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 2For 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 |