CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
Archaic Hand-to-Hand (HTH)
HTH: 1d2 + Str bonus
HTH
Trained:* 1d3 +
Str bonus, on Natural 18 and up, DC 12 Fort Sv or KO (Knock out) 1 turn
Brass
Knuckles: +2 HTH
damage
Dagger: 1d4 + Str bonus melee, 1d4 thrown,
C
Club: 1d6 + Str bonus, KO 1 turn on
Natural 18 and up
Rapier: 1d6 + Dex bonus
Spear: 1d8 + Str bonus melee, Reach 5’,
1d8 thrown, C
Sword: 1d8 + Str bonus
Polearm: 1d10 + Str bonus (requires +1 Str
and Con bonuses), Reach 5’
Whip:* 1d4, Entangle/Disarm on a hit with
a Natural 17 and up, Reach 5’
Moden HTH Weapons
Combat
Knife: 1d6 + Str
Bonus
Stun
Whip:* 1d4 + Stun
1 rd, Reach 5’, Entangle/disarm on Natural 17 and up hit, 10 charges, recharge
1 turn
Shock
Wand: DC 12 Fort
Sv or KO 1 turn, 10 charges, recharge 1 turn
Knuckle
Bomber: 1d6 + Str
Bonus + Stun 1 rd, 5 charges
Chainsaw: 2d8, can also cut through wood and other
non-metallic material
Bayonet: 1d8 + Str bonus, must be attached
to a rifle
Various Ranged Weapons
Stun
Gun: DC 12 Fort Sv
or KO 1 turn, C, 10 shots, recharge 1 turn
Riot
Gun: fires Mercy
Bullets (Rubber slugs), 2d6 subdual damage + Stun 1 rd, S, 5 shots
Bow: 1d8, S (requires +1 Str bonus)
Crossbow: 1d8, S
Pistols
Two
pistols can be used at the same time, however without any bonuses to
attack. Roll two separate attacks.
.38
Revolver: 2d4, 6
shots, S
.44
Revolver: 2d8, 6
shots, S
Auto
Pistol: (Glock,
.45, clip fed pistol) 2d6, 15 shot clip, S
Assault
Pistol: (Uzi,
Ingram, small full automatic): 30 shot clip, S
2d6
single shot
2d6 x
1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
2d6 x
1d2 spray (lose BAB for attack), up to 3 adjacent targets (DC 12 Ref Sv ½
damage), 6 bullets
Rifles
Can be
used as a Club 1d6 + Str bonus, however inflicting max damage, damages the
rifle and will require repair before being able to fire again.
Rifle: 2d8, 5 shot clip, M
Assault
Rifle: (M-16,
AK-47, etc) 30 rd clip, M
2d8
single shot
2d8 x
1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
2d8 x
1d2 spray (lose BAB for attack), up to 3 adjacent targets (DC 12 Ref Sv ½
damage), 6 bullets
Sawed
Off Shotgun: 2d10,
spray up to two adjacent (DC 12 Ref Sv 1/2 damage) 2 shells, C (The main
advantage of this weapon is that it is powerful, but fairly easy to conceal.)
Shotgun: 2d10, 5 shells, S
Auto-Shotgun: (SPAS, etc) 16 shell clip, S
2d10
single shot
2d10 x
1d2 burst (DC 12 Ref Sv ½ damage), spray up to two adjacent, 2 shells
2d10 x
1d2 sprays (lose BAB for attack), up to 4 adjacent targets (DC 12 Ref Sv ½
damage), 4 shells (1 XP)
Silencers: Quiets the gunfire on single shot firearms
(not shotguns), but reduces the effective range of the firearm by 1 increment
Laser Sight/Scope: Extends range by one increment on
a firearm, pistols and shotguns have laser sights, rifles have scopes
Flash
Suppressor: Can be
used on single shot firearms (not shotguns).
When used by someone with the Sniper skill, a blown Stealth roll can be
rerolled after the attack, to keep cover.
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