Difference between revisions of "SR5:Combat Rules:Weapon Stats"
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|Full-Auto (FA)||Full Auto||Complex||-9||10|| | |Full-Auto (FA)||Full Auto||Complex||-9||10|| | ||
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− | |Full-Auto (FA)|| | + | |Full-Auto (FA)||Suppressive Fire||Complex||Drop Prone Or Dive For Cover||20||No Recoil |
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+ | |||
+ | ==Recoil Compensation== | ||
+ | {| | ||
+ | | | ||
+ | {|class="wikitable" border="1" style="text-align:center;background:gray;color:white;" | ||
+ | |+style="color:black;"|RECOIL COMPENSATION COMPATIBILITY | ||
+ | |- | ||
+ | !style="background:black;color:gold;"|THIS OPTION ... | ||
+ | !style="background:black;color:gold;"|DOES NOT STACK WITH ... | ||
+ | |- | ||
+ | |Bipod||Foregrip, Gyro Mount, Sling, Tripod, Underbarrel Weight | ||
+ | |- | ||
+ | |Folding Stock||Hip Pad Bracing System, Shock Sad, Sling | ||
+ | |- | ||
+ | |Foregrip||Bipod, Gyro Mount, Tripod, Underbarrel Weight | ||
+ | |- | ||
+ | |Gyro Mount||Bipod, Foregrip, Tripod, Sling, Underbarrel Weight | ||
+ | |- | ||
+ | |Hip Pad Bracing System||Folding Stock, Shock Pad, Sling | ||
+ | |- | ||
+ | |Shock Pad||Folding Stock, Hip Pad Bracing System, Shock Pad, Sling | ||
+ | |- | ||
+ | |Sling||Bipod, Folding Stock, Gyro Mount, Hip Pad Bracing System, Tripod, Underbarrel Weight | ||
+ | |- | ||
+ | |Tripod||Bipod, Foregrip, Gyro Mount, Sling, Underbarrel Weight | ||
+ | |- | ||
+ | |Underbarrel Weight||Bipod, Foregrip, Gyro Mount, Sling, Tripod | ||
+ | |} | ||
+ | |||
+ | Recoil compensation is important to anyone who likes to fill the air with lead. There are a number of options to reduce your recoil, but they are not all compatible with each other. Here's a quick list of those options and which of the other options do not stack with them. Remember that as with other accessories and modifications, accessories are also not compatible with each other — you can not put the same item on twice and expect to double the benefit | ||
==Thrown Weapons== | ==Thrown Weapons== | ||
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This is the safest way to launch a weapon but requires a little extra effort. The firer (or anyone else who has the projectile subscribed to their PAN) can detonate the projectile wirelessly. This requires the attacker to have a direct neural interface to the linked device and use the Change Wireless Device Mode Free Action. This method also reduces scatter. Without a DNI the attacker must use the Change Linked Device Mode Simple Action in their next or any of their subsequent Action Phases to detonate the projectile, but the scatter distance is not reduced. | This is the safest way to launch a weapon but requires a little extra effort. The firer (or anyone else who has the projectile subscribed to their PAN) can detonate the projectile wirelessly. This requires the attacker to have a direct neural interface to the linked device and use the Change Wireless Device Mode Free Action. This method also reduces scatter. Without a DNI the attacker must use the Change Linked Device Mode Simple Action in their next or any of their subsequent Action Phases to detonate the projectile, but the scatter distance is not reduced. | ||
− | == | + | ==Scatter== |
+ | If the attacker misses their intended landing spot, the GM must determine the projectile's scatter. The GM determines the direction of the scatter by rolling 2D6 and consulting the Scatter Diagram. The 7 arrow indicates the direction of the launch, so a result of 7 means the projectile continued on past the target, while a result of 12 or 2 means the projectile scatters back in the direction of the attacker. | ||
− | + | Having determined the direction of the scatter, the GM calculates the distance. The Scatter Table indicates a number of dice rolled based on the projectile, which is reduced by the number of hits the attacker rolled. This is used to determine the final scatter distance. If the scatter distance is reduced to 0 or less, the projectile hits the target exactly. (Note that additional hits do not add to Damage Values). | |
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− | + | ==Bows & Crossbows== |
Revision as of 15:28, 1 May 2017
5th Edition Rules |
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Basics // Combat // Magic // Matrix // Driving // Character Creation |
Armor | Weapons | Elemental Damage | Modifiers | Called Shots | Martial Arts |
Contents
Firearms
Recoil Compensation
|