Typical magazine sizes are listed with each weapon. Additional magazines are available at 10% of the weapon’s cost and weigh about 1 lb each, fully loaded.
diff --git a/module/compendiums/swade-core-rules.swade-armor.json b/module/compendiums/swade-core-rules.swade-armor.json new file mode 100644 index 0000000..1b136dd --- /dev/null +++ b/module/compendiums/swade-core-rules.swade-armor.json @@ -0,0 +1,204 @@ +{ + "label": "SWADE Armures", + "mapping": { + "description": "system.description", + "skill": { + "path": "system.actions.skill", + "converter": "gear_skill" + }, + "range": { + "path": "system.range", + "converter": "gear_range" + }, + "ammo": { + "path": "system.ammo", + "converter": "gear_ammo" + } + }, + "entries": { + "Body Armor": { + "name": "Armure", + "description": "
Light, armored clothing made from complex polymers or advanced ballistic weave.
\n@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
\nShields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\nModern shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 12 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\nWhile worn, shields can be used to bash for Str+d4 damage.
\n@Compendium[swade-core-rules.swade-rules.Armor]{Armor} used by private or state armed forces.
\n@Compendium[swade-core-rules.swade-rules.Energy Skin]{Energy Skin}: This armor is treated with an “energy skin” (or skein) to diffuse energy, reducing damage from lasers by 4. This costs 50% of the armor treated and is very shiny, subtracting 2 from @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} rolls based on vision.
\n@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
\nLight, armored clothing made from complex polymers or advanced ballistic weave.
\n@Compendium[swade-core-rules.swade-rules.Energy Skin]{Energy Skin}: This armor is treated with an “energy skin” (or skein) to diffuse energy, reducing damage from lasers by 4. This costs 50% of the armor treated and is very shiny, subtracting 2 from @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} rolls based on vision.
\n@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
\nBombproof suits aren’t built for flexibility except in the hands, which are uncovered. @Compendium[swade-core-rules.swade-rules.Traits]{Agility} and related skills that require more than manual dexterity cannot exceed d6 while wearing the suit, and @Compendium[swade-core-rules.swade-rules.Movement]{Pace} is reduced by 2 (in addition to @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} penalties).
\nTypically only found in ancient times or pre-iron civilizations.
Typically only found in ancient times or pre-iron civilizations.
Typically only found in ancient times or pre-iron civilizations.
Heavy winter clothing, supple leather armor, soft hides.
Boiled leather, cuir bouilli, alligator hides.
@Compendium[swade-core-rules.swade-rules.Armor]{Armor} used by private or state armed forces.
\n@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
Chain, splint, metal scale, ring mail, samurai armor.
Heavy steel armor made with “plates” of metal.
\nTypically only found in ancient times or pre-iron civilizations.
Heavy steel armor made with “plates” of metal.
Heavy steel armor made with “plates” of metal.
Heavy steel armor made with “plates” of metal.
\n–1 to vision-based @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls.
\nA full suit of armor with boots and gloves.
\n@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
@Compendium[swade-core-rules.swade-rules.Armor]{Armor} used by private or state armed forces.
\nA full suit of armor with boots and gloves.
\n@Compendium[swade-core-rules.swade-rules.Energy Skin]{Energy Skin}: This armor is treated with an “energy skin” (or skein) to diffuse energy, reducing damage from lasers by 4. This costs 50% of the armor treated and is very shiny, subtracting 2 from @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} rolls based on vision.
\n@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
\nHeavy winter clothing, supple leather armor, soft hides.
Boiled leather, cuir bouilli, alligator hides.
@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
\n@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\nMedieval shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\nWhile worn, shields can be used to bash for Str+d4 damage.
\nChain, splint, metal scale, ring mail, samurai armor.
Heavy winter clothing, supple leather armor, soft hides.
Boiled leather, cuir bouilli, alligator hides.
Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\nMedieval shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\nWhile worn, shields can be used to bash for Str+d4 damage.
\nHeavy steel armor made with “plates” of metal.
Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\nPolymer shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +4 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\nWhile worn, shields can be used to bash for Str+d4 damage.
\nShields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\nPolymer shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +4 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\nWhile worn, shields can be used to bash for Str+d4 damage.
\nShields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\nPolymer shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +4 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\nWhile worn, shields can be used to bash for Str+d4 damage.
\nShields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\nModern shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 12 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\nWhile worn, shields can be used to bash for Str+d4 damage.
\nHeavy winter clothing, supple leather armor, soft hides.
Chain, splint, metal scale, ring mail, samurai armor.
\nShields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\nMedieval shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\nWhile worn, shields can be used to bash for Str+d4 damage.
\nTypically only found in ancient times or pre-iron civilizations.
Heavy steel armor made with “plates” of metal.
12 heures d'utilisation continue.
\nCanons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}
Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}
Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}
Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}
Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}
Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}
Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}
\nCadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}
\nCadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}
\nCanons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}
Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}
Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}
\nCanons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}
Cadence de tir minimum : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}
\nCanons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}
Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}
Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}
Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}
Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}
Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}
Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}
Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}
Canons et canons antichar: ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}
Un chargeur peut s’acheter pour 10 % du prix de l’arme. Plein il pèse environ 500g
@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.
\nMines are explosives planted beneath shallow dirt that detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.
\nMinefields: For dramatic purposes, a character who steps on a mine should get a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. Success means she realizes it before stepping off and detonating it. Saving the victim requires a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll at −4, but failure detonates the device immediately.
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, AP 5 vs. ½ the vehicle’s @Compendium[swade-core-rules.swade-rules.Armor]{Armor} value (round up), @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.
\nMines are explosives planted beneath shallow dirt that detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.
\nMinefields: For dramatic purposes, a character who steps on a mine should get a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. Success means she realizes it before stepping off and detonating it. Saving the victim requires a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll at −4, but failure detonates the device immediately.
\nArrows for @Compendium[swade-core-rules.swade-equipment.Bow]{bows}, bolts for @Compendium[swade-core-rules.swade-equipment.Crossbow]{crossbow}
\nA heavy American anti-tank weapon of the modern era. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.
\nRocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.
\n@Compendium[swade-core-rules.swade-rules.Parry]{Parry} –1, @Compendium[swade-core-rules.swade-rules.Two Hands]{two hands}
\nShields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\nModern shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 12 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\nWhile worn, shields can be used to bash for Str+d4 damage.
\nA @Compendium[swade-core-rules.swade-rules.Shotguns]{shotgun} shell on a stick used in melee; must be reloaded with a fresh shell (one action)
@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. Barretts use a 10-shot removable magazine that weighs 2 lbs when loaded. They are almost always fitted with a @Compendium[swade-core-rules.swade-equipment.Rifle Scope]{Rifle Scope}.
\nAdditional magazines or clips cost 10% of the rifle and weigh 1 lb each.
\n@Compendium[swade-core-rules.swade-rules.Armor]{Armor} used by private or state armed forces.
\n@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
@Compendium[swade-core-rules.swade-rules.Armor]{Armor} used by private or state armed forces.
\n@Compendium[swade-core-rules.swade-rules.Energy Skin]{Energy Skin}: This armor is treated with an “energy skin” (or skein) to diffuse energy, reducing damage from lasers by 4. This costs 50% of the armor treated and is very shiny, subtracting 2 from @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} rolls based on vision.
\n@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
\nStr+d6 and @Compendium[swade-core-rules.swade-rules.Parry]{Parry} +1 attached to rifle, @Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1, @Compendium[swade-core-rules.swade-rules.Two Hands]{two hands}
\n@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. The standard American anti-tank weapon in World War II. Additional warheads weigh 9 lbs and cost $50. WWII price. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.
\nRocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.
\nSleeping bag; winterized
\nOften carried by law enforcement
Takes an action to deploy. Negates @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} penalties.
\nBlack powder weapons are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 3.
\nTreat as @Compendium[swade-core-rules.swade-rules.Shotguns]{Shotgun}.
Light, armored clothing made from complex polymers or advanced ballistic weave.
\n@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
\nLight, armored clothing made from complex polymers or advanced ballistic weave.
\n@Compendium[swade-core-rules.swade-rules.Energy Skin]{Energy Skin}: This armor is treated with an “energy skin” (or skein) to diffuse energy, reducing damage from lasers by 4. This costs 50% of the armor treated and is very shiny, subtracting 2 from @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} rolls based on vision.
\n@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
\nBombproof suits aren’t built for flexibility except in the hands, which are uncovered. @Compendium[swade-core-rules.swade-rules.Traits]{Agility} and related skills that require more than manual dexterity cannot exceed d6 while wearing the suit, and @Compendium[swade-core-rules.swade-rules.Movement]{Pace} is reduced by 2 (in addition to @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} penalties).
\n\nBomb Damage: All of it.
\nA Bomb is just an @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} @Compendium[swade-core-rules.swade-rules.Test]{Test} against everyone not in the affected area.
\n- Clint Black
\n
These deadly anti-personnel mines are designed to pop up into the air and rain shrapnel down from about head-height. Only full overhead cover offers an @Compendium[swade-core-rules.swade-rules.Armor]{Armor} bonus against such devices. Simply being prone offers no protection from these deadly explosives. Use a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.
\nMines are explosives planted beneath shallow dirt that detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.
\nMinefields: For dramatic purposes, a character who steps on a mine should get a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. Success means she realizes it before stepping off and detonating it. Saving the victim requires a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll at −4, but failure detonates the device immediately.
\nDo not count as a weapon for @Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Unarmed Defender}
Typically only found in ancient times or pre-iron civilizations.
Typically only found in ancient times or pre-iron civilizations.
Typically only found in ancient times or pre-iron civilizations.
Les armes à poudre noire ont @Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 3.
@Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 1 to 3. Uses magazines (one action to @Compendium[swade-core-rules.swade-rules.Reload]{Reload} instead of the usual 2).
\nMachine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.
\nWeapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.
\nMinimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.
\n.50 caliber and larger rounds
\n9mm to .45 caliber
.22 to .32 caliber
12 hours of continuous use.
Takes an action to deploy. Negates @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} penalties.
\nOne hour, 2” radius
\n12 hours of continuous use.
Grapeshot or canister is a shell that detonates inside the barrel of a cannon and fires out a spray of deadly balls or other debris like a giant shotgun. The attack is the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} and moves in a straight line up to 24” (it affects [[/r d6]] targets if not using miniatures, or [[/r 2d6]] if they’re tightly packed). Compare the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll to every target within using a base TN of 4, adjusted for each target’s cover, special abilities like the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge} Edge, etc. A hit causes 2d6 damage and a raise causes 3d6.
\nCannons are used to destroy city walls or break up large troop formations. The leader of the weapon’s crew makes the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll.
\nBombard: Assuming they have a rough idea of their target’s location, howitzers, mortars, and bombards may fire at targets they cannot see by lobbing projectiles over intervening terrain or obstacles. Bombarding suffers a −4 penalty in addition to all other modifiers, and doubles deviation when the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll is failed (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Reduce the penalty to −2 with precise coordinates (such as from a spotter).
\nCanister: Grapeshot or canister is a shell that detonates inside the barrel of a cannon and fires out a spray of deadly balls or other debris like a giant shotgun. The attack is the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} and moves in a straight line up to 24” (it affects [[/r d6]] targets if not using miniatures, or [[/r 2d6]] if they’re tightly packed).
\nCompare the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll to every target within using a base TN of 4, adjusted for each target’s @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, special abilities like the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge} Edge, etc. A hit causes 2d6 damage and a raise causes 3d6.
\nNote: All types of shot are a @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 8. Two crew members may reload at the same time.
\nCannons are used to destroy city walls or break up large troop formations. The leader of the weapon’s crew makes the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll.
\nBombard: Assuming they have a rough idea of their target’s location, howitzers, mortars, and bombards may fire at targets they cannot see by lobbing projectiles over intervening terrain or obstacles. Bombarding suffers a −4 penalty in addition to all other modifiers, and doubles deviation when the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll is failed (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Reduce the penalty to −2 with precise coordinates (such as from a spotter).
\nShrapnel: Explosive shells filled with small metal balls that explode outward in a shower of debris. This is an @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attack} and uses the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} unless otherwise noted.
\nNote: All types of shot are a @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 8. Two crew members may reload at the same time.
\nCannons are used to destroy city walls or break up large troop formations. The leader of the weapon’s crew makes the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll.
\nBombard: Assuming they have a rough idea of their target’s location, howitzers, mortars, and bombards may fire at targets they cannot see by lobbing projectiles over intervening terrain or obstacles. Bombarding suffers a −4 penalty in addition to all other modifiers, and doubles deviation when the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll is failed (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Reduce the penalty to −2 with precise coordinates (such as from a spotter).
\nSolid Shot: Heavy balls of iron, lead, or stone designed to batter walls or plow through packed ranks of troops. To fire, the leader of the crew makes a @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll as usual. If successful, roll a die. If even, it bounces to another victim behind and within 6” of the first and hits him as well. Continue in this way until the die roll is odd.
\nNote: All types of shot are a @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 8. Two crew members may reload at the same time.
\nHeavy winter clothing, supple leather armor, soft hides.
Boiled leather, cuir bouilli, alligator hides.
@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}, @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} time is every 5 minutes with a crew of 4.
\nCatapults are simple devices that hurl large stones at enemy defenses or ranks of troops. They normally require a crew of eight to load the projectile, crank down the lever that propels it, then sight and aim it. Firing can be done by a single person, but loading the projectile takes at least four.
\nChain, splint, metal scale, ring mail, samurai armor.
@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} hits the user
Claymores fire a spray of deadly steel balls in a 60° frontal arc. Everyone within 12″ (24 yards) is automatically hit. Roll a die for all other targets up to 50″ (100 yards). Those who get an odd result are also hit. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Special Area Effect Damage}.
\nMines are explosives planted beneath shallow dirt that detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.
\nMinefields: For dramatic purposes, a character who steps on a mine should get a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. Success means she realizes it before stepping off and detonating it. Saving the victim requires a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll at −4, but failure detonates the device immediately.
\nA sign of low status or thuggery
A sign of low status or thuggery
Semi-automatics are fed from a magazine. Additional magazines may be purchased for 10% of the weapon’s cost. They weigh about 1 lb each, fully loaded.
Revolvers typically have six chambers that must be reloaded one bullet at a time, though separate cylinders called “speed loaders” are also available for more modern firearms for about 10% of the weapon’s cost.
Heavy steel armor made with “plates” of metal.
\nHand-drawn.
Requires a windlass to load. @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2.
Revolvers typically have six chambers that must be reloaded one bullet at a time, though separate cylinders called “speed loaders” are also available for more modern firearms for about 10% of the weapon’s cost.
\n−2 to be @Compendium[swade-core-rules.swade-skills.Notice]{Noticed} if hidden.
