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===WEAPONS=== '''NEW WEAPON NOTES''' :'''Hold-Out''': Adds +2 to Stealth rolls to hide this weapon on your person. :'''Missile''': Missile are meant to be fired at armored vehicles (tanks) or aircraft and suffer a -4 Shooting against anything less then a Size of 4. The firer also suffers a -4 to their Shooting if the move (Pace 1+) and fire in the same round (like Snapshot but worst). :'''½ Handed''': Generally used two-handed but can be used one-handed for +1 step to the Str Min or -1 to the weapon attack rolls. :'''3-Handed''': This weapon requires 3 arms to use probably. With only two hands increase Min Str by 1 step and -2 to attack rolls with it. Melee Medieval and Modern Weapons can use stats and cost from SWAE pg. 72, along with Ranged Weapons and Black Powder Weapons costs from SWAE pg. 73. Use the Firebird as $ for making Wealth checks. Price convertion C (under $10/firebirds), Normal (under $100/firebirds) or Pricy (under $1,000/firebirds) '''AVAILABLE UPGRADES''': can be added to most weapons. *'''Advanced Alloy''': added to any primative bladed/cutting or stabbing melee weapon found in SWAE pg. 72 or Other Melee Weapons listed below. Adds +1 step to damage die and increase AP 2. Increase cost by +2 steps. Could be used for arrows and bolts also. Cost P for 20. *'''Masterwork''': weapons add +1 to Fighting, Shooting or Athletics (Throwing) depending on weapon type. Increase cost +1 step (minimum E) *'''Mastercrafted''': add +2 to attack type and +1 step damage dice of weapon type. Increase cost by +2 steps (minimum VE) '''OTHER MELEE WEAPONS''' {| class="wikitable" border="0" |- | '''NAME''' || '''DAMAGE''' || '''AP''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' |- | Grankesh Blade || Str+d8 || 1 || d10 || 4 || VE* || when wielding a pair gain +1 Parry |- | Grankesh Sword || Str+2d6 || 1 || d12 || 6 || VE* || Reach +1, 2-Handed |- |} '''OTHER RANGE WEAPON''' {| class="wikitable" border="0" |- | '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' |- | Double Bow || 15/30/60 || 2d8 || 1 || 1 || 1 || d12 || 8 || VE* || 3-Handed |- |} : Arrows cost N for 20. : *Grankesh Blades, Swords and Double Bows only cost N for Vorox and require minimum Size 2 to wield without penalty. '''ADVANCED MELEE WEAPONS''' {| class="wikitable" border="0" |- | '''NAME''' || '''DAMAGE''' || '''AP''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' |- | Fangblade || Str+d12 || 2 || d8 || 4 || VE || Longsword unpowered |- | Fangblade axe || Str+2d8 || 2 || d10 || 6 || VE || Greataxe unpowered. Parry -1, 2-Handed |- | Flux blade || Str+d12 || 6 || d8 || 3 || MR (M) || Longsword unpowered. Ignores ½ attack penalty from energy shield, +1 Parry. |- | Mist blade || Str+d12 || 10 || d4 || 2 || R (M) || Ignores ½ attack penalty from energy shield, Parry +1, adds +5 Power Points to wielder’s Pool and +1 to Occult skill |- | Power axe || Str+2d8 || 4 || d10 || 5 || EE (M) || Battleaxe unpowered. Parry +1, ½ Handed |- | Power sword || Str+2d6 || 4 || d8 || 3 || EE (M) || Longsword unpowered. Parry +1 |- | Stun Gloves || Stun || n/a || d4 || 2 || P || Touch attack. Failed Vigor -2 check is Stunned. New Vigor -2 check at the end of each round |- | Vibrating-Blade || Str+d8 || 4 || d6 || 2 || E || Shortsword unpowered |- | Vibrating-Dagger || Str+d6 || 4 || d6 || 1 || E || Dagger unpowered |- | Vibrating-Spear || Str+d10 || 4 || d8 || 4 || E || Spear unpowered. Reach 1, 2-handed |- | Vibrating-Sword || Str+d10 || 4 || d8 || 3 || E || Longsword when unpowder |- | Wire-Blade || 2d8 || 6 || d4 || 1 || EE (M) || Targets parry -1 less without Notice check each round. Critcal fumble hits attacker |- | Zap baton || 2d6 || 2 || d4 || 2 || VE || Touch attack, Vigor -2 check or Distracted and Vulnerable until end of their next turn |- |} POWERCELL NOTES: Fangblade and Axes power call cost P wt. and last around 30 minutes of continuous use. A Flux Blades cell costs E wt. ½lb and lasts around 30 minutes of continuous use. A Mist Blade cell cost VE wt. ½lb and lasts around 1 hour. Power Axe and Sword cells cost E and wt. ½lb and last around 1 hour. Stun Glove and Zap Baton cells are C wt. ½lb and last around 30 minutes. Vibro weapon cells cost P wt. ½lb and last around 30 minutes. Wire-Blade cells Cpst P and wt. ½lb and last 30 minutes. Most can be recharged with a standard power generator. Requires a Repair skill check and 1 hour per hour of powercell's weight at a cost of C per hour. These weapons powercells are not interchangable.</br> '''SLUG THROWERS''' {| class="wikitable" border="0" | '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' |- | Pocket Pistol || 8/16/32 || 2d4+1 || 1 || 1 || 8 || d4 || 1 || N || Hold-Out |- | Revolver || 12/24/48 || 2d6+1 || 1 || 1 || 6 || d6 || 3 || N || - |- | Heavy Revolver || 15/39/60 || 2d8 || 2 || 1 || 6 || d8 || 4 || N || - |- | Autofeed Pistol || 12/24/48 || 2d6+1 || 1 || 1 || 18 || d6 || 3 || N || - |- | Heavy Autofeed Pistol || 15/30/60 || 2d8 || 2 || 1 || 12 || d8 || 5 || P || - |- | Hand Cannon || 15/30/60 || 2d10 || 2 || 1 || 5 || d8 || 6 || P || ½ Handed |- | Machine Pistol || 12/24/48 || 2d6+1 || 1 || 3 || 30 || d6 || 4 || P || 3RB |- | SMG || 18/36/72 || 2d6+2 || 1 || 3 || 30 || d6 || 6 || P || 3RB, ½ Handed |- | Hunting Rifle || 30/60/120 || 2d10 || 1 || 1 || 6 || d6 || 10 || N || Snapeshot, 2-Handed |- | Assault Rifle || 24/48/96 || 2d8 || 2 || 3 || 40 || d6 || 9 || E || 3RB, 2-Handed |- | Sniper Rifle || 50/100/200 || 2d12 || 2 || 1 || 10 || d8 || 16 || VE (M) || Snapshot, 2-Handed |- | LMG || 40/80/160 || 2d10 || 2 || 3 || 100 || d8 || 24 || VE (M) || Snapshot, 2-Handed |- | Shotgun Pistol || 6/12/24 || 1-3d6 || 0 || 1 or 2 || 2 || d6 || 6 || N || Shotgun, ½ Handed |- | Pump Shotgun || 12/24/48 || 1-3d6 || 0 || 1 || 6 || d6 || 8 || N || Shotgun, 2-Handed |- | Combat Shotgun || 12/24/48 || 1-3d6 || 0 || 3 || 20 || d8 || 18 || E (M) || 3RB, Shotgun, 2-Handed |- | Splinter Rifle || 20/40/80 || 2d10 || 3 || 3 || 80 || d8 || 12 || VE (M) || 3RB, 2-handed |} AMMO NOTES: Standard rounds for a pistols and revolvers costs N for 50 rounds (1lb); for heavy pistols and SMG cost N for 40 rounds (1lb); for hand cannon, assault and hunting rifles cost for 30 rounds (1½lbs); LMG, sniper rifles and shotgun rounds cost N for 20 rounds (1½lb) and splinter rounds cost P for 20 rounds (1lb). Slug ballistic rounds are not interchangable.