Template:Weapon Styles: Difference between revisions

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|+ Table: Weapon Styles
|+ Table: Weapon Styles
|-
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| <div class="toccolours mw-collapsible mw-collapsed">
|<div class="toccolours mw-collapsible mw-collapsed">
'''No Style''': The Weapon design is of no precise purpose.
This text is not collapsible; but the next is collapsible and hidden by default:
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">Test collapsible content</div>
* Advantages:
** None
* Disadvantages:
** None
* Requirements:
** None
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| <div class="toccolours mw-collapsible mw-collapsed">
| <div class="toccolours mw-collapsible mw-collapsed">
'''Hunting Rifle''':  
'''Hunting Rifle''': A two handed projectile weapon commonly used to hunt wildlife. Not used in professional militaries.
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
* Advantages:
* Advantages:
** Cheese
** Ammunition Amount +1
** Reduced cost of -$150
** Reduced Procure Difficulty of -1
** Extra Negative point for customizing.
** Automatically gets the same range of Large.
* Disadvantages:
* Disadvantages:
** Balls
** Range cannot be higher then Large.
** Weapon cannot use special ammunition.
** Cannot customize damage type/bonus damage/AP damage.
** Gain the Two-Handed default attribute.
* Requirements:
** Power Level must at least be Medium
</div>
</div>
</div>
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'''Hunting Rifle''': Any weapon declared as a Hunting Rifle can freely choose this Style. Disadvantages: The range cannot be higher then Large but also automatically gets Large range. The weapon cannot use special ammunition. And cannot customize damage types/bonus/DR. Gains the Two Handed default attribute. Advantages: Extra Use before reloading. Reduced cost -$150 and procure difficulty -1. Extra negative point to spend customizing.
|-
|-
| '''Personal Firearm''': This is basically a commercially available weapon for civilian self defense or hobbyist. Disadvantages: The range cannot be higher then Small but is also automatically given Small. The weapon cannot use special ammunition. And cannot customize damage bonus or DR. Advantages: Reduced cost -$150 and procure difficulty -1. Extra negative point to spend customizing. Removes the 'Two Handed' Default requirement if it applies.
| <div class="toccolours mw-collapsible mw-collapsed">
'''Personal Firearm''': This is a commercially available weapon for civilian self-defense or hobbyist. Usually a pistol.
<div class="mw-collapsible-content">
*Advantages:
** Extra negative point to spend customizing.
** Gains the Versatile Bonus Ability
** Reduce cost of -$150
** Reduce Procure Diff -1
** Gains the range of Small
*Disadvantages:
** The range cannot be higher then Small
** The weapon cannot use special ammunition
** The weapon cannot customize bonus damage or AP damage.
</div>
</div>
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| '''Side Arm''': This is a military grade pistol designed as a secondary weapon for troops in combat situations. Disadvantages: Looses 1 customization point. The range cannot be higher then Medium but is also automatically given Medium. The cost is increased by $100 and procure difficulty by +1. Advantages: The weapon gets a +1 bonus too Base Damage.
| <div class="toccolours mw-collapsible mw-collapsed">
'''Side Arm''': This is a military grade pistol designed as a secondary weapon for troops in combat situations.
<div class="mw-collapsible-content">
*Advantages:
** Automatically given the Medium range.
** Gains a +1 to Bonus Damage.
** Gains the Versatile Bonus Ability
*Disadvantages:
** The range cannot be higher then Medium
** Price increase by $100
** Procure Diff increase +1
** Looses 1 customization Point.  
</div>
</div>
|-
|-
| '''Shotgun''': Any weapon declared as a shotgun can freely choose this Style. Disadvantages: Pellet ammo will reduce the range of the weapon to 30ft. 31-60ft takes a double disadvantage to accuracy and looses two hit die level if the weapon still hits a target. The advantages however is that the weapon goes up a hit die level (if the tech level allows it) and a single accuracy roll is used to determine if all targets within the area of a 30ft cone starting at the character. To learn about cone areas in combat go [[Combat|here]]. For all targets that got hit they receive half damage unless they are hit within 10 feet then they take full damage. The Shotgun can also use slugs. With slug ammo the range increment is 'Small' or 100ft. The damage die is still up a level. The range penalty is also double.
