Editing Incarnation of the Black Goat: Weapons

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== '''Weapon Characteristics''' ==
+
== '''Weapons''' ==
  
 
These are standardized weapon rules and options for this Fate of Cthulhu setting. For actual Weapon Types, see the table at the end.
 
These are standardized weapon rules and options for this Fate of Cthulhu setting. For actual Weapon Types, see the table at the end.
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'''Ammo'''
 
'''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.
+
Ammo capacity for canonical Star Wars weapons is around 100 shots, so Out of Ammo is rarely a problem. However, after 5 successive rounds of burst fire or full auto/suppressive fire, GMs or players can compel the Out of Ammo aspect, taking 1 round to reload unless bought off with a Fate point.
  
 
'''Stunts'''
 
'''Stunts'''
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*Suppressive fire: successful CA creates barrier to movement in zone/s in front; number of shifts = Difficulty vs Athletics
 
*Suppressive fire: successful CA creates barrier to movement in zone/s in front; number of shifts = Difficulty vs Athletics
 
*Stunning: attacks stun only
 
*Stunning: attacks stun only
 +
*Ion: ECM vs  droids/systems; +1 shift to Stress/Consequences; attacks stun only
 
*Flame: success with style ignites target; suppressive fire
 
*Flame: success with style ignites target; suppressive fire
 
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*Disintegration: success with style causes immediate severe consequence
  
 
'''Mods'''
 
'''Mods'''
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== '''Explosives and Grenades''' ==
 
== '''Explosives and Grenades''' ==
  
These are rules for explosives and grenades with typical devices.
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These are rules for explosives and grenades in the Raiders of the Rim setting, with typical devices.
  
 
'''Explosives'''
 
'''Explosives'''
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Grenades use two rolls: one to get the grenade into the same zone as the target/s; and one as the grenade's Attack. The first roll is a simple Overcome (with Athletics or Shoot) against a Difficulty set by the GM - e.g. +2 for a group of easy targets close together and all in the open; +4 for an uphill shot against targets dispersed in rocky crags in poor light, etc. Once the grenade has been placed, it functions as a conventional explosive for the actual Attack roll.
 
Grenades use two rolls: one to get the grenade into the same zone as the target/s; and one as the grenade's Attack. The first roll is a simple Overcome (with Athletics or Shoot) against a Difficulty set by the GM - e.g. +2 for a group of easy targets close together and all in the open; +4 for an uphill shot against targets dispersed in rocky crags in poor light, etc. Once the grenade has been placed, it functions as a conventional explosive for the actual Attack roll.
  
Thrown grenades work on a short fuse, so instead of dodging, targets can also try to throw them back. This is an Athletics roll against Difficulty +5, though, and failure means the target takes the full Attack, no chance to Defend.
+
Thrown grenades work on a short fuse, so instead of dodging, targets can also try to throw them back. This is an Athletics roll against Difficulty +5, though, and failure means the target takes the full Attack.
  
 
Other types of grenade exist as well as explosives. Some typical ones are detailed below. Most, when they have Attacks, impose very different Stress and Consequences on targets; others Create Advantages.  
 
Other types of grenade exist as well as explosives. Some typical ones are detailed below. Most, when they have Attacks, impose very different Stress and Consequences on targets; others Create Advantages.  
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*Frag grenade: +6 area Attack
 
*Frag grenade: +6 area Attack
 
*Launcher grenade: +6 area Attack; standard weapon-fired grenade
 
*Launcher grenade: +6 area Attack; standard weapon-fired grenade
 +
*Ion grenade: +6 area Attack as ion gun
 
*Gas grenade: CA creates Gas-Filled Zone aspect (properties vary)
 
*Gas grenade: CA creates Gas-Filled Zone aspect (properties vary)
 
*Concussion grenade: +6 area Attack; Consequences Concussed
 
*Concussion grenade: +6 area Attack; Consequences Concussed
 
*Incendiary grenade: +6 area Flame Attack; CA creates Zone On Fire aspect  
 
*Incendiary grenade: +6 area Flame Attack; CA creates Zone On Fire aspect  
 
*Smoke grenade: CA creates Smokescreen aspect; compel against Attacks, invoke for Stealth
 
*Smoke grenade: CA creates Smokescreen aspect; compel against Attacks, invoke for Stealth
 +
*Thermal Detonator: +10 area Attack, -1 to throw
  
 
== '''Weapon Types''' ==
 
== '''Weapon Types''' ==
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! Range
 
! Range
 
! Stunts
 
! Stunts
! Ammo
+
! Notes
 
|-
 
|-
|Holdout pistol
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|Holdout blaster
 
|Light (-1)
 
|Light (-1)
 
|Compact
 
|Compact
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|1
 
|1
 
|Stealth +1, auto surprise
 
|Stealth +1, auto surprise
|6
+
|
 
|-
 
|-
|Automatic pistol
+
|Blaster pistol
 
|Standard
 
|Standard
 
|Sidearm
 
|Sidearm
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|1
 
|1
 
|
 
|
|15
+
|
 
|-
 
|-
|Revolver
+
|E-11 blaster rifle
 
|Standard
 
|Standard
|Sidearm
+
|Short arm
|Single
+
|Single, burst
|1
+
|2
 +
|
 
|
 
|
|6
 
 
|-
 
|-
|SMG
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|Jawa ion gun
 
|Standard
 
|Standard
 
|Short arm
 
|Short arm
|Single, burst
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|Single
 
|2
 
|2
 +
|Ion
 
|
 
|
|30
 
 
|-
 
|-
|Shotgun
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|Modded blaster pistol
 
|High (+1)
 
|High (+1)
|Short arm
+
|Sidearm
|Single, burst (double)
+
|Single, burst
 
|1
 
|1
 
|
 
|
|6(2)
+
|
 
|-
 
|-
|Assault rifle
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|Bowcaster
 
|High (+1)
 
|High (+1)
 
|Short arm
 
|Short arm
|Single, burst
+
|Single
 
|3
 
|3
 
|
 
|
|30
+
|
 
|-
 
|-
|Automatic rifle
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|Blast rifle
 
|High (+1)
 
|High (+1)
 
|Long arm
 
|Long arm
 
|Single, burst
 
|Single, burst
|4
+
|3
 +
|
 
|
 
|
|20
 
 
|-
 
|-
|Bolt-action rifle
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|Tusken rifle
 
|High (+1)
 
|High (+1)
 
|Long arm
 
|Long arm
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|4
 
|4
 
|
 
|
|5
+
|
 
|-
 
|-
|Anti-materiel rifle
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|Disintegrator
|Heavy (+2)
+
|High (+1)
 
|Long arm
 
|Long arm
 
|Single
 
|Single
|4
+
|3
|Penetrative
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|Disintegration
|10
+
|
 
|-
 
|-
|Flamethrower
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|D-93 Incinerator
 
|Standard
 
|Standard
 
|Long arm
 
|Long arm
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|1
 
|1
 
|Flame; suppressive fire
 
|Flame; suppressive fire
|10
+
|
|-
 
|LMG
 
|High (+1)
 
|Mounted
 
|Burst, full auto
 
|4
 
|Suppressive fire
 
|100
 
 
|-
 
|-
|MMG
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|Heavy blaster rifle
 
|Heavy (+2)
 
|Heavy (+2)
 
|Mounted
 
|Mounted
|Burst, full auto
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|Single, burst, full auto
 
|4
 
|4
 
|Suppressive fire
 
|Suppressive fire
|200
+
|
 
|-
 
|-
 
|-|}
 
|-|}

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