damage; the rest is piercing damage.

Armor-piercing rounds reduce Armor by 1.

Armor-piercing incendiary rounds are treated as both armor-piercing and incendiary.

Other types of special ammunition, such as explosive rounds and hollow point rounds, deal the same amount of damage as standard ammunition for game purposes.

Ammunition is sometimes made of special materials to take advantage of a particular creature's vulnerability. For example, silver bullets are popular against werewolves. Such ammunition can be armor-piercing but cannot be incendiary.

Automatic Fire

Fully automatic fire against a single target at point-blank range (2 meters or less) grants a +2 bonus.

Fully automatic fire expends the full clip, or half if the clip contains at least 20 rounds. One turn of automatic fire typically expends 10 to 30 rounds. Fully automatic fire can engage all targets in one 5 foot area per 10 rounds expended. Because it is considered a single attack, there is no penalty for engaging multiple targets.

To resolve automatic fire against multiple targets, the attacker should make an attack roll and determine the amount of damage without taking defensive actions by the targets into account. This damage is divided as equally as possible between targets. Defensive actions are then applied. If a defensive action reduces damage to zero, that target was not hit.

Stun Guns and Incapacitating Agents

Tasers and other devices which deal non-lethal electrical damage require a Physique check of 5 or better, with failure resulting in stun. Self-contained single-charge taser shells (with no cable attached) require a single check (one turn of stun if failed). Battery-powered taser shells, and those with a cable attached, require a check each turn until removed. Range for traditional tasers (with cables) is typically 10 meters.

Pepper spray requires a Physique check of 5 or better. Failure results in temporary blindness and a -1 penalty to all actions; this penalty does not stack with Wound Penalties.

Incapacitating agents such as BZ and Kolokol-1 require a Physique check with an outcome of 6 or better each turn spent in the area of effect, plus the turn after leaving it. Those succumbing to the effects are incapacitated, but are not actually knocked unconscious.

Grenades and Explosives

Grenades detonate the turn after being thrown. Fragmentation grenades deal 7 levels of damage at the point of impact, dropping by 1 per 2 meters of distance (so 1 level at 12 meters, no damage at 14 meters). Half the damage dealt by fragmentation grenades is considered to be piercing and half is considered bludgeoning.

Plastic explosives deal 3 levels of bludgeoning damage per ounce, dropping by 1 per meter of distance.

With the exception of shaped charges, damage from explosives is capped at 20 levels. Shaped charges typically damage or destroy a single target (depending on the size of the charge, one person, one small group of people, one vehicle, one building or one part of a building, etc.). Like all explosives, they deal bludgeoning damage.

Napalm grenades burn for 30 seconds. They deal 4 levels of piercing damage at the point of impact, dropping by 1 per 2 meters of distance. They also deal fire damage in a 7 meter radius.

Thermite grenades affect a 1 meter diameter and burn for 40 seconds. They are placed rather than thrown, and are designed for destroying equipment. Thermite follows the rules for fire damage, with the amount of the body exposed to the thermite determining damage. In the case of actual direct exposure to thermite, the normal damage applied by exposure is doubled (2, 4, and 6 per turn respectively). After the thermite has burned out, the target will still probably be on fire, but at an intensity no higher than their normal combustibility.

Smoke grenades burn for about 2 minutes, and the smoke will typically last a few minutes more before being dispersed by wind. In an enclosed room, they may last for about an hour. In the open in the presence of light wind, the smoke can be considered to have a diameter of about 10 meters.

Stun grenades (aka flashbang grenades) affect require everyone within a 5 meter radius to make a Physique check at Difficulty 6 each turn for the next two turns. A target who fails is at -2 to all actions and is capable only of defensive actions. For game purposes, this effect lasts a maximum of 2 turns and does not stack with Wound Penalties.

Grenades can be thrown about 30 meters on average.

Claymore mines deal 7 levels of piercing damage in the kill zone. They have a range of 100 meters and a 60 degree arc.

Anyone directly behind a Claymore when it detonates will suffer 1 level of bludgeoning damage from backblast. An individual at the center of a ring of Claymores which detonate simultaneously is effectively at the center of a shaped charge, and will suffer 1 level of bludgeoning damage from backblast from the first mine, 2 from the second, 3 from the third, and so forth. (Thus, a ring of 4 Claymores would deal 10 levels of bludgeoning damage from backblast.)

Backblast from shaped charges of plastic explosives deals 1 level of bludgeoning damage from the first 3.5 ounces, 2 from the second 3.5 ounces, 3 from the third, and so forth. (Thus, 14 ounces would deal 10 levels of bludgeoning damage in backblast.)

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