| <div class="toccolours mw-collapsible mw-collapsed">
'''Shotgun''': A gun usually designed to be fired from the shoulder, which uses the energy of a fixed shell to fire a number of small spherical pellets called shot, or a solid projectile called a slug.
<div class="mw-collapsible-content">
*Advantages:
** Hit Die is increased by one Weapon Level. (This doesn't affect the actual weapon level of the gun just the damage die)
*Disadvantages:
** Pellet/shot ammo will reduce the range of the weapon to 30ft. While a slug is at normal range however the range penalty is doubled.
* Misc:
** '''Rules Modification''': Pellet/shot ammo changes the rules for this weapon. Pellet ammo changes the range to just 30ft. To hit a target at 31-60ft the wielder takes disadvantage to accuracy and looses two Hit Die level. You cannot hit a target beyond 60ft. If within the 30ft then an accuracy check for all targets within a 30ft cone need to be rolled. Advantage goes to the target that the Character was aiming for. To learn about cone areas in combat go [[Combat|here]].
</div>
</div>
|-
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| '''Sniper Rifle''': Any weapon declared as a sniper Rifle can freely choose this attribute. Disadvantages: The weapon cannot benefit from a speed higher then semi-auto. The weapon's procure difficulty is increased by 1 and its price is doubled. Advantages: The weapon's range is instantly tripled. The accuracy penalty for going over the weapon's range is decreased by half. The Crit Range is now increased by one.  
| <div class="toccolours mw-collapsible mw-collapsed">
'''Sniper Rifle''': Is a portable, high precision, shoulder-fired rifle, for military or law enforcement use, designed to ensure more accurate shooting at longer ranges than other weapons.
<div class="mw-collapsible-content">
*Advantages:
** Weapon's effective range is tripled.
** The accuracy penalty is decreased by half.*
*Disadvantages:
** The weapon cannot benefit from a speed higher then semi-auto.
** The weapon's procure diff is +1
** The price is increased by %50.
* Requirements:
** Power Level must at least be Medium
* Misc:
** '''Accuracy Penalty Summary''': Each increment past the initial 'effective' range of a weapon the Character has to take a disadvantage that subtracts from there role. Normally the player would roll the Advantage die (for example a d6) and then subtract that from there accuracy check. In this case, they would roll a d6 and subtract halve round down from the accuracy check. If the Character has an advantage then instead of the disadvantage canceling out the advantage the player adds half of there Advantage roll to the accuracy check. To learn about advantages/disadvantages go [[Advantage|here]] or Range increments go [[Combat|here]].
</div>
</div>
|-
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| '''Close Quarters Specialized Weapon''': Any weapon considered to be designed especially for Urban warfare, especially indoors and close combat situations, can be freely gain this attribute. Disadvantages: The weapons range is reduced to 100ft. Your weapon is more likely to be considered illegal. The price of the weapon is also increased by $1000. Advantages: You gain the 'Fully Unload' ability. The Crit Multiplier is now increased by one.
| <div class="toccolours mw-collapsible mw-collapsed">
'''Close Quarters Specialized Weapon''': Any weapon considered to be designed especially for Urban warfare, especially indoors and close combat situations.
<div class="mw-collapsible-content">
*Advantages:
** Gain the 'Fully Unload' ability.
** The Critical Multiplier is now increased by one.
*Disadvantages:
** The weapons range is reduced to 75ft.
** Procure Difficulty +1
** The price of the weapon is also increased by $1,000
</div>
</div>
|-
|-
