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Mundane Firearms:

||Name||Speed||Accuracy||Damage||Rate||Range||Ammo||Tags||Cost|| ||Lt. Pistol||4||+1||5L||2||15||16||P|| **|| ||Hvy. Pistol||5||+1||7L||2||12||8||P|| **|| ||Rifle ||6||+1||7L||2||60||6||P, 2||**|| ||Shotgun ||6||+1||9L/3||1||10||4||P, 2, S, O||**|| ||Assault Rifle ||6||+1||9L/3||2||30||8||P, 2, O, A, B|| *** || ||Sniper Rifle ||6||+2||8L/2||1||150||6||P, 2, O||***|| ||Assault Shotgun ||6||+1||10L/3||1||12||12||P, 2, O, S, B|| *** ||

Miniature Artillery ||Name||Speed||Accuracy||Damage||Rate||Range||Ammo||Tags||Cost|| ||Machine Gun || 6|| +2 ||12L/4||1||60||10||P, S, 2, O, B|| ****||

Special: Machine Guns must use Burst or Spread fire. Ammo references sets of bullets, rather than individual bullets. Most machine guns are built so that a second character may reload them without requiring a pause.

Tags:

A: Capable of auto-fire (see Setting-specific Rules)
B: Capable of burst fire (see Setting-specific Rules)
P: Piercing, as per corebook
S: Capable of spread fire (see Setting-specific Rules)
2: Two-Handed
O: Overwhelm damage, as per corebook

EXCEPTIONAL AND PERFECT FIREARMS:

Exceptional Firearms get two improvement points. Accuracy and Damage cost 1 pt to raise by 1. Speed and Rate cost 2 pts to raise by 1. Range costs 1 pt to raise by 20%. Ammo costs 1 pt to raise by 25%. No single stat may be raised more than once.

Perfect Firearms gets four improvement points, spent as above. Again, no single stat may be raised more than once.