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WEAPONS REVISITED

How does the numbers work

Following HNS (High Noon Shootout), we are going to change the damage values, but in dice format. This will improve scalability and offer more predictable results. The previous system required a weapon to roll many dice if you expected it to penetrate armor - for example, 6D6 - but it created highly random results, ranging from a mere 6 points of damage to 36. This meant that a single bullet from an assault rifle could either leave you with a minor scratch or cause you to explode like a watermelon.

With the new system, this weapon will now deal 2d6+10 damage, resulting in outcomes between 12 and 22. This is sufficiently lethal to penetrate the new Metal Gear SP values of 12, but not enough to turn you into a crimson cloud.

The formula to calculate the new damage (subject to the director's approval) is as follows:

 X = (Number of dice - 1) x 2
 Y = Type of die (D2, D3, D6, or D10)
 Final Damage = 2dY + X

For every +3 damage bonus the weapon has, add +1 to the final damage. Bonuses below +3 are ignored.

Weapons with damage less than 1d6 are equivalent to smaller dice, such as 1d6/3 = 1d2 and 1d6/2 = 1d3.

Martial arts add +1 to damage for every 3 skill ranks.

The BT (Body Type) adds +1 damage for each category, starting at -2 for "Very Weak" and ending at +3 for "Superhuman."

So, to see the most common values:

OG Damage New Damage
1d6/3 2d2
1d6/2 2d3
2d6 2d6+2
2d6+3 2d6+3
3d6 2d6+4
3d6+3 2d6+5
4d6 2d6+6
4d6+3 2d6+7
5d6 2d6+8
5d6+3 2d6+9
6d6 2d6+10
6d6+3 2d6+11
4d10 2d10+6

Automatic Fire

When you fire multiple rounds at once, instead of rolling a thousand dice for damage and location, we'll use a convenient summary that, while less realistic, gets the job done. The concept is straightforward:

 Short Burst (3 or 5 rounds): Add 1 die from the weapon to the final damage, e.g., 2d6+1 = 3d6+1.

 Full Auto Burst (more than 5 rounds): Add 2 dice from the weapon to the final damage, e.g., 2d6+1 = 4d6+1.

The goal is clear: firing many rounds always means wasting ammunition, but it allows you to overwhelm someone and possibly find a weak point in their armor. Therefore, even adding just one die allows the attacker to surpass the CP or disable a hit area and send someone straight to zero Mortal.

As an additional change, bonuses for firing full auto now occur every 5 rounds, not every 10. So, firing 20 rounds at close range would give a +4 bonus to the attack, and at long range, it would be -4.

Basic weapons table

Name Type WA Con. Avail. Damage/Ammo #shots ROF Rel. Range Cost
LIGHT AUTOPISTOLS
BudgetArms C-13 P -1 P E 2d6 (5mm) 8 2 ST 50m 75
Dai Lung Cybermag 15 P -1 P C 2d6 (6mm) 10 2 UR 50m 50
Federated Arms X-22 P 0 P E 2d6 (6mm) 10 2 ST 50m 150
MEDIUM AUTOPISTOLS
Militech Arms Avenger P 0 J E 2d6+2 (9mm) 10 2 VR 50m 250
Dai Lung Streetmaster P 0 J E 2d6+3 (10m) 12 2 UR 50m 250
Federated Arms X-9mm P 0 J E 2d6+2 (9mm) 12 2 ST 50m 300
HEAVY AUTOPISTOLS
BudgetArms Auto 3 P -1 J E 2d6+4 (11mm) 8 2 UR 50m 350
Sternmeyer Type 35 P 0 J C 2d6+4 (11mm) 8 2 VR 50m 400
VERY HEAVY AUTOPISTOLS
Armalite 44 P 0 J E 2d6+6 (12mm) 8 1 ST 50m 450
Colt AMT Model 2000 P 0 J C 2d6+6 (12mm) 8 1 VR 50m 500
LIGHT SUBMACHINEGUNS
Uzi Miniauto 9 SMG +1 J E 2d6+2 (9mm) 30 35 VR 150m 475
H&K MP-2013 SMG +1 J E 2d6+3 (10mm) 35 32 ST 150m 450
Fed. Arms Tech Assault II SMG +1 J C 2d6 (6mm) 50 25 ST 150m 400
MEDIUM SUBMACHINEGUNS
Arasaka Minami 10 SMG 0 J E 2d6+2(10mm) 40 20 VR 200m 500
H&K MPK-9 SMG +1 J C 2d6+2 (9mm) 35 25 ST 200m 520
HEAVY SUBMACHINEGUNS
Sternmeyer SMG 21 SMG -1 L E 2d6+4 (11mm) 30 15 VR 200m 500
H&K MPK-11 SMG 0 L C 2d6+6 (12mm) 30 20 ST 200m 700
Ingram MAC 14 SMG -2 L E 2d6+6 (12mm) 20 10 ST 200m 650
ASSAULT RIFLES
Militech Ronin Light Assault RIF +1 N C 2d6+8 (5.56) 35 30 VR 400m 450
AKR-20 Medium Assault RIF 0 N C 2d6+8 (5.56) 30 30 ST 400m 500
FN-RAL Heavy Assault Rifle RIF -1 N C 2d6+10 (7.62) 30 30 VR 400m 600
Kalashnikov A-80 Hvy. Rifle RIF -1 N E 2d6+10 (7.62) 35 25 ST 400m 550
SHOTGUNS
Arasaka Rapid Assault 12 RIF -1 N C 2d6+6 (00) 20 10 ST 50m 900
Sternmeyer Stakeout 10 RIF -2 N R 2d6+6 (00) 10 2 ST 450
HEAVY WEAPONS
Barret-Arasaka Light 20mm HVY 0 N R 2d10+6AP (20/9mm) 10 1 VR 450m 2000
Scorpion 16 Missile Launcher HVY -1 N R 2d10+12 1 1 VR 1km 3000
Militech Arms RPG-A HVY -2 N R 2d10+10 1 1 VR 750m 1500
Grenade HVY 0 P P (varies by type) 1 1 VR Throw 30
C-6 Plastic Explosive HVY 0 P P 2d10+14 per kg 1 1 VR NA 100/kg
Mine (all types) HVY 0 J P 2d10+6 1 1 VR NA 350
K-A F-253 Flamethrower HVY -2 N R 2d10+2* 10 1 ST 50m 1500