A roleplaying website designed for forum based table-top roleplaying games, but applicable to other forms of roleplaying as well.
 
HomeCalendarFAQSearchMemberlistUsergroupsRegisterLog in

Share | 
 

 Firearms and explosives

Go down 
AuthorMessage
Admin
Admin


Posts : 58
Join date : 2018-01-13

PostSubject: Firearms and explosives   Sun Jan 14, 2018 3:06 am

Firearms
The firearms' names or models are more or less stand ins, for the generic role the weapons are intended to fill. The Glock 17 for instance represents a generic 9mm pistol, and conceivably any weapon equivalent, such as M92F Berreta, CZ-75, S&W shield etc. could mechanically be represented as one of these weapons. The mechanics of the weapon can be applied to any roleplay equivalent weapon, meaning that the suggested variants are for roleplay purposes, only. As many of the weapons listed are not generally available to civilians (directly), the weapons listed are generally expected to come from military, police, or criminal elements, where they were "commandeered" after the disaster. Legal civilian weaponry lack certain features, in general that they are not capable of fully automatic fire or firing explosive rounds (such as a grenade launcher). Otherwise, the firearms come as listed. For a reference on firearms mechanics, see here!



Pistol
-Seburo M5
-HK-45
-Mateba Autorevolver


Rifle
-M4 Carbine
-Ak-47
-K-22
-CZN M22
-Seburo C-30
-ZA-2851 


Submachine Gun 
-Mp5
-UMP-45S1
-Seburo C26A


Shotgun
-Spaz-12
-USAS-12


Machinegun
-SEBURO MG 
-M249
-M240

Sniper Rifle
-KH-417 
-SEBURO SR-25


Grenade Launcher
-M203
-Milkor MGL
-M25


Explosives
-MK3A2 (Section 9)
-M84 Flashbang
-M18 Smoke Grenade
-M7A2 Tear Gas


Heavy Weapons
-Minigun 
-.50 Caliber Machine gun 
-Anti-material 20mm Rifle 
-Automatic Grenade launcher 
-Mk. 47 Stryker 
-M72 LAW 
-Javelin FIM-92J Missile


Last edited by Admin on Sun Jan 14, 2018 3:45 am; edited 1 time in total
Back to top Go down
View user profile http://tabletoproleplaying8.board-directory.net
Admin
Admin


Posts : 58
Join date : 2018-01-13

PostSubject: Re: Firearms and explosives   Sun Jan 14, 2018 3:19 am

Pistol 
When using a suppressor, pistols effectively function as "silenced" weapons. Either semiautomatic pistol can be considered a "revolver", although the magazine capacity is reduced to 8 and 6, for the 9mm and .45 ACP weapons, respectively. The damage and other features remain identical, however the weapon takes two turns to reload, and obviously the magazine capacity is reduced. The weapon's are incapable of jamming and suffer no additional penalties on a dramatic failure. Revolvers are not standard military issue, and thus are more commonly found among civilians or much older officer's who were used to using such weapons.





Seburo M5
-Dice Bonus: +2L (1L)
-Ammunition: 9mm x 19mm, 5.45mm x 29mm, 
-Range: 25/50/100 
-Armor piercing: 1, 2
-Action: Fully Automatic 
-Strength Rating: 2/2 
-Size: 1/S 
-Durability: 3 
-Round Capacity: 20
-Weight: 1.5 lb 
-Initiative Modifier: +4
-Overheating: N/A 
-Extra Capabilities: The weapon is capable of fully automatic fire, however only to medium bursts. At close ranges, the armor piercing rating increases from 1 to 2. 



HK-45
-Damage: +2L (2L), (9 again)
-Ammunition: .45 ACP
-Range: 25/50/100 
-Armor piercing: 1
-Action: Semiautomatic
-Strength Rating: 3
-Size: 1/S 
-Durability: 3 
-Round Capacity: 10
-Weight: 2.5 lb 
-Initiative Modifier: +4
-Overheating: N/A 
-Extra Capabilities:



Mateba Autorevolver
-Dice Bonus: +2L (2L), (Successes on 7)
-Ammunition: .357 Magnum
-Range: 50/100/200
-Armor piercing: 2
-Action: Revolver
-Strength Rating: 3
-Size: 1/S 
-Durability: 3 
-Round Capacity: 6
-Weight: 3 lb 
-Initiative Modifier: +4
-Overheating: N/A 
-Extra Capabilities: The weapon is incapable of jamming, and a dramatic failure is treated as if an ordinary failure. Being a revolver it is capable of short bursts, and takes two turns to reload.


