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	<id>https://wiki.rpg.net/index.php?action=history&amp;feed=atom&amp;title=Savage_X-COM%3A_New_Keywords</id>
	<title>Savage X-COM: New Keywords - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.rpg.net/index.php?action=history&amp;feed=atom&amp;title=Savage_X-COM%3A_New_Keywords"/>
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	<updated>2026-07-30T21:35:58Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Savage_X-COM:_New_Keywords&amp;diff=447443&amp;oldid=prev</id>
		<title>Falkus at 22:20, 11 December 2023</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Savage_X-COM:_New_Keywords&amp;diff=447443&amp;oldid=prev"/>
		<updated>2023-12-11T22:20:47Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:20, 11 December 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Savage_X-COM | Back to Main Page]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Savage_X-COM | Back to Main Page]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;Combat Reload:&#039;&#039;&#039; 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 be done for a -1 shooting penalty and the loss of the currently loaded round. &amp;lt;br&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;CQB:&amp;#039;&amp;#039;&amp;#039; 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.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;CQB:&amp;#039;&amp;#039;&amp;#039; 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.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Non-Lethal:&#039;&#039;&#039; 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 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with &lt;/del&gt;lethal wounds can still die from bleeding out, and will require medical attention. &amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Non-Lethal:&#039;&#039;&#039; 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 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;who have taken &lt;/ins&gt;lethal wounds can still die from bleeding out, and will require medical attention. &amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Bulky:&#039;&#039;&#039; 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 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bulky &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;1 &lt;/del&gt;or &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2&lt;/del&gt;, drawing &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;he &lt;/del&gt;weapon &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;takes both &lt;/del&gt;free &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;actions. If it&#039;s 3 or 4, it takes a single &lt;/del&gt;action&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. If it&#039;s 5 or 6, it takes three actions&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Bulky:&#039;&#039;&#039; 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 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bulky &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 &lt;/ins&gt;or &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;higher&lt;/ins&gt;, drawing &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/ins&gt;weapon &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;requires an action instead of a &lt;/ins&gt;free action.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Fragile:&#039;&#039;&#039; 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&#039;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 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the number of &lt;/del&gt;fragile &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;accessories on the weapon&lt;/del&gt;, a random accessory breaks.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Fragile:&#039;&#039;&#039; 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&#039;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 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;value&lt;/ins&gt;, a random &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fragile &lt;/ins&gt;accessory breaks.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Savage_X-COM:_New_Keywords&amp;diff=446839&amp;oldid=prev</id>
		<title>Falkus at 13:30, 26 November 2023</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Savage_X-COM:_New_Keywords&amp;diff=446839&amp;oldid=prev"/>
		<updated>2023-11-26T13:30:27Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:30, 26 November 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Savage_X-COM | Back to Main Page]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Savage_X-COM | Back to Main Page]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Combat Reload:&#039;&#039;&#039; 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 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bedone &lt;/del&gt;for a -1 shooting penalty and the loss of the currently loaded round. &amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Combat Reload:&#039;&#039;&#039; 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 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be done &lt;/ins&gt;for a -1 shooting penalty and the loss of the currently loaded round. &amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;CQB:&amp;#039;&amp;#039;&amp;#039; 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.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;CQB:&amp;#039;&amp;#039;&amp;#039; 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.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Non-Lethal:&amp;#039;&amp;#039;&amp;#039; 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. &amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Non-Lethal:&amp;#039;&amp;#039;&amp;#039; 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. &amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Bulky:&#039;&#039;&#039; 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).&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Bulky:&#039;&#039;&#039; 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)&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. If bulky is 1 or 2, drawing he weapon takes both free actions. If it&#039;s 3 or 4, it takes a single action. If it&#039;s 5 or 6, it takes three actions&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Fragile:&amp;#039;&amp;#039;&amp;#039; 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&amp;#039;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.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Fragile:&amp;#039;&amp;#039;&amp;#039; 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&amp;#039;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.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Savage_X-COM:_New_Keywords&amp;diff=446778&amp;oldid=prev</id>
		<title>Falkus at 19:16, 25 November 2023</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Savage_X-COM:_New_Keywords&amp;diff=446778&amp;oldid=prev"/>
		<updated>2023-11-25T19:16:10Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:16, 25 November 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l2&quot;&gt;Line 2:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 2:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Combat Reload:&amp;#039;&amp;#039;&amp;#039; 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. &amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Combat Reload:&amp;#039;&amp;#039;&amp;#039; 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. &amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;CQB:&amp;#039;&amp;#039;&amp;#039; 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.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;CQB:&amp;#039;&amp;#039;&amp;#039; 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.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Non-Lethal:&amp;#039;&amp;#039;&amp;#039; 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. &amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Non-Lethal:&amp;#039;&amp;#039;&amp;#039; 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. &amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Bulky:&amp;#039;&amp;#039;&amp;#039; 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).&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Bulky:&amp;#039;&amp;#039;&amp;#039; 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).&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Fragile:&amp;#039;&amp;#039;&amp;#039; 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&amp;#039;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.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Fragile:&amp;#039;&amp;#039;&amp;#039; 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&amp;#039;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.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Savage_X-COM:_New_Keywords&amp;diff=446777&amp;oldid=prev</id>
		<title>Falkus at 19:15, 25 November 2023</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Savage_X-COM:_New_Keywords&amp;diff=446777&amp;oldid=prev"/>
		<updated>2023-11-25T19:15:59Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:15, 25 November 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;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. &amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Savage_X-COM | Back to Main Page]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;&lt;/ins&gt;Combat Reload:&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039; &lt;/ins&gt;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. &amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;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.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;&lt;/ins&gt;CQB:&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039; &lt;/ins&gt;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.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;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. &amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;&lt;/ins&gt;Non-Lethal:&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039; &lt;/ins&gt;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. &amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;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).&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;&lt;/ins&gt;Bulky:&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039; &lt;/ins&gt;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).&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;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&#039;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.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;&lt;/ins&gt;Fragile:&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039; &lt;/ins&gt;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&#039;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.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Savage_X-COM:_New_Keywords&amp;diff=446776&amp;oldid=prev</id>
		<title>Falkus: Created page with &quot;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 be...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Savage_X-COM:_New_Keywords&amp;diff=446776&amp;oldid=prev"/>
		<updated>2023-11-25T19:15:07Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;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 be...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;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. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;#039;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.&lt;/div&gt;</summary>
		<author><name>Falkus</name></author>
	</entry>
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