| '''Chemical Thrower(Flame Thrower)''': Any weapon that sprays weapons grade chemicals burning or otherwise. Disadvantages: The default damage type is Chemical and it can only be changed to Thermal. The range is down to -1 25ft. Max range is 75ft. So if you upgrade range to 'Small' it is 75ft instead of 100ft. Ammunition is halved and by default takes a full round action to reload. The damage die is reduced by one. Advantages: The weapon can be used to target an individual or a 5ft square. If the target is an enemy and they hit the damage is dealt but a 1d3 is also rolled (1d6 halved). This roll determines for how many rounds the damage will continue. This round of damage doesn't count as the first round. If the target is an area then the user doesn't have to roll for accuracy and can choose to keep spraying onto adjacent 5ft squares for each ammunition they have left. Any person that steps into the 5ft square that has been spared for the next 1d3 rounds gets damaged. If a critical is scored then roll 1d3 twice or the multiplier for Critical Damage (x2 thru x4).
| <div class="toccolours mw-collapsible mw-collapsed">
'''Chemical Thrower(Flame Thrower)''': Any weapon that sprays a weapons-grade chemical gas or liquid for a burning or other negative effect.
<div class="mw-collapsible-content">
*Advantages:
** The default damage type is chemical.
*Disadvantages:
** The only other Damage Type allowed is Thermal.
** The range is down to -1 at 25ft. The max range is only 75ft.
** Ammunition amount is halved.
** Reload Speed is a Dull Round action.
** The Hit Die is reduced by one.
** This weapon is considered 'Clunky' at Tech levels 0,1,2 and 'Exotic' at Tech levels 3,4.
* Misc:
** '''Rules Modification''': The weapon can be used to target an individual or a 5ft square. If the target is an enemy and they hit the damage is dealt but a 1d3 is also rolled (1d6 halved). This roll determines for how many rounds the damage will continue. This round of damage doesn't count as the first round. If the target is an area then the user doesn't have to roll for accuracy and can choose to keep spraying onto adjacent 5ft squares for each ammunition they have left. Any person that steps into the 5ft square that has been spared for the next 1d3 rounds gets damaged. If a critical is scored then roll 1d3 twice or the multiplier for Critical Damage (x2 thru x4).
</div>
</div>
|-
|-
| '''DMR Specialized Weapon''': Any weapon considered to be used for DMR. (Designated Marksmen Rifle). Disadvantages: Weapon cannot gain a  'Enhanced Combat Options' or 'Fully Unload'. Also the weapon is more likely to be considered illegal. The price of the weapon is also increased by $1000. Advantages: The weapon gains the 'Switch Firing Modes' ability. The weapon's ranged accuracy decreases by 1/2 now.
|<div class="toccolours mw-collapsible mw-collapsed">
'''DMR Specialized Weapon''': Any weapon considered to be used for DMR. (Designated Marksmen Rifle).
<div class="mw-collapsible-content">
*Advantages:
** The weapon gains the 'Switch Firing Modes' ability.
** The weapon's ranged penalty decreases by 1/2 now.
*Disadvantages:
** Cannot gain an 'Enhanced Combat Options' or 'Fully Unload'.
** Procure Difficulty +1
** The weapon price is increased by $1,000
* Requirements:
** Power Level must at least be Medium
</div>
</div>
|-
|-
| '''Assault Specialized Weapon''': Any weapon considered to be designed specifically for general purpose military combat. (it couldn't be easily description as fitting any other specialization and it would have to be currently in use as a standard weapon of a military near the location its being sold(same planet/solar system). Disadvantages: The weapon is more likely to be considered illegal. The price of the weapon is also increased by $250. Advantages: In some places (depending on GM) the weapon due to is mass production may actually be cheaper. The player can choose between 'Enhanced Combat Options' ability or 'Switch Firing Modes'.
| <div class="toccolours mw-collapsible mw-collapsed">
'''Assault Specialized Weapon''': Any weapon considered to be designed specifically for general purpose military combat. (it couldn't be easily described as fitting any other specialization and it would have to be currently in use as a standard weapon of military near the location it's being sold(same planet/solar system).  
<div class="mw-collapsible-content">
*Advantages:
** The weapon can either have 'Enhanced Combat Options' or 'Switch Firing Modes'.
*Disadvantages:
** The price of the weapon is increased by $250
** Procure Difficulty +1
</div>
</div>
|-
|-