Last edited by Admin on Tue Oct 16, 2018 4:38 am; edited 3 times in total
Back to top Go down
View user profile http://tabletoproleplaying8.board-directory.net
Admin
Admin


Posts : 58
Join date : 2018-01-13

PostSubject: Re: Firearms and explosives   Sun Jan 14, 2018 3:23 am

Rifle

M4 Carbine
-Damage: +3L (1L), (9 again)
-Ammunition: 5.56mm x 45mm NATO
-Range: 100/200/400
-Armor piercing: 2
-Action: Fully Automatic 
-Strength Rating: 2/2/3
-Size: 2/L
-Durability: 3
-Round Capacity: 30 
-Weight: 7.5 lb
-Initiative Modifier: +0
-Overheating: 120 rounds 
-Extra Capabilities: The weapon has unusual accuracy, having a reduced penalty to accuracy rolls at long ranges. This is negative -1 at medium ranges, and -2 at long ranges (compared to -2 and -4, respectively). This can be completely eliminated with scopes that ordinarily halve range penalties. 

Ak-47
-Damage: +0 (2L), (9 again)
-Ammunition: 7.62mm x 39mm
-Range: 100/200/400
-Armor piercing: 2
-Action: Fully Automatic 
-Strength Rating: 2/2/3
-Size: 2/L
-Durability: 3
-Round Capacity: 30 
-Weight: 7.5 lb
-Initiative Modifier: +0
-Overheating: 120 rounds 
-Extra Capabilities: On dramatic failures, the weapon never jams.

K-22
-Damage: +3 (1L), (9 again)
-Ammunition: 5.56mm x 45mm NATO
-Range: 100/200/400
-Armor piercing: 2
-Action: Fully Automatic 
-Strength Rating: 2/2/3
-Size: 2/L
-Durability: 3
-Round Capacity: 30 
-Weight: 7.5 lb
-Initiative Modifier: +0
-Overheating: 120 rounds 
-Extra Capabilities: On dramatic failures, the weapon never jams.

CZN M22
-Damage: +3L (1L), (9 again)
-Ammunition: 5.56mm x 45mm NATO
-Range: 100/200/400
-Armor piercing: 2
-Action: Fully Automatic 
-Strength Rating: 2/2/3
-Size: 2/L
-Durability: 3
-Round Capacity: 40
-Weight: 7.5 lb
-Initiative Modifier: +2
-Overheating: 120 rounds 
-Extra Capabilities: The weapon gains a +1 bonus to accuracy rolls with burst fire attacks.

ZA-2851
-Damage: +3L (1L), +3L (2L)
-Ammunition: 5.56mm x 45mm NATO
-Range: 100/200/400
-Armor piercing: 2, 3
-Action: Fully Automatic 
-Strength Rating: 2/2/3, 3/3/4
-Size: 2/L
-Durability: 3
-Round Capacity: 40 (20)
-Weight: 9.5 lb
-Initiative Modifier: +0
-Overheating: 120 rounds 
-Extra Capabilities: The weapon possesses a specialized burst function, which allows two rounds to be fired almost consecutively on top of each other, which enhances the relative power of the shot. This is represented, mechanically, as boost from +3L (1L) to +3L (2L), and increases the armor piercing rating of the weapon from 2 to 3. This can be fired in a fully automatic function, although only for half the amount. It also comes with an increased strength requirement, and consumes twice as much ammunition per shot.

Seburo C-30
-Damage: +3L (2L), (9 again)
-Ammunition: 7.62mm x 51mm NATO
-Range: 150/300/600
-Armor piercing: 3
-Action: Fully Automatic 
-Strength Rating: 2/3/4
-Size: 2/L
-Durability: 3
-Round Capacity: 20
-Weight: 8.6 lb
-Initiative Modifier: +0
-Overheating: 120 rounds 
-Extra Capabilities: The weapon gains a +1 bonus to accuracy rolls when you make an aimed shot.
Back to top Go down
View user profile http://tabletoproleplaying8.board-directory.net
Admin
Admin


Posts : 58
Join date : 2018-01-13

PostSubject: Re: Firearms and explosives   Sun Jan 14, 2018 3:32 am

Submachine Gun 
When using a suppressor, submachine guns effectively function as "silenced" weapons.


