Information about all the kinds of weapons available in the post-poc.
Every weapon is in one of ten categories, grouped together by role, or technique.
Players usually have a choice of which categories they wish to be adept with, indicating which types of weapon they’ve studied enough to wield effectively.
Some classes are limited in their choice, as makes sense for the premise or balance of their class.
All the information for players to correctly use a weapon is provided in Weapon Profiles.
Example: Service Sidearm
Weapon | Sub | Adept | Hands | Stat | Range | Shots/Cap | Ammo | Reload | Equip | Recoil | Dmg | Type | Weight | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Service Sidearm | Semi | Ama | 1 | OBS | 0-16m (Close) | 2/7 | 9mm | 6m | 2m | 1 | 1d6 | Puncture | 0.67kg | - |
Different weapon categories have different elements to their profiles.
What subcategory the weapon is counted as. This is mostly for reference, but may affect certain abilities.
Whether the weapon requires Amateur (Ama) or Professional (Pro) adeptness in order to benefit from any associated stats.
The number of free hands required to make an attack with the weapon.
Note that most weapons can be simply carried in one hand, but may require two to make an attack.
The stat added to attack rolls to land a hit, competing with the target’s Evasion and/or Shields.
If more than one stat is listed, you have a choice of which to use for that attack; for that attack it is treated as if only the used stat is listed.
The range from the target at which this weapon may be wielded.
Most melee weapons have a 2m range, indicating adjacent squares. See also the Optional: Unmapped Combat rule.
Most ranged weapons have a minimum and maximum range. Targets closer than the minimum range cannot be targeted, just like targets beyond the maximum.
Sprayers have range as both a Cone and a Line. This indicates a choice between a 30° cone of that maximum range, or a 2m wide line of that length.
Most ranged weapons have magazines (usually known as mags) that store their ammunition. This is a universal term used for typical ballistic bullet holders, flamethrower fuel canisters, laser batteries, and anything else. For simplicity, they’re all ‘mags’.
The first number is the maximum number of shots that a ranged weapon can make in a single attack.
The second number is the maximum number of shots a full mag has.
When making an attack, you can only take a number of shots equal to or less than the ammo currently in your mag, even if the weapon’s Shots are listed as more.
If your weapon’s mag is empty, it will need to be reloaded before it can be fired again.
After Rolling To Hit, regardless of whether the shots hit or missed, remember to keep track of remaining shots in the mag.
The specific ammo that is required to reload this weapon.
Unless stated otherwise, only that ammo is compatible; no other kind will function.
At any time in your turn, you may reload an equipped weapon, spending the Movement amount listed under that weapon’s Reload.
Reloading fills a weapon’s mag back to its maximum, if you have enough ammo within reach. If you don’t have enough ammo to fill it completely, you reload as much as you can.
Unless stated otherwise, reloading takes the same Movement to reload a single shot as it does a full mag.
If this cost is somehow higher than your Movement at the start of your turn, you can spend all the Movement on one turn and carry over the remaining Movement cost to the next.
For simplicity, ammo doesn’t need to be added to ‘spare mags’ prior to reloading; you can reload from loose bullets on the ground as easily as from prepared supplies.
It is recommended that you mark off ammo from your inventory when you reload, rather than per shot. This method is quicker, simpler, and logically consist should you lose your weapon for any reason.
During your turn, you may switch your active weapon for another you carry, pick up a new one from the floor, or some other means to prepare one for use.
For whatever reason, when you want to make use of a weapon that you haven’t currently got equipped, you must spend the Movement amount listed under that weapon’s Equip. After that, you can use it normally without having to re-equip it, unless it is somehow removed from your grip.
Note that you pay no Movement to drop or unequip something first; it’s assumed that readying your new weapon is the most important thing.
The Movement cost for equipping a weapon includes any physical preparation for using it, such as removing a weapon’s safety, etc. It can be used normally once it is equipped.
The melee version of Shots/Cap, this is the number of hits a melee weapon can attempt to land in a single attack.
Many ranged weapons allow multiple shots as part of a single attack. Beyond the first shot, however, a gun’s kick can throw off your aim.
This is represented by the weapon’s Recoil on its Weapon Profile. This is a cumulative penalty.
When Rolling To Hit, the first shot is calculated as normal.
The second shot has the weapon’s recoil subtracted from the total (after adding/subtracting the stat as normal).
If there is a third shot, the recoil is subtracted twice, representing the increasing instability from repeated shots in such a short time.
This continues, the number of times the recoil is subtracted from the total increasing per shot.
e.g. PTR fires his 5.56 battle rifle, choosing to make 3 shots. His weapon has a recoil of 2. The first shot is calculated normally, with a d20 plus his OBS. The second shot is another d20 plus OBS, but minus 2 for the recoil. The third and final shot is d20 plus OBS, minus 4 for the cumulative recoil.
Recoil makes sustained fire a calculated risk; do you preserve your ammo for more accurate shots, or do you shoot more regardless of the reduced chance to hit.
The damage dealt by the weapon when a hit is made. As with other similar things, roll any dice and then add the static numbers to the total.
This total can then be reduced by armour Protection if applicable.
The damage type inflicted by the weapon. This can affect whether the target takes any increased or decreased damage due to the nature of the attack.
Damage types are listed here.
Any additional information about the weapon.
Diffracting is a quality that some high-tech weapons have.
Diffracting attacks ignore Shields.