</br> '''Special Ammo''' * Charger Rounds - Any but Shotguns and Palm Pistols. Military grade 'charged' rounds have a micro-plamsa round. Adds +1d8 damage (raise adds another d10 instead of d6) and ignores ½ attack penalty from energy shields. Ammo cost is E for ½ the rounds and is considered military only. * Man-Stopper Rounds – Any but Shotguns. Dense heavy-core bullets; add +2 damage increase AP by another 1. Increase to P (or E with Splinter) for the same number of rounds. * Shaped Capsules Rounds– Any but Shotguns and Palm Pistols. Military grade shape-charged explosive rounds. Adds +1d6 an additional 4 to AP and ignores ½ attack penalty from energy shield. Ammo cost is E for ½ the rounds and is considered military only. * Solid Slug – Shotguns only. No reduction of damage by range increment, Damage is 2d10, AP 2. No bonus to ''Shooting''. Cost is the same as standard shotgun rounds but (2lbs). * Sunder Rounds – Shotgun only. As solid slug round but made to breach doors, bypass armor. Military grade explosive ammo. Add +1d10 damage, AP 8 and ignores ½ attack penalty from energy shields. Halves base Shotgun base range. Ammo cost is E for 20 rounds and (3lbs). Are considered military only. '''ENERGY WEAPONS''' {| class="wikitable" border="0" |- | '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' |- | Palm Laser || 10/20/40 || 2d6 || 1 || 3 || 20 || d4 || 1 || E || Hold-out |- | Laser Pistol || 25/50/100 || 2d6+1 || 1 || 3 || 60 || d4 || 2 || E || - |- | Laser Carbine || 30/60/120 || 2d6+1 || 1 || 3 || 80 || d4 || 6 || E || ½ Handed |- | Laser Rifle || 40/80/160 || 2d6+1 || 1 || 3 || 100 || d6 || 8 || VE || 3RB, 2-Handed |- | Sniper Laser Rifle || 60/120/240 || 2d10 || 1 || 1 || 20 || d6 || 14 || VE || Snapfire, 2-Handed |- | Gatlin Laser || 30/60/120 || 2d8+1 || 1 || 4 || 800 || d8 || 30 || EE (M) || Snapfire, 2-Handed |- | Blaster Pistol || 12/24/48 || 3d6 || 3 || 1 || 12 || d6 || 4 || VE || Ignores ½ attack penalty from energy shields |- | Blaster Rifle || 20/40/80 || 3d8 || 3 || 1 || 30 || d8 || 12 || VE (M) || Ignores ½ attack penalty from energy shields. 2-Handed |- | Heavy Blaster Rifle || 24/48/96 || 3d10 || 4 || 1 || 10 || d10 || 28 || EE (M) || HW. Ignores ½ attack penalty from energy shields. Heavy Weapon, Snapfire, 2-Handed |- | Plasma Rifle || 20/40/80 || 5d6 || 20 || 1 || 20 || d12 || 54 || MR (M) || HW. Ignores ½ attack penalty from energy shields. Heavy Weapon, Snapfire, 2-Hand, see below |- | Flamer || Cone || 3d6 || * || 1 || 15 || d6 || 18 || P (M) || Suffers only a -2 penalty to attacks against an active energy shields. Blast Template range, 2-Handed |- |} : * Ignore Armor Points vs. unsealed (environmental or vacuum) armor. POWERCELL NOTES: Power cells for Palm Laser and Laser Pistols Wt. ¼lb and cost N, Laser Carbines Wt. ½lb and cost P, Laser Rifle and Sniper Rifles Wt. 1lb and cost P, Gatlin laser Wt. 10lb and cost E, Blaster Pistols Wt. 1lb and cost N, Blaster Rifles Wt. 3lb and cost P, Heavy Blaster Rifle Wt. 20lb and cost E, Plasma Rifles Wt. 30lb and cost VE, a Flamer fuel-cell wt. 5lbs and costs N. Power cells are not interchangable. Most can be recharged with a standard power generator. Requires a Repair skill check and 1 hour per hour of powercell's weight at a cost of C per hour.These weapons powercells are not interchangable.