MP5
-Damage: +3L (1L), (Successes on 7)
-Ammunition: 9mm x 19mm
-Range: 50/100/200
-Armor piercing: 1
-Action: Fully Automatic 
-Strength Rating: 1/2/2, 2/2/3
-Size: 2
-Durability: 3
-Round Capacity: 30 
-Weight: 5.5 lb
-Initiative Modifier: +2
-Overheating: N/A
-Extra Capabilities: The weapon is unusually accurate, possessing successes on 7, but loses the 10 again quality.


Seburo C26A
-Damage: +3L (1L), (9 again)
-Ammunition: 5.45mm x 29mm
-Range: 50/100/200
-Armor piercing: 1, 2
-Action: Fully Automatic 
-Strength Rating: 1/2/2
-Size: 2
-Durability: 3
-Round Capacity: 60 
-Weight: 4.5 lb
-Initiative Modifier: +2
-Overheating: N/A
-Extra Capabilities: The weapon has an unusually high magazine capacity. In addition, at close range, the weapon's armor piercing rating increases from 1 to 2.

UMP-45-S1
-Damage: +3L (2L), (9 again)
-Ammunition: .45 ACP
-Range: 50/100/200
-Armor piercing: 1
-Action: Fully Automatic 
-Strength Rating: 1/2/2, 2/2/3
-Size: 2
-Durability: 3
-Round Capacity: 30 
-Weight: 5.5 lb
-Initiative Modifier: +2
-Overheating: N/A
-Extra Capabilities: The weapon is unusually powerful and reliable, and never suffers a dramatic failure.
Back to top Go down
View user profile http://tabletoproleplaying8.board-directory.net
Admin
Admin


Posts : 58
Join date : 2018-01-13

PostSubject: Re: Firearms and explosives   Sun Jan 14, 2018 3:35 am

Shotgun


Spaz-12
-Damage: +4/2L (2L) (8 again)
-Ammunition: 12 Gauge
-Range: 50/100/200
-Armor piercing: 1
-Action: Pump action, semiautomatic
-Strength Rating: 2, 3
-Size: 3/S, 2/L
-Durability: 3
-Round Capacity: 8 
-Weight: 7.5 lb
-Initiative Modifier: +0, +2
-Overheating: N/A
-Extra Capabilities: Being a shotgun, the weapon possesses a number of specialty cartridges available to it. It also possess a folding stock, which when folded, increases the initiative of the weapon by 2, decreases it's size to 2/L, but decreases the damage die by 1, as well. The weapon possesses a specialized burst feature, which allows two round to be fired nearly simultaneously, but with significant recoil. The user can makes two attack rolls against the same target with a -2 penalty to each attack, but loses their next attack action. Being pump action, one round can be loaded into the chamber of the weapon per turn. 



AA-12 - Saiga-12
-Damage: +4L (2L) (8 again)
-Ammunition: 12 Gauge
-Range: 50/100/200
-Armor piercing: 1
-Action: Fully Automatic 
-Strength Rating: 3/4/5
-Size: 3/L
-Durability: 3
-Round Capacity: 20
-Weight: 9.5 lb
-Initiative Modifier: +0
-Overheating: N/A
-Extra Capabilities: The weapon is extremely powerful, and is capable of fully automatic fire. It can utilize a wide variety of specialty cartridges, however they must come preloaded in the magazine.
Back to top Go down
View user profile http://tabletoproleplaying8.board-directory.net
Admin
Admin


Posts : 58
Join date : 2018-01-13

PostSubject: Re: Firearms and explosives   Sun Jan 14, 2018 3:37 am

Machine Gun
Most machine guns, unless otherwise stated, are incapable of jamming, and never suffer additional problems on a dramatic failure. 




SEBURO MG 
-Damage: +3L (+1L)
-Ammunition: 5.56m x 45mm NATO
-Range: 100/200/400
-Armor piercing: 2
-Action: Fully Automatic 
-Strength Rating: 2/2/3
-Size: 2/L 
-Durability: 3
-Round Capacity: 100
-Weight: 10 lb
-Initiative Modifier: +1
-Overheating: 100
-Extra Capabilities: The weapon is capable of fully automatic fire, and is otherwise extremely reliable. It is also capable of jamming. 



