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==LAWBSTAR ARMORY== Now with 100% less counting individual shots! ===Ranged Weapon Traits=== '''Accuracy''': the number of bonus dice added to the character's accuracy pool when using this weapon. '''Damage''': The number of bonus dice added to the character's damage pool when using the weapon. '''Lethality''': The amount of damage automatically inflicted from a scoring at least a single success on the accuracy roll. '''Rate of Fire''': Accuracy, Damage, and Lethality are all listed with a number followed by 2 or 3 more numbers enclosed inside parenthesis: controlled fire, burst fire, rapid fire, and sustained fire respectively . In this case Rate of Fire does not refer to the number of rounds fired per pull of the trigger but rather an abstraction based on the intensity of fire the shooter wants to use that does not require multiple rolls for each bullet fired or a formula that depends on the number of rounds fired. *Controlled: Expends a minimum of 1 shot and wastes shots on a roll of a 1 or a 2. *Burst: Expends a minimum of 3 shots and wastes shots on a roll of 1, 2, 3, or 4. *Rapid: Expends a minimum of 5 shots and wastes shots on a roll of 1, 2, 3, 4, 5, or 6. *Sustained: Consume the entire magazine. This fire rate can only be used one weapons capable of fully automatic fire. In the event the weapon the is not capable of *firing the entirety of its magazine within 3 seconds, then it empties what it can. *Conserving: This rate of fire is used when you want to avoid wasting ammo for whatever reason. Because you are limiting yourself to a single shot, the damage roll is always reduced by two and the 10-again effect is lost (though 9-again will become 10-again). “Wasted shots” do not indicate that you missed all together, only that you fired multiple times and missed on some of those shots. '''Penetration''': The amount of armor that is ignored by the bullet. When shooting at someone with an armor value higher than the round's penetration, the lethality of the round is ignored. This value may be negative, indicating that the weapon is particularly poor against armor. Example, a penetration of -2 increases the armor by 2. However this only applies if the target is wearing armor; a target without armor receives no extra protection. '''Capacity''': The amount of ammunition that the weapon can hold. A “+1” notation indicates that in addition to the gun’s magazine capacity, the gun can be loaded with one additional round in the chamber, ready to fire. '''Range''': These weapons effective range in light of human capabilities. Any target within the listed value has no penalty to shoot at while any attempts to target an individual outside that value suffers a -2 penalty per increment. Thus if the gun has a range of 20 yards. a target at 10 yards has no penalty, a target at 30 has a -2 penalty, and a target at 50 has a -4 penalty, and so forth. '''Recoil''': This value represents the difficulty of controlling the gun thanks to its kick when firing it and its physical bulk. If a character's strength is under the recoil, they suffer a penalty equal to the difference between them (so a character with 2 strength wielding a gun with 3 recoil suffers a -1 penalty. No, having higher strength does grant a bonus.) In the case of weapons small enough to be held with a single hand, the value is listed for only using a single hand. Holding a size 1 gun with both hands decreases the recoil by 1. '''Size''': The weapon’s Size, per the World of Darkness Rulebook (see p. 135). As Size categories are fairly broad, an additional notation after the Size of each item with Size 1 or 2 indicates the amount of clothing under which a normal-sized character can conceal the gun: P (Palm/Pocket), S (Shirt), J (Jacket), L (Long coat) or N (Not concealable). See “Weapon Concealment” on p. 198 of Armory for more information about these categories. '''Type''': This indicates the board category and nature of the fire arm. Most importantly this describes the firearms action (semi-automatic, automatic, selective, break, pump, etc) and any particular effects it might have on the weapon. Weapons that are break, lever, or pump action can only be fired a number of times per turn equal to the lower of the users wits or composure. '''Ammunition''': There's a variety of ammunition out there, though for simplicity's sake, its going to be limited to the more common types. Storyteller's are of course free to make up what the wish. *Full Metal Jacket (FMJ) – this what the military uses most of the time and is what is listed under the stats for each weapon. *Jacketed Hollow Point (JHP) – this is primarily what civilians and police use. While more damaging, it's much less potent against armor. Mechanically, JHP rounds have +2 damage but -2 penetration. JHP in rifle calibers has the lethality increase by 1. *Armor Piercing (AP) – These rounds have solid cores designed to punch through armor more easily, though they tend to over penetrate when it comes to unarmored targets. Penetration is increased by 2, though against unarmored target's the lethality is reduced by 2. *Match Grade – this type of ammunition has been made to exacting levels of quality and can react in a very predictable manner. Whenever the character takes the time to aim, the bonus is doubled.
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