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Incarnation of the Black Goat: Weapons
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== '''Weapon Characteristics''' == These are standardized weapon rules and options for this Fate of Cthulhu setting. For actual Weapon Types, see the table at the end. Range signifies range beyond the same zone - so, a sidearm can shoot into the next zone. Guns can shoot one zone beyond their standard range, but at a -4 penalty. '''Power''' *Light: -1 shift to Stress/Consequences *Standard: 0 shift to Stress/Consequences *High Power: +1 shift to Stress/Consequences *Heavy: +2 shift to Stress/Consequences '''Format''' *Compact: +1 to Stealth tests, +2 to create surprise *Sidearm: 1 zone range *Short arm: 2 zones range *Long arm: 3 zones range, -1 in same zone *Sniper: 4 zones range, -1 in same zone *Mounted: 4 zones range, -1 in same zone '''Modes''' *Single shot: 1 target per round *Burst: 1 target per round, 1 die maximized; divide shifts between 2 adjacent targets; ammo rate x 3 *Full auto: multiple targets per round; divide shifts between targets in arc; ammo rate x 10 *Scattershot: 1 die maximized, same shifts to all adjacent targets, -1 zone range '''Ammo''' Ammo capacity is provided for players and GMs who want to get very exact about this point. However, after 5 successive rounds of burst fire or full auto/suppressive fire, GMs or players can always compel the Out of Ammo aspect, taking 1 round to reload unless bought off with a Fate point. '''Stunts''' *Sniperscope: +2 to Attack after 1 round wait to line up; range 1 extra zone *Penetrative: -1 to target armour *Suppressive fire: successful CA creates barrier to movement in zone/s in front; number of shifts = Difficulty vs Athletics *Stunning: attacks stun only *Flame: success with style ignites target; suppressive fire '''Mods''' Weapons can be modded, for additional Stunts or other advantages, by the right Crafts or Engineering roll.
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