M249
-Damage: +3L (+1L)
-Ammunition: 5.56m x 45mm NATO
-Range: 100/200/400
-Armor piercing: 2
-Action: Fully Automatic 
-Strength Rating: 3/3/3
-Size: 3/S, 2/L 
-Durability: 3
-Round Capacity: 200
-Weight: 15 lb
-Initiative Modifier: +0, +1
-Overheating: N/A
-Extra Capabilities: The weapon is capable of fully automatic fire, and is otherwise extremely reliable. It also possesses a folding stock, which reduces the attack roll of the weapon by 1, but increases it's initiative by 1 and decreases it's size to 2/L.

M240 - PKM
-Damage: +3L (2L) 
-Ammunition: 7.62mm x 51mm NATO
-Range: 125/250/500
-Armor piercing: 3
-Action: Fully Automatic 
-Strength Rating: 4/4/4
-Size: 3/L
-Durability: 3
-Round Capacity: 100
-Weight: 18 lb
-Initiative Modifier: -1
-Overheating: N/A
-Extra Capabilities: The weapon is capable of fully automatic fire, and is extremely powerful. It is however, extremely heavy.


Last edited by Admin on Tue Oct 16, 2018 4:36 am; edited 1 time in total
Back to top Go down
View user profile http://tabletoproleplaying8.board-directory.net
Admin
Admin


Posts : 58
Join date : 2018-01-13

PostSubject: Re: Firearms and explosives   Sun Jan 14, 2018 3:39 am

HK417 - Mk. 14 EBR - Dragnuv SVD
-Damage: +3L (2L) (8 again)
-Ammunition: 7.62mm x 51mm NATO
-Range: 125/250/500
-Armor piercing: 3
-Action: Fully Automatic 
-Strength Rating: 3/3
-Size: 3/L 
-Durability: 4
-Round Capacity: 20 
-Weight: 9.5 lb
-Initiative Modifier: +0
-Overheating: N/A
-Extra Capabilities: The weapon is capable of fully automatic fire, however only to medium bursts.



SEBURO SR 
-Damage: +4L (2L) (Successes on 7; no 10 again)
-Ammunition: 7.62mm x 51mm NATO
-Range: 150/300/600
-Armor piercing: 3
-Action: Bolt Action
-Strength Rating: 2
-Size: 3/S, 2/L
-Durability: 5
-Round Capacity: 5
-Weight: 7.5 lb
-Initiative Modifier: +0
-Overheating: N/A
-Extra Capabilities: The weapon is bolt action, which makes it extremely reliable and accurate. In addition, it has a folding stock, which can reduce the size of the weapon from 3/S to 2/L; however, it cannot be fired until the folding stock is undone.



SEBURO .50 Caliber
-Damage: +5L (3L) (9 again)
-Ammunition: .50 Caliber
-Range: 300/600/1200
-Armor piercing: 5
-Action: Bolt Action
-Strength Rating: 6
-Size: 4/S
-Durability: 5
-Round Capacity: 10
-Weight: 18 lb
-Initiative Modifier: -4
-Overheating: N/A
-Extra Capabilities: The weapon is bolt action, which makes it extremely reliable and accurate. When using a bipod, the strength requirement of the weapon is reduced by an additional point.


Last edited by Admin on Tue Oct 16, 2018 4:51 am; edited 3 times in total
Back to top Go down
View user profile http://tabletoproleplaying8.board-directory.net
Admin
Admin


Posts : 58
Join date : 2018-01-13

PostSubject: Re: Firearms and explosives   Sun Jan 14, 2018 3:40 am

Grenade Launcher
Grenades, like all explosives, possess two ranges, a lethal and injury range. Inside the lethal range the weapon's do lethal damage, and inside the injury range they do bashing damage. This is represented by a radius with two numbers before a slash, such as 5/10, or 5/15, and the number is represented in yards.


M320 Grenade Launcher
-Damage: +0(2L) (40mm Grenade)
-Ammunition: 40mm Grenade
-Range: 50/100/200
-Armor piercing: 1
-Action: Break Action
-Strength Rating: 3, 2
-Size: 1/S 
-Durability: 3
-Round Capacity: 1
-Weight: 3.5 lb
-Initiative Modifier: +0
-Overheating: N/A
-Extra Capabilities: The weapon fires 40mm grenades, of which there are a wide variety of specialty cartridges available to the weapon for these purposes. The weapon can be used in the stand alone configuration, or added as an accessory to a weapon. If added as an accessory, the weapon ignores the usual quick-draw penalty associated with changing weapons, and reduces it's strength requirement to that of the weapon it's attached to. The weapon cannot be attached to pistols.

