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[A.3] Weapons

   Presented here is a list of standard weapons and their statistics in RPS2. Some weapons may only be available in certain settings; it is up to the Game Master to determine which ones exist and which ones do not.

   Each weapon in RPS2 has a specific set of data that explains how it functions in the combat system. The information fields are as follows:

   Weight: The mass of the weapon, in kilograms. Heavier weapons are slower to use (higher speed ratings) but in firearms, extra weight can help absorb recoil. Also, weak characters using heavier weapons may suffer penalties.

   Length: The overall length in centimeters. Longer weapons are increasingly more unwieldy and difficult to conceal. However, firearms with longer barrels are capable of better accuracy, and large melee weapons have greater reach.

   Ammo Capacity: For firearms, the number of rounds of ammunition the weapon is capable of holding and firing before requiring a reload.

   Speed: An indication of how fast or slow the weapon is to bring to bear. Weight and Length both contribute to a weapon's speed: the smaller and lighter it is, the faster it is to use, and the lower the Speed Rating.

   Attack Rate: This is the number of times the weapon can be used in a single combat Action.

   Accuracy Rating: A number representing how inherently accurate the weapon is. Means different things for ranged attacks than it does for melee attacks.

   Damage: The standard amount of physical damage inflicted by a successful attack. Damage is lessened by armor. Many melee weapons do more damage based upon a person's Strength attribute. These have modifiers such as "+Str/3", which means that one-third the person's Strength score (rounded down) is added to the dice roll.

   Damage Type: Indicates the manner in which the weapon inflicts its wounds. See Section 5.1.1: Damage Types. If none is listed, the weapon is assumed to be Piercing (P).

   Effective Range: For ranged weapons, this is the maximum distance (in meters) at which the weapon can be expected to perform in a stable manner. Attacks at distances beyond this number are at a -6 penalty, and successful hits do only half damage. Attacks at distances beyond twice the Effective Range automatically miss.

   For melee weapons, this indicates the reach the weapon is capable of. "S" represents Short (can be used in close-quarters grappling), "M" means Medium (out to arm's length), and "L" is Long (beyond arm's length).

   Recoil: For firearms, the strength of the rearward force due recoil. More powerful ammunition kicks harder, and lighter guns absorb less of the recoil.

   Burst Recoil: For automatic guns, the amount of kick caused by firing a burst of bullets.

   Power Usage: The amount of energy this weapon draws from a power source.

   Cost: The purchase price, in contemporary dollars. The value is dependent upon the weapon being based upon mainstream technology. New tech weapons, like gyrorifles, needlers, and energy weapons, will have prices up to 50 times their listed cost when first introduced into a timeline.


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