</br> ENERGY WEAPON NOTES :'''Cauterization''': all energy weapons cause cauterization and targets add +2 Vigor vs. Bleeding Out :'''Laser Weapons''': Laser weapons do not suffer a recoil penalty for multiple attacks in a round (except Gatlin Lasers). Lasers are also recoilless and do not impose extra disadvantages when fired in z-g environments. :'''Plasma''': Plasma weapons are dangerous and unsafe to be fire around unprotected (deals ½ base damage to shooter and everyone within a SBT of shooter unless wearing an Armored Void suit or sealed Bindermail or Cerametal Steel armor). Plasma weapons deal damage in SBT around the target area. Plasma weapons tend to overheat; whenever an attacker rolls a 1 on their Shooting die (regardless of Wild die), he suffer ½ the basic damage if not protected as above. It takes one round of not firing to cool down to be safely to fired again, otherwise suffer full damage if fired before then to firer and everyone in a SBT. Wielders should wear the armor listed above to operate safely. [[File:SWN.rifle.jpg]] '''EXOTIC FIREARMS''' {| class="wikitable" border="0" |- | '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' |- | Anti-Matheral Gun || 40/80/160 || 4d8 || 20 || 1 || 10 || d10 || 25 || VE (M) || HW, SBT, Snapshot, 2-Handed |- | Grenade Launcher || 25/50/100 || varies || varies || 1 || 3 || d6 || 6 || E || Snapefire, see below |- | Grenade Rifle || 25/50/100 || varies || varies || 1 || 12 || d6 || 16 || E (M) || Snapefire, see below |- | Gryrojet Pistol || 15/30/60 || 2d8 || 8 || 1 || 8 || d8 || 8 || E (M) || HW, ½ Handed |- | Gryrojet Rifle || 30/60/120 || 2d8 || 8 || 1 || 20 || d8 || 14 || VE (M) || HW, 2-Handed |- | Missile Launcher || 75/150/300 || 5d8 || 20 || 1 || 2 || d8 || 24 || VE (M) || HW, Misssile, MBT, 2-Handed |- | Needler Pistol || 10/20/40 || 2d4 || 0 || 1 || 30 || d4 || 3 || P (I) || Hold-Out |- | Needler Rifle || 16/32/48 || 2d4 || 0 || 1 || 50 || d4 || 7 || E (I) || ½ Handed |- |} AMMO NOTES: Anti-Material Guns ammo costs E and weigh 4lbs for a full clip. Grenade Launchers and Rifles fire mini-grenades that wt. 1lb each but otherwise use stats and cost but range as Hand Grenades (see below). Gyrojet ammo cost P and weighs 2lbs for a full pistol clip and cost P and weigh 5lbs for rifles. '''''Boomer''''' rounds deal 5d6 damage in a LBT, count as Heavy Weapons but lose all AP, and add +1 to cost step the base ammo cost. '''''HEAT Seeker''''' rounds deal 3d6 damage no AP and adds +2 to ''Shooting'' checks to hit 'living' targets and vehicles that are powered on. Cost as base ammo. Gyrojet are military grade weapons. Missiles cost E and weigh 3lbs each. Needler pistols ammo weigh ½lb and cost P for a full clip and needler rifles wt. 1lb and cost P. Needer rounds are toxic and if causes at least a Shaken result, living targets must make a Vigor -2 (-4 if attacker got a raise) or suffer a Wound. On their next round must roll again vs. a Wound with the same penalties. Illegal. These weapons ammo are not interchangable.</br>
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