| '''Light Machine Weapon''': Any weapon that is considered to be used as a Support class weapon or light machine gun can freely choose this option. Disadvantage: The weapon is more likely illegal. The price is $1250 more. Amo mags cost twice as much. No 'Burst Fire' ability or 'Enhanced Combat Options' options. Has the 'clunky' attribute. Advantage: Gains the 'Suppressive Fire' ability. Triples the amount of uses each Mag has. Gains the 'Custom Ammunition' ability.
| <div class="toccolours mw-collapsible mw-collapsed">
'''Light Machine Weapon''': Any weapon that is considered to be used as a Support class weapon.
<div class="mw-collapsible-content">
*Advantages:
** Gains the 'Suppression Fire' Bonus Ability
** Triples the amount of Ammunition
** Gains the 'Special Ammunition' Bonus Ability.
*Disadvantages:
** Procure Difficulty +1
** The price is $1,250 more.
** Ammunition rounds cost twice as much.
** Cannot have 'Burst Fire' ability or 'Enhanced Combat Options'.
** Has the 'clunky' attribute.
* Requirements:
** Power Level must at least be Medium
</div>
</div>
|-
|-
| '''Melee Weapon''': Any weapon that is expressly used for melee combat. Such as a club or sword can be considered the 'Melee Weapon' Style. Disadvantage: The weapon cannot have a faster speed then manual and cannot take on any special attributes associated with firing a weapon or ranged combat. Advance: Can gain the versatile attribute with only one negative point instead of two.
| <div class="toccolours mw-collapsible mw-collapsed">
'''Melee Weapon''': Any weapon that is expressly used for melee combat. Such as a club or sword can be considered the 'Melee Weapon' Style.
<div class="mw-collapsible-content">
*Advantages:
** Can gain the 'Versatile' attribute with a single Negative Point instead of a Customization Point. If you spend a Customization Point to gain Versatile then automatically gain a single Negative Point.
*Disadvantages:
** The weapon Speed Level is Manual.
** Cannot take on any special attributes associated with firing a weapon.
</div>
</div>
|-
|-
| '''Archaic Ranged Weapons''': These are either old style ranged weapons or modern versions of them. Disadvantage: They cannot have a speed faster then 'Single-Fire' and the reload speed can never be increased. Advantage: They get a single customization point however that point cannot be spent on the following: Range/Accuracy Bonus/Bonus Damage/Reload Speed.
| <div class="toccolours mw-collapsible mw-collapsed">
'''Throwing Weapon''': Any weapon that is expressly used by throwing it.
<div class="mw-collapsible-content">
*Advantages:
** Gains the Throw-able Default Attribute but doesn't lose a Damage Die Level.
** If the weapon is Gigantic it doesn't gain the 'Clunky' status.
** A Single Customization Point can optionally be spent to improve the Hit Die once and the Weapon gains the status '''Expendable''' implying that it can only be used once.
** Is treated like a Melee Weapon for both Cost and Proficiency
** If given the Archaic Default Attribute and is Tech Level 0 then gain 1 Customization Point.
*Disadvantages:
** All Throwing Weapons are Speed Single-Fire. A Customization Point can be spent to increase it to Manual however the weapon still can only be thrown once. (It can be thrown again if the weapon is picked up)
** The weapon Power Level now has a strength requirement. Gigantic requires a Strength score of 16+, Large requires a Strength score of 14+, Medium requires 12+, Small requires 10+. The weapon can be thrown if the Character doesn't meet the Strength requirement the damage just goes down a Die Level for point of Strength behind they are.
** If for some reason the weapon gains the 'Clunky' status it loses a Die Level of damage.
* Misc:
** The range of the Weapon is based on how far the Character can throw which is '''30ft + 5ft per Str Mod and Dex Mod'''.
</div>
</div>
|-
|<div class="toccolours mw-collapsible mw-collapsed">
'''Archaic Ranged Weapons''': These are either old style ranged weapons or modern replica of them.
<div class="mw-collapsible-content">
*Advantages:
** They get a single customization point that cannot be spent on Range, Accuracy Bonus, Damage Bonus or Reload Speed.
*Disadvantages:
** The Speed Level is 'Single-Fire'
** Customization point cannot be spent to improve the Reload Speed above Standard Action. However, a Feat can still be used.
</div>
</div>
|-
|-
| '''Specialized Attack Weapon''': These are weapons that do no or little damage but there main purpose is to preform some technique on the enemy. The most common are Combat Techniques but Tech 2 and higher weapons can be used to preform techniques listed in the [[Techniques]] page.
 