Milkor MGL
-Damage: +2(2L) (40mm Grenade)
-Ammunition: 40mm Grenade
-Range: 75/150/300
-Armor piercing: 1
-Action: Revolver
-Strength Rating: 3
-Size: 3/L
-Durability: 3
-Round Capacity: 6
-Weight: 11.5 lb
-Initiative Modifier: -1
-Overheating: N/A
-Extra Capabilities: The weapon fires 40mm grenades, of which there are a wide variety of specialty cartridges available to the weapon for these purposes. Although it is incredibly heavy and bulky, as is the ammunition, and takes 2 turns to fully reload (being a revolver), the weapon is extremely powerful.
Back to top Go down
View user profile http://tabletoproleplaying8.board-directory.net
Admin
Admin


Posts : 58
Join date : 2018-01-13

PostSubject: Re: Firearms and explosives   Sun Jan 14, 2018 3:40 am

Grenade
Grenades, like all explosives, possess two ranges, a lethal and injury range. Inside the lethal range the weapon's do lethal damage, and inside the injury range they do bashing damage. This is represented by a radius with two numbers before a slash, such as 5/10, or 5/15, and the number is represented in yards.


MK3A2
-Damage: +1L (3L), +1B (3B) 
-Range: 15/30
-Armor piercing: 0
-Size: 1/S
-Durability: 2
-Round Capacity: N/A
-Weight: 1 lb
-Extra Capabilities: The weapon possess a blend of varying explosives, which can burn or deflagerate if ignited correctly via a series of electric shocks, rather than explode traditionally. This allows it to be switched between high explosives, and low explosives, producing radically different effects. Without shrapnel, the device is a purely concussive grenade, and thus can switch between lethal and less-lethal effects. With the lethal variant, the weapon does lethal damage, where as with the less-lethal stun variant it does bashing damage. 

M84 Flashbang
-Damage: 0
-Range: 15/30
-Armor piercing: 0
-Size: 1/S
-Durability: 2
-Round Capacity: N/A
-Weight: .5 lb
-Extra Capabilities: The weapon does no damage; for those exposed to the minimum range of the weapon, the individuals suffer complete blindness and deafness for a single turn. After this initial effect, these individuals suffer a -5 penalty to all visual and hearing rolls on the next turn, and then a -3, and -1 penalty respectively, on each successive turns, for 3 turns, until the penalty reaches 0 on the fourth turn since the weapon was activated. For those only exposed to the maximum range of the weapon, the individuals are exposed to a -5, -3, and -1 penalty respectively, without the initial temporary blindness and deafness. An individual can reflexively roll dice equal to defense; if the successes of these rolls are equal to or higher than the flashbang weapon, than the individual can reduce the effect of the weapon by one turn. The individual potentially effected by the weapon can seek cover or quickly turn away in an effort to mitigate the effect of the blast. Certain equipment can mitigate or eliminate this effect entirely. 

M18 Smoke Grenade
-Damage: 0 
-Range: 15/30
-Armor piercing: 0
-Size: 1/S
-Durability: 2
-Round Capacity: N/A
-Weight: .5 lb
-Extra Capabilities: The weapon does no damage; instead, it creates a cloud of smoke equal to 30 yards in diameter. The cloud of smoke provides partial concealment at the maximum range to all individuals within the smoke, and full concealment at the minimum range (essentially reducing the chance of success to a single chance die, as per the rules of "fighting blind"). This effect works both on the individual within the smoke cloud, and the individual out of it. Thus, while individuals within the cloud of smoke gain the benefits of concealment, they lose the ability to see out of the dense smoke, as well, reducing their ranged attack die to a single chance die, providing the same benefit of concealment to their targets in addition to themselves. The smoke grenade can be used to block the view between a target as well, although this depends heavily on the placement; so for instance an individual at a 90 degree angle and 100 feet away might not be able to see the target depending on the view of the target. The smoke cloud lasts for approximately 2 minutes, or 40 turns.

