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==Weapons== '''Type:''' All weapons fall under Melee (small, medium and large), Handgun (small), Long arm (medium), Heavy (large), Thrown (small, medium and large) or Crazy (very specific weapons. Small, medium and large). Certain talents must have a weapon type specified, and bonuses from that talent only apply to weapons in that category (except Crazy weapons, where the specific weapon must be specified). '''Size:''' All weapons have a size, which effects how easy they are to wield in combat. All small weapons and medium melee weapons are very easy to use, no penalties. Medium, non-melee, weapons and large melee weapons are slightly awkward to bring to bear against close foes, suffering a -2 to the attack result at intimate range. Large, non-melee, weapons are very difficult to attempt to use against close foes, suffering a -5 to the attack result in intimate range. Also, large weapons suffer a further -2 to the attack result if used in the same turn that you took a move action. '''Range:''' Represents how deep in the action you have to be to use the weapon. Ranges are Intimate (melee), Close (1-2 meters, just outside of Intimate), Medium (less than 50 meters), and Long (Sniper distance). For gaming purposes this is all left very abstract. '''Ammo:''' Ammo is expressed not by shells, charges or rounds, but by how many rounds you can use the weapon at normal efficiency. After this many rounds of use, the weapon is empty, unless more ammo is found. '''Attack Qualities'''<br/> Weapons have different qualities that can effect how they attack. These are listed next to the attack die for the weapon. *Indirect (I): Cover only adds half (rounded down) it’s normal bonus to the target’s dodge. (2 pts) *Homing (H): Must be at close, medium or long range to gain the benefits of the quality. Target’s Dodge counts as half against this attack. (10 pts) *Melee (M): Must be in Intimate range to gain the benefits of this quality. Target’s Dodge counts as half against this attack. (5 pts) *Rapid (R): You can attack 2 targets in the same combat group. You roll one attack, and each target dodges and takes damage based on that result. If targets have the same dodge result, it is acceptable to roll damage once for them. If they have different dodge results, it is normally best to simply roll damage for each target. (5 pts) *Surprise(!): Enemy does not get their dodge die, if any, against this attack when first used in a fight. After that use, they still suffer a -1 to the result of their dodge against this weapon. (5 pts) '''Payload'''<br/> Weapons have different qualities that can effect how they deal damage. These are listed next to the payload die for the weapon. *Armor piercing (A): Armor counts as half against this attack. (2 pts) *Large Blast (L): A large blast hits up to 5 targets in up to two combat groups in intimate range with each other. You may pick which 5, if there are more targets in the combat groups targeted. (8 pts) *Delay (D): In round the attack is made, do not roll final payload. Instead set aside those dice. Anytime during the next round, you can roll those dice to deal the damage. This can be used in concentrated fire. (8 pts) *Fire (F): At the start of the round after this attack does damage, roll half the number of damage dice (rounding down) against the target again. Roll half that number the next round, for as many rounds as it takes to reach 0 dice. A target set on fire in this way may forgo their actions for this turn to put out the fire. An ally may also forgo their attack to put out the fire, if they are in the same combat group. (4 pts) *Tight Blast (T): A focused blast hits up to 3 targets in the same combat group. You may pick which 3, if there are more targets in the combat group. (4 pts) ===Weapon Creation=== [[Image:RnGweaponcreation.JPG|thumb|right|All the basic tables needed for weapon creation.]] The formula for creating weapons is as follows: <blockquote><code> [(attack die size) x 5] + [(payload die size) x 2] + size cost + range cost + ammo cost + weapon quality cost = total weapon cost</code></blockquote> '''Range cost''' * Intimate = 0 pts * Close = 2 pts * Medium = 4 pts * Long = 8 pts '''Ammo cost''' * 1 = 0 pts * 4 = 1 pt * 8 = 2 pts * 12 = 3 pts * Infinite = 5 pts (the current table is a typo) '''Size cost'''<br> Note here that Crazy weapons have a different cost than other weapons of the same size. * L. Crazy = 0 * Large = 1 * M. Crazy = 1 * Medium = 2 * S. Crazy = 2 * Small = 4
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