|<div class="toccolours mw-collapsible mw-collapsed">
'''Specialized Attack Weapon''': These are weapons where the main purpose is to perform some technique on the enemy.
<div class="mw-collapsible-content">
*Requirements:
** This required a Tech 2 or higher weapon.
** This Weapon must be Weapon Level 2 or higher.
*Misc:
** '''Rules Modification''': They can be used to perform techniques listed on the [[Techniques]] page. The level of Technique that the weapon can cast is determined by (Masterwork Level + Tech Level) - 1. The Level at which the Technique is cast is determined by Masterwork Level + Tech Level + Weapon Level. Max Level 10.
</div>
</div>
|}
|}

Latest revision as of 06:34, 14 May 2019

Table: Weapon Styles

No Style: The Weapon design is of no precise purpose.

  • Advantages:
    • None
  • Disadvantages:
    • None
  • Requirements:
    • None

Hunting Rifle: A two handed projectile weapon commonly used to hunt wildlife. Not used in professional militaries.

  • Advantages:
    • Ammunition Amount +1
    • Reduced cost of -$150
    • Reduced Procure Difficulty of -1
    • Extra Negative point for customizing.
    • Automatically gets the same range of Large.
  • Disadvantages:
    • Range cannot be higher then Large.
    • Weapon cannot use special ammunition.
    • Cannot customize damage type/bonus damage/AP damage.
    • Gain the Two-Handed default attribute.
  • Requirements:
    • Power Level must at least be Medium

Personal Firearm: This is a commercially available weapon for civilian self-defense or hobbyist. Usually a pistol.

  • Advantages:
    • Extra negative point to spend customizing.
    • Gains the Versatile Bonus Ability
    • Reduce cost of -$150
    • Reduce Procure Diff -1
    • Gains the range of Small
  • Disadvantages:
    • The range cannot be higher then Small
    • The weapon cannot use special ammunition
    • The weapon cannot customize bonus damage or AP damage.

Side Arm: This is a military grade pistol designed as a secondary weapon for troops in combat situations.

  • Advantages:
    • Automatically given the Medium range.
    • Gains a +1 to Bonus Damage.
    • Gains the Versatile Bonus Ability
  • Disadvantages:
    • The range cannot be higher then Medium
    • Price increase by $100
    • Procure Diff increase +1
    • Looses 1 customization Point.

Shotgun: A gun usually designed to be fired from the shoulder, which uses the energy of a fixed shell to fire a number of small spherical pellets called shot, or a solid projectile called a slug.

  • Advantages:
    • Hit Die is increased by one Weapon Level. (This doesn't affect the actual weapon level of the gun just the damage die)
  • Disadvantages:
    • Pellet/shot ammo will reduce the range of the weapon to 30ft. While a slug is at normal range however the range penalty is doubled.
  • Misc:
    • Rules Modification: Pellet/shot ammo changes the rules for this weapon. Pellet ammo changes the range to just 30ft. To hit a target at 31-60ft the wielder takes disadvantage to accuracy and looses two Hit Die level. You cannot hit a target beyond 60ft. If within the 30ft then an accuracy check for all targets within a 30ft cone need to be rolled. Advantage goes to the target that the Character was aiming for. To learn about cone areas in combat go here.

Sniper Rifle: Is a portable, high precision, shoulder-fired rifle, for military or law enforcement use, designed to ensure more accurate shooting at longer ranges than other weapons.

  • Advantages:
    • Weapon's effective range is tripled.
    • The accuracy penalty is decreased by half.*
  • Disadvantages:
    • The weapon cannot benefit from a speed higher then semi-auto.
    • The weapon's procure diff is +1
    • The price is increased by %50.
  • Requirements:
    • Power Level must at least be Medium
  • Misc:
    • Accuracy Penalty Summary: Each increment past the initial 'effective' range of a weapon the Character has to take a disadvantage that subtracts from there role. Normally the player would roll the Advantage die (for example a d6) and then subtract that from there accuracy check. In this case, they would roll a d6 and subtract halve round down from the accuracy check. If the Character has an advantage then instead of the disadvantage canceling out the advantage the player adds half of there Advantage roll to the accuracy check. To learn about advantages/disadvantages go here or Range increments go here.

Close Quarters Specialized Weapon: Any weapon considered to be designed especially for Urban warfare, especially indoors and close combat situations.

  • Advantages:
    • Gain the 'Fully Unload' ability.
    • The Critical Multiplier is now increased by one.
  • Disadvantages:
    • The weapons range is reduced to 75ft.
    • Procure Difficulty +1
    • The price of the weapon is also increased by $1,000

Chemical Thrower(Flame Thrower): Any weapon that sprays a weapons-grade chemical gas or liquid for a burning or other negative effect.

  • Advantages:
    • The default damage type is chemical.
  • Disadvantages:
    • The only other Damage Type allowed is Thermal.
    • The range is down to -1 at 25ft. The max range is only 75ft.
    • Ammunition amount is halved.
    • Reload Speed is a Dull Round action.
    • The Hit Die is reduced by one.
    • This weapon is considered 'Clunky' at Tech levels 0,1,2 and 'Exotic' at Tech levels 3,4.
  • Misc:
    • Rules Modification: The weapon can be used to target an individual or a 5ft square. If the target is an enemy and they hit the damage is dealt but a 1d3 is also rolled (1d6 halved). This roll determines for how many rounds the damage will continue. This round of damage doesn't count as the first round. If the target is an area then the user doesn't have to roll for accuracy and can choose to keep spraying onto adjacent 5ft squares for each ammunition they have left. Any person that steps into the 5ft square that has been spared for the next 1d3 rounds gets damaged. If a critical is scored then roll 1d3 twice or the multiplier for Critical Damage (x2 thru x4).

DMR Specialized Weapon: Any weapon considered to be used for DMR. (Designated Marksmen Rifle).

  • Advantages:
    • The weapon gains the 'Switch Firing Modes' ability.
    • The weapon's ranged penalty decreases by 1/2 now.
  • Disadvantages:
    • Cannot gain an 'Enhanced Combat Options' or 'Fully Unload'.
    • Procure Difficulty +1
    • The weapon price is increased by $1,000
  • Requirements:
    • Power Level must at least be Medium

Assault Specialized Weapon: Any weapon considered to be designed specifically for general purpose military combat. (it couldn't be easily described as fitting any other specialization and it would have to be currently in use as a standard weapon of military near the location it's being sold(same planet/solar system).

  • Advantages:
    • The weapon can either have 'Enhanced Combat Options' or 'Switch Firing Modes'.
  • Disadvantages:
    • The price of the weapon is increased by $250
    • Procure Difficulty +1

Light Machine Weapon: Any weapon that is considered to be used as a Support class weapon.

  • Advantages:
    • Gains the 'Suppression Fire' Bonus Ability
    • Triples the amount of Ammunition
    • Gains the 'Special Ammunition' Bonus Ability.
  • Disadvantages:
    • Procure Difficulty +1
    • The price is $1,250 more.
    • Ammunition rounds cost twice as much.
    • Cannot have 'Burst Fire' ability or 'Enhanced Combat Options'.
    • Has the 'clunky' attribute.
  • Requirements:
    • Power Level must at least be Medium

Melee Weapon: Any weapon that is expressly used for melee combat. Such as a club or sword can be considered the 'Melee Weapon' Style.

  • Advantages:
    • Can gain the 'Versatile' attribute with a single Negative Point instead of a Customization Point. If you spend a Customization Point to gain Versatile then automatically gain a single Negative Point.
  • Disadvantages:
    • The weapon Speed Level is Manual.
    • Cannot take on any special attributes associated with firing a weapon.

Throwing Weapon: Any weapon that is expressly used by throwing it.

  • Advantages:
    • Gains the Throw-able Default Attribute but doesn't lose a Damage Die Level.
    • If the weapon is Gigantic it doesn't gain the 'Clunky' status.
    • A Single Customization Point can optionally be spent to improve the Hit Die once and the Weapon gains the status Expendable implying that it can only be used once.
    • Is treated like a Melee Weapon for both Cost and Proficiency
    • If given the Archaic Default Attribute and is Tech Level 0 then gain 1 Customization Point.
  • Disadvantages:
    • All Throwing Weapons are Speed Single-Fire. A Customization Point can be spent to increase it to Manual however the weapon still can only be thrown once. (It can be thrown again if the weapon is picked up)
    • The weapon Power Level now has a strength requirement. Gigantic requires a Strength score of 16+, Large requires a Strength score of 14+, Medium requires 12+, Small requires 10+. The weapon can be thrown if the Character doesn't meet the Strength requirement the damage just goes down a Die Level for point of Strength behind they are.
    • If for some reason the weapon gains the 'Clunky' status it loses a Die Level of damage.
  • Misc:
    • The range of the Weapon is based on how far the Character can throw which is 30ft + 5ft per Str Mod and Dex Mod.

Archaic Ranged Weapons: These are either old style ranged weapons or modern replica of them.

  • Advantages:
    • They get a single customization point that cannot be spent on Range, Accuracy Bonus, Damage Bonus or Reload Speed.
  • Disadvantages:
    • The Speed Level is 'Single-Fire'
    • Customization point cannot be spent to improve the Reload Speed above Standard Action. However, a Feat can still be used.

Specialized Attack Weapon: These are weapons where the main purpose is to perform some technique on the enemy.

  • Requirements:
    • This required a Tech 2 or higher weapon.
    • This Weapon must be Weapon Level 2 or higher.
  • Misc:
    • Rules Modification: They can be used to perform techniques listed on the Techniques page. The level of Technique that the weapon can cast is determined by (Masterwork Level + Tech Level) - 1. The Level at which the Technique is cast is determined by Masterwork Level + Tech Level + Weapon Level. Max Level 10.