M7A2 Tear Gas
-Damage: 0 
-Range: 30
-Armor piercing: 0
-Size: 1/S
-Durability: 2
-Round Capacity: N/A
-Weight: .5 lb
-Extra Capabilities: The weapon does no damage; instead, it creates a cloud of gas equal to 30 yards in diameter. The gas imparts a -3 penalty to all actions for all individuals within the effective range of the weapon. A stamina, resolve or composure roll is required after exiting the cloud to have the effects of the tear gas wear off, as an individual effected by the gas still has temporary aftereffects from the gas. After three turns the impact is automatically cured. The gas cloud lasts for approximately 2 min


Last edited by Admin on Sun Jan 14, 2018 3:46 am; edited 1 time in total
Back to top Go down
View user profile http://tabletoproleplaying8.board-directory.net
Admin
Admin


Posts : 58
Join date : 2018-01-13

PostSubject: Re: Firearms and explosives   Sun Jan 14, 2018 3:44 am

Heavy Weapons
No character can start off with heavy weapons, and most are too heavy or large to practically carry. They can however be found on military vehicles, and at times can be used during the game.

-Minigun
-.50 Caliber Machine gun
-Anti-material 20mm Rifle
-Automatic Grenade launcher Mk. 47 Stryker 
-M72 LAW
-Javelin FIM-92J Missile


.50 Caliber Machine Gun
-Damage: +5L (3L) 
-Range: 250/500/1000
-Armor piercing: 5
-Action: Fully Automatic 
-Strength Rating: 6/7/8, 0
-Size: 6/L
-Durability: 4
-Round Capacity: 100
-Weight: 120 lb
-Initiative Modifier: -1
-Overheating: N/A
-Extra Capabilities: The weapon is capable of fully automatic fire, and is extremely powerful. It is however, extremely heavy.


Minigun
-Damage: +3L (2L) 
-Range: 250/500/1000
-Armor piercing: 3
-Action: Fully Automatic 
-Strength Rating: 5/6/6, 0
-Size: 4/L
-Durability: 4
-Round Capacity: 1000
-Weight: 80 lb
-Initiative Modifier: -1
-Overheating: N/A
-Extra Capabilities: The weapon is capable of fully automatic fire, and "hyper burst". A hyper burst is a burst of approximately 50 rounds, that provides a +5 bonus to firearms rolls, allows the weapon to target an area of 20x20 yards, and effect up to 8 targets. On top of this, the firearm receives a +1 bonus to all burst fire rolls in general.
top

Automatic Grenade launcher
-Damage: +4L (2L) 
-Range: 250/500/1000
-Armor piercing: 1
-Action: Fully Automatic 
-Strength Rating: 6/7/8
-Size: 6/L
-Durability: 4
-Round Capacity: 60
-Weight: 60 lb
-Initiative Modifier: -1
-Overheating: N/A
-Extra Capabilities: The weapon is capable of fully automatic fire, and is extremely powerful. It is however, extremely heavy. Although technically the weapon uses 40mm x 53mm grenades, the effects are identical to the 40mm grenades, although the grenades have a longer range.
top

M72 LAW Rocket launcher
-Damage: +3L (2L) 
-Range: 50/100/200 - 15/30
-Armor piercing: 2, 4
-Action: Single shot
-Strength Rating: 2
-Size: 2/S, 2/L
-Durability: 3
-Round Capacity: 1 (3.5 lb)
-Weight: 7.5 lb
-Initiative Modifier: +2
-Overheating: N/A
-Extra Capabilities: The weapon fires high explosive rockets, particularly suited for taking down cover and vehicles. The Armor piercing rating goes from 2 to 4 against vehicles and cover, and does one extra damage to such targets. The weapon has a lethal blast radius of 15 yards, and an injury blast radius of 30 yards, while ordinary explosive effects apply.
top


Javelin FIM-92J Missile
-Damage: +3L (3L) 
-Range: 75/150/300
-Armor piercing: 3, 6
-Action: Single shot
-Strength Rating: 3
-Size: 3/S
-Durability: 3
-Round Capacity: 1 (7.5 lb)
-Weight: 15 lb
-Initiative Modifier: +0
-Overheating: N/A
-Extra Capabilities: The weapon fires high explosive rockets, particularly suited for taking down cover and vehicles. The Armor piercing rating goes from 3 to 6 against vehicles and cover, and does one extra damage to such targets. The weapon has a lethal blast radius of 20 yards, and an injury blast radius of 40 yards, while ordinary explosive effects apply.
Back to top Go down
View user profile http://tabletoproleplaying8.board-directory.net
Sponsored content




PostSubject: Re: Firearms and explosives   

Back to top Go down
 
Firearms and explosives
Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
Table-top Roleplaying :: Active Roleplaying Games :: Ghost in the Shell: World of Darkness :: Armory-
Jump to: