Weapons

Summary
Weapons are tools typically designed to inflict physical harm or pain upon living beings. Every weapon has a statline, which determines how it works in combat. Knowing a weapon's capabilities and shortcomings is part of learning the game.
 * Range - A weapon's Range determines just how far it can be accurately fired. Point-blank range is 2 meters or less, Short range is half Range, Long range is twice Range, and Extreme range is three times Range. A weapon typically cannot be fired with any degree of accuracy beyond four times Range.
 * RoF - A weapon's RoF profile determines in what ways it can fire. Broken down by S/A/B, S means that the weapon can fire a single shot, A is how many rounds can be fired in a controlled burst, and B is how many rounds can be fired in a fully-automatic hail. A firemode that the weapon cannot use is denoted by "-".
 * Damage - A weapon's damage is randomized, and then its modifier is added to it. Typically, a weapon will have 1d10+# as its damage profile, which means that a ten-sided die is rolled to determine its damage, after which a number is added to said damage.
 * Pen - Some weapons have armor-penetration values, which help defeat armor. While they either partially or fully defeat the damage-reducing properies of armor, they do not add damage.
 * Mag/Clip - This is how many shots can be used from a given firearm before it requires a new magazine or clip to be loaded.
 * Reload - Topping off isn't a free action, and some weapons may take more turns than usual to reload. Particularly cumbersome weapons can take several full turns to finish reloading.
 * Special - Some weapons have special properties which make them unusual. Contact a DM if you are unsure of what a given Special Rule is.
 * Weight - Your character can only carry a given amount of stuff, and weapons are no exception. A firearm's weight does not have significant bearing on its effectiveness as a melee implement.

Categories

 * Melee
 * Pistols
 * Basic
 * Heavy
 * Thrown
 * Ammunition Types