Editing Savage X-COM: New Keywords

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[[Savage_X-COM | Back to Main Page]]
 
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'''Combat Reload:''' When this weapon is empty, it can be loaded with 1 round and fired in a single action with a -1 penalty to the shooting roll. If already loaded, the same can bedone for a -1 shooting penalty and the loss of the currently loaded round. <br>
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'''CQB:''' This weapon can be fired when you’re being engaged in melee. Any ranged weapon without the CQB trait cannot be used to target an enemy that is engaging you in melee.<br>
 
'''CQB:''' This weapon can be fired when you’re being engaged in melee. Any ranged weapon without the CQB trait cannot be used to target an enemy that is engaging you in melee.<br>
'''Non-Lethal:''' This weapon does non-lethal damage. This functions as normal except targets dealt their final wound by non-lethal damage are unconscious instead of dead. Unconscious targets who have taken lethal wounds can still die from bleeding out, and will require medical attention. <br>
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'''Bulky:''' Several of the Weapons Accessories have the Bulky or Bulky 2 keyword. Add up the number of times this keyword appears, with “Bulky 2” counting double, and put the total (e.g., “Bulky 4”) in its Notes. Apply this as a penalty to Thievery rolls to hide the weapon, to Agility rolls to run and reload (see Reloading in Savage Worlds), and to any other tasks made difficult by having an awkward, off-balance weapon (GM’s call). If Bulky is 4 or higher, drawing the weapon requires an action instead of a free action.<br>
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'''Non-Lethal:''' This weapon does non-lethal damage. This functions as normal except targets dealt their final wound by non-lethal damage are unconscious instead of dead. Unconscious targets with lethal wounds can still die from bleeding out, and will require medical attention. <br>
'''Fragile:''' This keyword reflects stuff added to the gun that is simply less rugged than the firearm itself. This doesn’t cause issues until the weapon is mistreated, at which point the GM may roll a single die to see if something breaks. d10 if it's dropped, d8 if it was used in a melee attack or a d6 if it was directly attacked. If the number is equal to or less than fragile value, a random fragile accessory breaks.
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'''Bulky:''' Several of the Weapons Accessories have the Bulky or Bulky 2 keyword. Add up the number of times this keyword appears, with “Bulky 2” counting double, and put the total (e.g., “Bulky 4”) in its Notes. Apply this as a penalty to Thievery rolls to hide the weapon, to Agility rolls to run and reload (see Reloading in Savage Worlds), and to any other tasks made difficult by having an awkward, off-balance weapon (GM’s call).<br>
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'''Fragile:''' This keyword reflects stuff added to the gun that is simply less rugged than the firearm itself. This doesn’t cause issues until the weapon is mistreated, at which point the GM may roll a single die to see if something breaks. d10 if it's dropped, d8 if it was used in a melee attack or a d6 if it was directly attacked. If the number is equal to or less than the number of fragile accessories on the weapon, a random accessory breaks.

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