\nSemi-automatics are fed from a magazine. Additional magazines may be purchased for 10% of the weapon’s cost. They weigh about 1 lb each, fully loaded.
@Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns} fire a spread of pellets (called “shot” or “buckshot”) to increase the shooter’s chance of hitting his target. Up close, the blast can be devastating.
Three uses, see @Compendium[swade-core-rules.swade-rules.Healing]{Healing}.
\nIgnore @Compendium[swade-core-rules.swade-rules.Shields]{shield} bonus
\nFlamethrowers propel incendiary liquid or gas to incinerate their targets. They are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}, use the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template}, and may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.
\n@Compendium[swade-core-rules.swade-rules.Armor]{Armor} protects normally, but flammable targets may @Compendium[swade-core-rules.swade-rules.Fire]{catch fire}.
\nFor vehicular flamethrowers, see @Compendium[swade-core-rules.swade-equipment.Heavy Flamethrower]{Heavy Flamethrower}.
\n10” beam
Black powder weapons are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 3.
Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.
\nWeapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.
\nMinimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.
\nReloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.
Minimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.
\n@Compendium[swade-core-rules.swade-rules.Lasers (Futuristic) Table]{No Recoil, Overcharge, Cauterize}
\nLasers fire intensely focused beams of light to penetrate and burn their targets.
\nCauterize: Anyone Incapacitated by a laser blast adds +2 to his @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls to keep from @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.
\nOvercharge: This weapon can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} dice are a 1, the weapon must cool down for a full round before it can be fired again.
\nNo Recoil: Pistols, SMGs, and rifles ignore the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Gatling lasers still take the penalty, however, which is why they’re usually mounted on a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{tripod}.
\nSemi-automatics are fed from a magazine. Additional magazines may be purchased for 10% of the weapon’s cost. They weigh about 1 lb each, fully loaded.
Typically only found in ancient times or pre-iron civilizations.
Heavy steel armor made with “plates” of metal.
Typical magazine sizes are listed with each weapon. Additional magazines are available at 10% of the weapon’s cost and weigh about 1 lb each, fully loaded.
@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1, two hands
Vehicular flamethrowers have longer ranges than personal devices. The wielder can use the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} or arc a blast the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} up to 18” (36 yards) distant. (Use the center of the template for the Range.) This shot can @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Deviate}.
\nHeavy steel armor made with “plates” of metal.
Heavy steel armor made with “plates” of metal.
\n–1 to vision-based @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls.
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}
\nMinimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.
@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A laser-guided missile fired from a vehicle-mounted launcher. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.
\nUnless otherwise noted, missiles must “lock” onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target’s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a “short” lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.
\nThe enemy attempts to evade each missile separately by making a maneuvering roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.
\nAnti-Missile Systems: Warships and futuristic space vessels often have “point defense” systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Toughness} of 8 (2).
\nSee @Actor[RFfhBAdJgR2vIiCw]{Horse} for stats.
\n@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}
\nAdditional magazines or clips cost 10% of the rifle and weigh 1 lb each.
A full suit of armor with boots and gloves.
\n@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
@Compendium[swade-core-rules.swade-rules.Armor]{Armor} used by private or state armed forces.
\nA full suit of armor with boots and gloves.
\n@Compendium[swade-core-rules.swade-rules.Energy Skin]{Energy Skin}: This armor is treated with an “energy skin” (or skein) to diffuse energy, reducing damage from lasers by 4. This costs 50% of the armor treated and is very shiny, subtracting 2 from @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} rolls based on vision.
\n@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
\nHeavy winter clothing, supple leather armor, soft hides.
Boiled leather, cuir bouilli, alligator hides.
@Compendium[swade-core-rules.swade-rules.Two Hands]{Two hands}
\n@Compendium[swade-core-rules.swade-rules.Reload]{Reload} 4. The tight rifling requires four actions to reload instead of the usual three.
@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
\n@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}: Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.
@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 2 when charging, @Compendium[swade-core-rules.swade-rules.Reach]{Reach} 2, only usable in @Compendium[swade-core-rules.swade-rules.Mounted Combat]{Mounted Combat}
\nFour hours, 4” radius
Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\nMedieval shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\nWhile worn, shields can be used to bash for Str+d4 damage.
\nProvides one full magazine for the listed weapon
Provides one full magazine for the listed weapon
Provides one full magazine for the listed weapon
+1 to @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} at Short and Medium @Compendium[swade-core-rules.swade-rules.Range]{Range}.
\nChain, splint, metal scale, ring mail, samurai armor.
Heavy winter clothing, supple leather armor, soft hides.
Boiled leather, cuir bouilli, alligator hides.
@Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll to tap into a phone line.
The A-2 version can also fire a @Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}.
\nAdditional magazines or clips cost 10% of the rifle and weigh 1 lb each.
The standard US infantry rifle in World War II.
\nAdditional magazines or clips cost 10% of the rifle and weigh 1 lb each.
@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}
\nMachine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.
\nWeapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.
\nMinimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.
\nReloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.
\n@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. A grenade launcher mounted on the bottom of an assault rifle. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.
\nRocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.
\nMachine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.
\nWeapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.
\nMinimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.
\nReloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.
@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. The standard American anti-tank weapon in Vietnam. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.
\nRocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.
\n@Compendium[swade-core-rules.swade-rules.Two Hands]{Two hands}, +2 damage to @Compendium[swade-core-rules.swade-rules.Breaking Things]{break objects}.
\nFive uses, +1 to @Compendium[swade-core-rules.swade-skills.Healing]{Healing} skill rolls; $25 to refill.
\nAlso see main @Compendium[swade-core-rules.swade-rules.Healing]{Healing} rules.
\nMinimum Rate of Fire: Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.
Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\nMedieval shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\nWhile worn, shields can be used to bash for Str+d4 damage.
\nMachine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.
\nWeapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.
\nMinimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.
\nReloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.
Minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3, requires backpack harness with ammo which weighs an additional 85 pounds when full (carries 4000 linked rounds).
\nMachine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.
\nWeapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.
\nReloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.
Grenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill at the Ranges listed, and cannot make use of @Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.
\nAll grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.
\nGrenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill at the Ranges listed, and cannot make use of @Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}
\nAll grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.
\nCannot be thrown
A successful hit means the target is @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled}. The net is @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and vulnerable only to cutting attacks.
No penalty for Dim or Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}. For double the price the goggles are “active” and ignore all Illumination penalties.
For lantern; one pint
@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. Literally, the “tank terror” rocket launcher used by German forces in World War II. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.
\nRocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.
\nHear whispers up to 200 yards distant.
Use @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} (or @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} if engaged). No @Compendium[swade-core-rules.swade-rules.Attacks]{Range Penalty} but max range is 2″ (about 10 feet), Shots 5, victim must make @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll at –2 or be @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.
\n@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 2, @Compendium[swade-core-rules.swade-rules.Two Hands]{two hands}
\nLasers fire intensely focused beams of light to penetrate and burn their targets.
\nCauterize: Anyone Incapacitated by a laser blast adds +2 to his @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls to keep from @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.
\nOvercharge: This weapon can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} dice are a 1, the weapon must cool down for a full round before it can be fired again.
\nNo Recoil: Pistols, SMGs, and rifles ignore the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Gatling lasers still take the penalty, however, which is why they’re usually mounted on a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{tripod}.
\nHeavy steel armor made with “plates” of metal.
Revolvers typically have six chambers that must be reloaded one bullet at a time, though separate cylinders called “speed loaders” are also available for more modern firearms for about 10% of the weapon’s cost.
Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\nPolymer shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +4 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\nWhile worn, shields can be used to bash for Str+d4 damage.
\nShields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\nPolymer shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +4 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\nWhile worn, shields can be used to bash for Str+d4 damage.
\nShields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\nPolymer shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +4 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\nWhile worn, shields can be used to bash for Str+d4 damage.
\nGrenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill at the Ranges listed, and cannot make use of Extreme Range (see @Compendium[swade-core-rules.swade-rules.Range]{Range}). @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.
\nAll grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.
\n@Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns} fire a spread of pellets (called “shot” or “buckshot”) to increase the shooter’s chance of hitting his target. Up close, the blast can be devastating.
Holds 20 @Compendium[swade-core-rules.swade-equipment.Arrows/Bolts]{Arrows/Bolts}.
@Compendium[swade-core-rules.swade-rules.Parry]{Parry} +1
Lasers fire intensely focused beams of light to penetrate and burn their targets.
\nCauterize: Anyone Incapacitated by a laser blast adds +2 to his @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls to keep from @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.
\nOvercharge: This weapon can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} dice are a 1, the weapon must cool down for a full round before it can be fired again.
\nNo Recoil: Pistols, SMGs, and rifles ignore the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Gatling lasers still take the penalty, however, which is why they’re usually mounted on a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{tripod}.
\nCancels 2 additional points of penalties when @Compendium[swade-core-rules.swade-rules.Aim]{Aiming}.
\nShields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\nModern shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 12 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\nWhile worn, shields can be used to bash for Str+d4 damage.
\nHeavy winter clothing, supple leather armor, soft hides.
10”/20 yards
10”/20 yards
Semi-automatics are fed from a magazine. Additional magazines may be purchased for 10% of the weapon’s cost. They weigh about 1 lb each, fully loaded.
Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.
\nWeapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.
\nMinimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.
\nReloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.
@Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns} fire a spread of pellets (called “shot” or “buckshot”) to increase the shooter’s chance of hitting his target. Up close, the blast can be devastating.
@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}
\nAdditional magazines or clips cost 10% of the rifle and weigh 1 lb each.
Chain, splint, metal scale, ring mail, samurai armor.
\nFor black powder weapons
Standard buckshot
See @Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns}.
Explosive shells filled with small metal balls that explode outward in a shower of debris. This is an @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attack} and uses the Medium Blast Template unless otherwise noted.
@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A short range, heat-seeking missile fired from an aircraft. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.
\nUnless otherwise noted, missiles must “lock” onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target’s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a “short” lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.
\nThe enemy attempts to evade each missile separately by making a maneuvering roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.
\nAnti-Missile Systems: Warships and futuristic space vessels often have “point defense” systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Toughness} of 8 (2).
\nShields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).
\nMedieval shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).
\nWhile worn, shields can be used to bash for Str+d4 damage.
\nLasers fire intensely focused beams of light to penetrate and burn their targets.
\nCauterize: Anyone Incapacitated by a laser blast adds +2 to his @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls to keep from @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.
\nOvercharge: This weapon can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} dice are a 1, the weapon must cool down for a full round before it can be fired again.
\nNo Recoil: Pistols, SMGs, and rifles ignore the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Gatling lasers still take the penalty, however, which is why they’re usually mounted on a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{tripod}.
\nRevolvers typically have six chambers that must be reloaded one bullet at a time, though separate cylinders called “speed loaders” are also available for more modern firearms for about 10% of the weapon’s cost.
Creates an area of smoke in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template} that obscures vision (–4).
\nGrenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill at the Ranges listed, and cannot make use of @Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}.
\nAll grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.
\nHeavy balls of iron, lead, or stone designed to batter walls or plow through packed ranks of troops. To fire, the leader of the crew makes a @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll as usual. If successful, roll a die. If even, it bounces to another victim behind and within 6” of the first and hits him as well. Continue in this way until the die roll is odd.
@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A medium range, radar-guided missile fired from an aircraft. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.
\nUnless otherwise noted, missiles must “lock” onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target’s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a “short” lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.
\nThe enemy attempts to evade each missile separately by making a maneuvering roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.
\nAnti-Missile Systems: Warships and futuristic space vessels often have “point defense” systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Toughness} of 8 (2).
\n@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1. @Compendium[swade-core-rules.swade-rules.Parry]{Parry} +1 if used @Compendium[swade-core-rules.swade-rules.Two Hands]{two-handed}
\nAdditional magazines or clips cost 10% of the rifle and weigh 1 lb each.
Black powder weapons are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 3.
+1 @Compendium[swade-core-rules.swade-rules.Parry]{Parry}, @Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1, @Compendium[swade-core-rules.swade-rules.Two Hands]{two hands}
\nMay fire a @Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}.
@Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns} fire a spread of pellets (called “shot” or “buckshot”) to increase the shooter’s chance of hitting his target. Up close, the blast can be devastating.
Targets must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll (at –2 with a raise) or be @Compendium[swade-core-rules.swade-powers.Stun]{Stunned}.
\nGrenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill at the Ranges listed, and cannot make use of @Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}
\nAll grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.
\nUses @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting}. @Compendium[swade-core-rules.swade-rules.Range]{Range} 1/2/4. Shots 3 before needing to be recharged for at least two hours. Victims must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll at –2 or be @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.
\nBasic tools in handle add +1 to @Compendium[swade-core-rules.swade-skills.Survival]{Survival} rolls
−2 to be @Compendium[swade-core-rules.swade-skills.Notice]{Noticed} if hidden
\n@Compendium[swade-core-rules.swade-rules.Two Hands]{Two hands}
\nBasic swords and scimitars
Includes cavalry sabers
Thompson submachine guns may also use a 50-round drum. This increases the weight by 2 lbs and each loaded drum costs $50.
\nTypical magazine sizes are listed with each weapon. Additional magazines are available at 10% of the weapon’s cost and weigh about 1 lb each, fully loaded.
\n\n
One hour, 4” radius.
Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.
\n@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A wire-guided missile fired from a portable or vehicle-mounted launcher. Doesn’t require a lock—just a @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll, and can’t be jammed. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.
\nUnless otherwise noted, missiles must “lock” onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target’s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a “short” lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.
\nThe enemy attempts to evade each missile separately by making a maneuvering roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.
\nAnti-Missile Systems: Warships and futuristic space vessels often have “point defense” systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Toughness} of 8 (2).
\n5 meals; keeps one week.
@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}, @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} time is every 5 minutes with a crew of 4.
\nCatapults are simple devices that hurl large stones at enemy defenses or ranks of troops. They normally require a crew of eight to load the projectile, crank down the lever that propels it, then sight and aim it. Firing can be done by a single person, but loading the projectile takes at least four.
\nTypical magazine sizes are listed with each weapon. Additional magazines are available at 10% of the weapon’s cost and weigh about 1 lb each, fully loaded.
Typically only found in ancient times or pre-iron civilizations.
Heavy steel armor made with “plates” of metal.
See @Actor[YhXM3GoaSTkJKto3]{Horse, War} for stats.
\nSpiked, @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 1
\nThree uses, see @Compendium[swade-core-rules.swade-rules.Healing]{Healing}.
\n10” beam
Arrows for @Compendium[swade-core-rules.swade-equipment.Bow]{bows}, bolts for @Compendium[swade-core-rules.swade-equipment.Crossbow]{crossbow}
\nFor lantern; one pint
Four hours, 4” radius
Provides one full magazine for the listed weapon
Provides one full magazine for the listed weapon
Provides one full magazine for the listed weapon
+1 to @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} at Short and Medium @Compendium[swade-core-rules.swade-rules.Range]{Range}.
\n@Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll to tap into a phone line.
Five uses, +1 to @Compendium[swade-core-rules.swade-skills.Healing]{Healing} skill rolls; $25 to refill.
\nAlso see main @Compendium[swade-core-rules.swade-rules.Healing]{Healing} rules.
\nNo penalty for Dim or Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}. For double the price the goggles are “active” and ignore all Illumination penalties.
Hear whispers up to 200 yards distant.
Use @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} (or @Compendium[swade-core-rules.swade-skills.Fighting]{Fighting} if engaged). No @Compendium[swade-core-rules.swade-rules.Attacks]{Range Penalty} but max range is 2″ (about 10 feet), Shots 5, victim must make @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll at –2 or be @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.
\nHolds 20 @Compendium[swade-core-rules.swade-equipment.Arrows/Bolts]{Arrows/Bolts}.
Cancels 2 additional points of penalties when @Compendium[swade-core-rules.swade-rules.Aim]{Aiming}.
\n10”/20 yards
10”/20 yards
Sleeping bag; winterized
\nFor black powder weapons
Standard buckshot
See @Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns}.
Explosive shells filled with small metal balls that explode outward in a shower of debris. This is an @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attack} and uses the Medium Blast Template unless otherwise noted.
Heavy balls of iron, lead, or stone designed to batter walls or plow through packed ranks of troops. To fire, the leader of the crew makes a @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll as usual. If successful, roll a die. If even, it bounces to another victim behind and within 6” of the first and hits him as well. Continue in this way until the die roll is odd.
Uses @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting}. @Compendium[swade-core-rules.swade-rules.Range]{Range} 1/2/4. Shots 3 before needing to be recharged for at least two hours. Victims must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll at –2 or be @Compendium[swade-core-rules.swade-rules.Stunned]{Stunned}.
\nOne hour, 4” radius.
5 meals; keeps one week.
Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.
Un chargeur peut s’acheter pour 10 % du prix de l’arme. Plein il pèse environ 500g
@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. Barretts use a 10-shot removable magazine that weighs 2 lbs when loaded. They are almost always fitted with a @Compendium[swade-core-rules.swade-equipment.Rifle Scope]{Rifle Scope}.
\nAdditional magazines or clips cost 10% of the rifle and weigh 1 lb each.
\n@Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 1 to 3. Uses magazines (one action to @Compendium[swade-core-rules.swade-rules.Reload]{Reload} instead of the usual 2).
\nMachine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.
\nWeapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.
\nMinimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.
\nSemi-automatics are fed from a magazine. Additional magazines may be purchased for 10% of the weapon’s cost. They weigh about 1 lb each, fully loaded.
Revolvers typically have six chambers that must be reloaded one bullet at a time, though separate cylinders called “speed loaders” are also available for more modern firearms for about 10% of the weapon’s cost.
Revolvers typically have six chambers that must be reloaded one bullet at a time, though separate cylinders called “speed loaders” are also available for more modern firearms for about 10% of the weapon’s cost.
\n−2 to be @Compendium[swade-core-rules.swade-skills.Notice]{Noticed} if hidden.
\nSemi-automatics are fed from a magazine. Additional magazines may be purchased for 10% of the weapon’s cost. They weigh about 1 lb each, fully loaded.
@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}
\nAdditional magazines or clips cost 10% of the rifle and weigh 1 lb each.
Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.
\nWeapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.
\nMinimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.
\nReloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.
Semi-automatics are fed from a magazine. Additional magazines may be purchased for 10% of the weapon’s cost. They weigh about 1 lb each, fully loaded.
Typical magazine sizes are listed with each weapon. Additional magazines are available at 10% of the weapon’s cost and weigh about 1 lb each, fully loaded.
The A-2 version can also fire a @Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}.
\nAdditional magazines or clips cost 10% of the rifle and weigh 1 lb each.
The standard US infantry rifle in World War II.
\nAdditional magazines or clips cost 10% of the rifle and weigh 1 lb each.
@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}
\nMachine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.
\nWeapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.
\nMinimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.
\nReloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.
\nMachine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.
\nWeapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.
\nMinimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.
\nReloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.
Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.
\nWeapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.
\nMinimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.
\nReloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.
Minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3, requires backpack harness with ammo which weighs an additional 85 pounds when full (carries 4000 linked rounds).
\nMachine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.
\nWeapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.
\nReloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.
Lasers fire intensely focused beams of light to penetrate and burn their targets.
\nCauterize: Anyone Incapacitated by a laser blast adds +2 to his @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls to keep from @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.
\nOvercharge: This weapon can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} dice are a 1, the weapon must cool down for a full round before it can be fired again.
\nNo Recoil: Pistols, SMGs, and rifles ignore the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Gatling lasers still take the penalty, however, which is why they’re usually mounted on a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{tripod}.
\nRevolvers typically have six chambers that must be reloaded one bullet at a time, though separate cylinders called “speed loaders” are also available for more modern firearms for about 10% of the weapon’s cost.
@Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns} fire a spread of pellets (called “shot” or “buckshot”) to increase the shooter’s chance of hitting his target. Up close, the blast can be devastating.
Lasers fire intensely focused beams of light to penetrate and burn their targets.
\nCauterize: Anyone Incapacitated by a laser blast adds +2 to his @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls to keep from @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.
\nOvercharge: This weapon can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} dice are a 1, the weapon must cool down for a full round before it can be fired again.
\nNo Recoil: Pistols, SMGs, and rifles ignore the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Gatling lasers still take the penalty, however, which is why they’re usually mounted on a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{tripod}.
\nSemi-automatics are fed from a magazine. Additional magazines may be purchased for 10% of the weapon’s cost. They weigh about 1 lb each, fully loaded.
Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.
\nWeapon Mount: Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.
\nMinimum Rate of Fire: Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.
\nReloading: Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.
@Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns} fire a spread of pellets (called “shot” or “buckshot”) to increase the shooter’s chance of hitting his target. Up close, the blast can be devastating.
@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}
\nAdditional magazines or clips cost 10% of the rifle and weigh 1 lb each.
@Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns} fire a spread of pellets (called “shot” or “buckshot”) to increase the shooter’s chance of hitting his target. Up close, the blast can be devastating.
Lasers fire intensely focused beams of light to penetrate and burn their targets.
\nCauterize: Anyone Incapacitated by a laser blast adds +2 to his @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls to keep from @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.
\nOvercharge: This weapon can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} dice are a 1, the weapon must cool down for a full round before it can be fired again.
\nNo Recoil: Pistols, SMGs, and rifles ignore the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Gatling lasers still take the penalty, however, which is why they’re usually mounted on a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{tripod}.
\nRevolvers typically have six chambers that must be reloaded one bullet at a time, though separate cylinders called “speed loaders” are also available for more modern firearms for about 10% of the weapon’s cost.
Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.
May fire a @Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}.
@Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns} fire a spread of pellets (called “shot” or “buckshot”) to increase the shooter’s chance of hitting his target. Up close, the blast can be devastating.
Thompson submachine guns may also use a 50-round drum. This increases the weight by 2 lbs and each loaded drum costs $50.
\nTypical magazine sizes are listed with each weapon. Additional magazines are available at 10% of the weapon’s cost and weigh about 1 lb each, fully loaded.
\n\n
Typical magazine sizes are listed with each weapon. Additional magazines are available at 10% of the weapon’s cost and weigh about 1 lb each, fully loaded.
Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.
Chargement à la main.
Chargement par levier uniquement. @Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 2.
Sur un fusil : For + d6, @Compendium[swade-core-rules.swade-rules.Parry]{Parade} +1, attached to rifle, @Compendium[swade-core-rules.swade-rules.Reach]{Allonge} 1, @Compendium[swade-core-rules.swade-rules.Two Hands]{Deux mains} +1
\nUne cartouche de @Compendium[swade-core-rules.swade-rules.Shotguns]{chevrotine} sur un bâton, utilisable au corps-à-corps, une action pour recharger.
Souvent utilisé par les forces de l’ordre
Pas considéré comme une arme pour la règle de @Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Défenseur désarmé}
Signe de piètre statut ou de brute
Signe de piètre statut ou de brute
chargement à la main.
Ignore @Compendium[swade-core-rules.swade-rules.Shields]{shield} bonus
\nLes armes à poudre ont la capacité @Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 3.
@Compendium[swade-core-rules.swade-rules.Parry]{Parry} –1, @Compendium[swade-core-rules.swade-rules.Two Hands]{two hands}
\n@Compendium[swade-core-rules.swade-rules.Reach]{Allonge} 1, Deux mains
HUn héros se trouve fréquemment dans des situations où il est obligé d’utiliser des objets inhabituels en guise d’armes. Torche, vase, chaise, bouteille, tabouret, outils ou tout autre objet peut à tout instant se transformer en arme dangereuse.
\nUn personnage doté d’une arme improvisée est considéré comme armé mais subit un malus de -2 à ses jets d’attaque. La Portée, les dégâts et la Force minimum pour utiliser une arme improvisée sont déterminés par son type :
\nLe MJ peut décider de réduire les dégâts d’un ou deux crans si l’objet est moins dur que les exemples donnés ci-dessus (comme par exemple pour un sac rempli de billets).
\nHUn héros se trouve fréquemment dans des situations où il est obligé d’utiliser des objets inhabituels en guise d’armes. Torche, vase, chaise, bouteille, tabouret, outils ou tout autre objet peut à tout instant se transformer en arme dangereuse.
\nUn personnage doté d’une arme improvisée est considéré comme armé mais subit un malus de -2 à ses jets d’attaque. La Portée, les dégâts et la Force minimum pour utiliser une arme improvisée sont déterminés par son type :
\nLe MJ peut décider de réduire les dégâts d’un ou deux crans si l’objet est moins dur que les exemples donnés ci-dessus (comme par exemple pour un sac rempli de billets).
\nHUn héros se trouve fréquemment dans des situations où il est obligé d’utiliser des objets inhabituels en guise d’armes. Torche, vase, chaise, bouteille, tabouret, outils ou tout autre objet peut à tout instant se transformer en arme dangereuse.
\nUn personnage doté d’une arme improvisée est considéré comme armé mais subit un malus de -2 à ses jets d’attaque. La Portée, les dégâts et la Force minimum pour utiliser une arme improvisée sont déterminés par son type :
\nLe MJ peut décider de réduire les dégâts d’un ou deux crans si l’objet est moins dur que les exemples donnés ci-dessus (comme par exemple pour un sac rempli de billets).
\n@Compendium[swade-core-rules.swade-rules.Two Hands]{Deux mains}
\n@Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 4. Le rainurage serré nécessite 4 actions de Rechargement au lieu des 3 habituelles.
@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{PA} 2 en charge, @Compendium[swade-core-rules.swade-rules.Reach]{Allonge} 2, @Compendium[swade-core-rules.swade-rules.Mounted Combat]{combat monté} uniquement
\nA pointe, @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{PA} 1
\n@Compendium[swade-core-rules.swade-rules.Two Hands]{Deux mains}, +2 pour @Compendium[swade-core-rules.swade-rules.Breaking Things]{casser des trucs}.
\n@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{PA} 2. Ne peut être lancé
Les armes à poudre noire ont @Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 3.
en cas d’attaque réussie, la victime est @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entravée}. Le filet a une @Compendium[swade-core-rules.swade-rules.Breaking Things]{Solidité} de 10 et n’est vulnérable qu’aux attaques tranchantes.
@Compendium[swade-core-rules.swade-rules.Reach]{Allonge} 2, @Compendium[swade-core-rules.swade-rules.Two Hands]{Deux mains}
\n@Compendium[swade-core-rules.swade-rules.Parry]{Parade} +1
@Compendium[swade-core-rules.swade-rules.Reach]{Allonge} 1. @Compendium[swade-core-rules.swade-rules.Parry]{Parade} +1 si utilisé à @Compendium[swade-core-rules.swade-rules.Two Hands]{deux mains}
\nLes armes à poudre ont la capacité @Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 3.
+1 @Compendium[swade-core-rules.swade-rules.Parry]{Parade}, @Compendium[swade-core-rules.swade-rules.Reach]{Allonge} 1, @Compendium[swade-core-rules.swade-rules.Two Hands]{Deux mains}
\nContient du matériel qui octroie un bonus de +1 aux jets de @Compendium[swade-core-rules.swade-skills.Survival]{Survie}
−2 pour le @Compendium[swade-core-rules.swade-skills.Notice]{percevoir} si caché
\n@Compendium[swade-core-rules.swade-rules.Two Hands]{Deux mains}
\nCimeterres inclus
Sabres de cavalerie inclus
Les armes à poudre ont la capacité @Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 3.
\nTreater comme as @Compendium[swade-core-rules.swade-rules.Shotguns]{Chevrotine}.
L'utilisateur se blesse lui même en cas d'@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Echec critique}
Mains nues un combattant sans arme fait seulement Force de dégâts à moins qu’il ne dispose d’Atouts comme Arts martiaux (p. 41) ou Bagarreur (p. 41) lui accordant un dé de dégâts.
Dans Savage Worlds, le rythme doit rester soutenu ! Pour aider le MJ à se souvenir de l’ordre du combat et ajouter un peu de piment, on utilise un paquet de cartes à jouer (incluant deux jokers) pour déterminer l’ordre d’initiative. C’est ce qu’on appelle les “cartes d'action.”
\nLe MJ peut distribuer les cartes face visible ou non en fonction de sa préférence. Il peut également distribuer les cartes des personnages face visible et celles de leurs ennemis face cachée pour augmenter la tension chez les joueurs et apporter un peu d’incertitude.
\nAu début de chaque round :
\nBattre les cartes : les cartes d'action sont mélangées à la fin d’un round où un joker a été tiré.
\nGrands groupes : pour des parties comportant de nombreux joueurs, ou celles en temps limité, le meneur de jeu peut décider de ne distribuer que deux cartes : une pour les gentils, et une pour les méchants. Durant le tour des joueurs, le MJ fait agir les joueurs chacun leur tour dans un ordre défini. Cela accélèrera les choses si c’est plus important que de varier l’ordre d’initiative. Si l’un des personnages dispose d’Atouts comme @Compendium[swade-core-rules.swade-edges.Level Headed]{Sang-froid} ou @Compendium[swade-core-rules.swade-edges.Quick]{Vif}, celui-ci s’applique à la carte du groupe (mais une seule fois).
\nLes cartes distribuées, le MJ procède ensuite au décompte d’As à 2. Chaque groupe résout ses actions lorsque sa carte est appelée.
\nÉgalités : les égalités entre cartes de la même valeur sont résolues dans l’ordre des suites : pique ♠, cœur ♥, carreau ♦, et trèfle ♣.
\nSometimes the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu} may want to quickly sum up an encounter rather than track every action round by round. “Quick Encounters” resolve these kinds of situations with good collaborative storytelling, tension, and risk.<\/p>\n
When to Use These Rules:<\/strong> Use Quick Encounters when you’re pressed for time, the group isn’t as interested in tactical fights, or they do something the GM isn’t prepared for, like infiltrating a large complex she hasn’t detailed.<\/p>\n When to Use These Rules:<\/strong> Characters make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{skill roll} based on the type of encounter and their goal and interpret the results narratively with the Game Master.<\/p>\n No @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} are dealt in a Quick Encounter. Instead, the GM describes the scene, then the players agree on a general plan and what each of their characters will do.<\/p>\n Once everyone states their intent, they can pick the skill that best represents their actions during the encounter.<\/p>\n Here are some examples:<\/p>\n Modifiers:<\/strong> The GM should assign modifiers based on the situation. If the heroes greatly outnumber their opposition, pursue much slower prey, have prior experience with the obstacles in their path, or special equipment to deal with hazards, the roll might be made at +1 to +4.<\/p>\n Very difficult encounters, such as powerful foes (relative to the party), faster prey, or extreme conditions inflict a −1 to −4 penalty.<\/p>\n Players can go in whatever order they want in a Quick Encounter. This might be important if some of their @Compendium[swade-core-rules.swade-rules.Actions]{actions} are dependent on someone else’s. In a heist, for example, the group might depend on the hacker to shut down a company’s security measures before they can break in. Similarly, the crew of a B-17 in Weird War Two<\/cite> might need the navigator to get them to the mission location before they can fend off enemies and bomb a target.<\/p>\n Resolve these kinds of actions in the order that makes sense, and allow those who come after to change their own plans as the situation changes.<\/p>\n If a critical task is failed, the GM must decide if it stops the encounter or simply complicates it (perhaps inflicting a penalty to everyone else’s roll). In the heist example above, for example, maybe the hacker does break in but alerts the guards, inflicting a −2 penalty to Stealth or combat rolls and possibly turning the operation deadly. In the Weird War Two<\/cite> example, the navigator might still get them to the location but arrives just as the enemy fighters respond and make things more difficult.<\/p>\n These kinds of complications might also mean resolving the encounter in multiple stages instead of one roll as the heroes must react to the changing circumstances (see Staged Encounters<\/strong>, immediately below).<\/p>\n Quick Encounters are typically a single die roll followed by some narration between the GM and the players. But some encounters might need additional rounds to better reflect the results or any new information or events that come to light.<\/p>\n If the heist to break into a pawn shop and steal a powerful occult artifact goes badly, for example, the next stage might become a crisis when the shop suddenly bursts into supernatural flames. That might then lead to a combat encounter as an artifact in the shop breaks and releases an angry djinn!<\/p>\n The beauty of staged encounters is their ability to handle complex problems when the constraints of time or larger narrative require a speedy resolution.<\/p>\n Once each player has determined her @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} and any @Compendium[swade-core-rules.swade-rules.Power Modifiers]{modifiers}, she rolls the dice and works with the Game Master to narrate the details based on the total, the situation, and the other players’ actions.<\/p>\n If a character fails his roll in a dangerous situation he takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} (or d4 Wounds with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}). If he’s the driver of a vehicle, it takes a Wound (or d4 with a Critical Failure). Wounds may be @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soaked} as usual.<\/p>\n Success means the hero emerges with only @Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises}<\/strong>, and a raise means he escapes unscathed.<\/p>\n If the encounter isn’t physically dangerous, failure means the hero doesn’t contribute to the party’s overall success somehow. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means she suffers social stigma, loses or breaks a piece of vital equipment, is positively identified, or gets the wrong information. This likely means moving on to a second stage of the encounter as she deals with the fallout of her errors.<\/p>\n In general, narration and individual actions determine the success or failure of an encounter. If the hacker can’t get past a building’s security measures, for example, and the GM decides it shuts down the operation rather than complicating it, the encounter fails. In other words, let the story tell the tale.<\/p>\n In a more dynamic situation such as @Compendium[swade-core-rules.swade-rules.Combat]{combat}, assume the group “wins” if there are at least as many total successes (one for each success and raise) as there are player characters. They get the information, drive off their foes, complete the mission, or avert (or escape) the crisis. @Compendium[swade-core-rules.swade-rules.Support]{Support} rolls don’t<\/em> count as successes.<\/p>\n If there are fewer successes than player characters, they fail. Specifics are up to the Game Master, but might mean the party has to fall back or retreat from their foes, their prey escapes, they don’t get the object or data they were looking for, they survive the crisis but can’t save most of the bystanders, and so on.<\/p>\n If they can try again, the GM should “reset” the encounter with the new narrative so the group has to come up with a new plan. And of course, their foes are likely on to them now!<\/p>\n Use the rules for@Compendium[swade-core-rules.swade-rules.Ammo Table]{Munitions} &@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}<\/strong> under @Compendium[swade-core-rules.swade-rules.Mass Battles]{Combats de masse}<\/strong> for combat encounters if desired. Otherwise the player and GM can just decide what resources were consumed in the encounter.<\/p>\n Red and Gabe must break into a museum, steal an ancient book, and stop a global conspiracy that threatens all of humanity.<\/p>\n The group decides to play out the break-in as a Quick Encounter. Red plans to use @Compendium[swade-core-rules.swade-skills.Thievery]{Thievery} to break into the museum, take the manuscript, then escape out the back. Gabe will @Compendium[swade-core-rules.swade-rules.Support]{Support} her using @Compendium[swade-core-rules.swade-skills.Hacking]{Hacking} as she runs into trouble.<\/p>\n The GM decides Red’s Thievery roll is at −2 to get into the museum. Gabe tries to turn off cameras and unlock security doors as she goes, Supporting her Thievery roll with Hacking. He gets one success and adds +1 to his friend’s roll.<\/p>\n Red manages a single success, but since there are two player characters and the rules say they need at least as many successes as there are characters, they fail.<\/p>\n The GM says several night watchmen are alerted by the pair’s actions and begin prowling through the museum. Red and Gabe can continue if they want, but the encounter is now more difficult (−2). The GM also says it’s now “dangerous” as the guards are armed and nervous.<\/p>\n With the fate of the world at stake, the heroes agree to press on. Red now uses @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} to avoid the guards. Gabe gives up on Hacking, borrows some clothing from a passing tourist, and knocks on the door, pretending to be lost! The GM tells him to use @Compendium[swade-core-rules.swade-skills.Performance]{Performance} and he rolls a 21! Both characters are successful, so the ancient manuscript is secured!<\/p>\n<\/div>\n<\/div>",
+ "name": "Quick Encounters"
+ },
+ "Unarmored Hero": {
+ "text": " Les récits pulp mettent souvent en scène des héros avec peu ou pas d’armure défaisant leurs adversaires bien plus lourdement protégés.<\/p>\n Dans ces univers, un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} ne portant aucune any<\/em> @Compendium[swade-core-rules.swade-rules.Armor]{Armure} (sauf un éventuel bouclier), bénéficie d’un bonusde +2 à ses @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Jets d’Encaissement}!<\/p>\n<\/div>",
+ "name": "Héros sans armure"
+ },
+ "Disease": {
+ "text": " Diseases cover a wide range of maladies, from long-term debilitating illnesses to those which might cause immediate spasms or death.<\/p>\n Diseases can be contracted through various vectors, such as an airborne source, ingestion, or the touch or bite of a creature that causes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound or Shaken} result. In any of these situations, the victim must make an immediate @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} to avoid infection.<\/p>\n To handle such a diverse range of diseases, we’ve broken them down into three major categories. If you’re trying to model a specific disease, adjust the rules presented here to better reflect its symptoms.<\/p>\n Recovery:<\/strong> Diseases can only be cured by waiting until they’ve run their course or with specific medications—whether or not those are available depends on the setting.<\/p>\n The symptoms can often be treated by common medicines, however. With a successful @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll, a doctor, physician, shaman, etc., can prescribe or create a treatment. He may attempt to do so once per day.<\/p>\n Each application of the treatment (pills, poultices, etc.) reduces @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} by one level for four hours.<\/p>\n Trudging through deep snow for hours on end or facing biting, bitter winds can dehydrate and tire a character as quickly as blazing deserts.<\/p>\n For every four hours spent in weather below freezing (32° F), a character must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll}. Failure means he gains a @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} level. Subtract 2 from the victim’s Vigueur roll for every 20 degrees below freezing, to a maximum of −4.<\/p>\n Clothing:<\/strong> Subtract 2 if the character has only light clothing. Add +2 for modern winter gear, or +4 for advanced @Compendium[swade-core-rules.swade-rules.Gear Notes]{gear} (heated suits).<\/p>\n Death:<\/strong> @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} victims die after 2d6 hours instead of waking @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted}.<\/p>\n Recovery:<\/strong> Victims can only recover @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} once they receive adequate warmth and shelter.<\/p>\n<\/div>",
+ "name": "Cold"
+ },
+ "Unstable Platform": {
+ "text": " Un personnage faisant un @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} ou une @Compendium[swade-core-rules.swade-skills.Athletics]{attaque à distance} depuis le dos d’un cheval ou d’une autre monture, d’un véhicule en mouvement ou de toute autre « plateforme instable » subit un malus de -2 à son jet.<\/p>\n<\/div>",
+ "name": "Plateforme instable"
+ },
+ "Vehicle Notes": {
+ "text": " La section de Tables des Véhicules fournissent des informations sur une sélection de véhicules @Compendium[swade-core-rules.swade-rules.Ground Vehicles]{Terrestre}, @Compendium[swade-core-rules.swade-rulela Taille et l’Échelle d’un véhicule sont calculées par rapport à un humain (voir @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille et Échelle}<\/strong> et @Compendium[swade-core-rules.swade-rules.Size Table]{Table des Tailles} <\/strong>). Un véhicule peut subir jusqu’à 3 @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} avant de devenir une @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Epave}<\/strong>,mais les Grands véhicules peuvent subir une blessure de plus, ceux Énormes deux, et ceux Gigantesques trois.<\/li>\n L’égalité entre km\/h et cases\/round repose sur une simplification et se base entre autre sur 1 mille = 1,5 km.. See the @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{ENCART VÉHICULES SUR TABLE}<\/strong> pour intégrer des véhicules aux combats avec des personnages.<\/p>\n<\/li>\n Pour estimer la valeur d'@Compendium[swade-core-rules.swade-rules.Armor]{Armure} d’un véhicule doté d’une Armure lourde (comme un char), commencez par lui appliquer une valeur de base de +4, puis ajoutez +2 par 2,5 cm de blindage jusqu’à 25 cm, +1 par 2,5 cm jusqu’à 50 cm, et +1 par 5 cm au delà. full<\/em> Un char avec un blindage de 58 cm par exemple aurait une armure de 4 + 20 + 10 + 1 = 35.<\/p>\n N’hésitez pas à faire des ajustements pour des matériaux spéciaux.<\/p>\n<\/li>\n Amphibie:<\/strong> le véhicule peut pénétrer dans l’eau sans risques. Voir les descriptions pour les vitesses dans l’eau.<\/p>\n AMCM (contre-mesures antimissiles) :<\/strong> quelques avions et vaisseaux spatiaux disposent de contre-mesures antimissiles, comme des lasers, des murs de matie re ou autres pluies de plomb. Le pilote bénéficie d’un bonus de +2 à ses jets de Manoeuvre pour éviter des @Compendium[swade-core-rules.swade-rules.Missiles Table]{Missiles}).<\/p>\n Quatre roues motrices (4x4):<\/strong> ce véhicule dépense 1,5 d’Allure par case de @Compendium[swade-core-rules.swade-rules.Movement]{terrain difficile} au lieu de 2.<\/p>\n Armure lourde :<\/strong> seules les armes dotées de la capacité @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde} sont susceptibles d’endommager le véhicule, peu importe les dégâts causés. Cela permet d’éviter qu’un tir de pistolet chanceux ne vienne à bout d’un char. Les véhicules dotés d’une Armure lourde divisent par deux les dégâts de collision si l’obstacle (y compris un autre véhicule) ne dispose pas lui-même d’une Armure lourde.<\/p>\n Sauf indication contraire, ce genre de véhicule possède une protection moindre sur les côtés et l’arrière. Ajoutez un dé de dégâts si le MJ considère qu’un tel endroit du véhicule est touché. Par exemple 3d8 deviennent 4d8.<\/p>\n Hovercraft ::<\/strong> le véhicule flotte à quelques centime très au-dessus du sol. Il n’est pas affecté par les obstacles bas ou les plans d’eau.<\/p>\n Vision infrarouge:<\/strong> un système de vision thermique permet de réduire de moitié les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} contre les cibles produisant de la chaleur.<\/p>\nEncounter Types<\/h2>\n
\n
Turn Order & Critical Actions<\/h3>\n
Staged Encounters<\/h3>\n
Encounter Results<\/h2>\n
Dangerous Encounters<\/h3>\n
Nonlethal Encounters<\/h3>\n
Success & Failure<\/h3>\n
Ammo & Power Points<\/h3>\n
Example: Night At The Museum<\/h2>\n
Unarmored Hero<\/h2>\n
Disease<\/h2>\n
Disease Categories<\/h2>\n<\/caption>\n\n
\n \nType<\/th>\n Effect<\/th>\n<\/tr>\n<\/tbody>\n \n Chronic<\/td>\n Includes leprosy, the final stages of tuberculosis or cancer, and similar severe maladies. They may result in death if left untreated. At the start of every game session, the character makes a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll}. Failure means she’s @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted} from spasms, coughing fits, or similar issues for that session. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means he will expire before the end of the session. The GM is encouraged to let heroes go out in a blaze of glory if possible. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the victim is Fatigued for the game session, and a raise means he gets a second wind and suffers no ill effects.<\/td>\n<\/tr>\n \n Debilitating<\/td>\n Flus, viruses, stomach bugs and the like have various specific symptoms but generally result in the character being @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigued} for 2d6 days.<\/td>\n<\/tr>\n \n Lethal<\/td>\n Fast-acting diseases that kill are rare in the real world but might be found on alien worlds or the darkest depths of forgotten dungeons. On contracting the disease, the hero is @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigued}<\/span>. At the start of each turn thereafter, he must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} or suffer a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}! (Some diseases may call for a Vigueur roll more slowly, such as once per hour or once per day.) A successful @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll stops the effects only if the proper medicine is on hand to stop the disease. The @Compendium[swade-core-rules.swade-powers.Healing]{healing power} also halts the effects.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
+ "name": "Disease"
+ },
+ "Cold": {
+ "text": " Cold<\/h2>\n
Unstable Platform<\/h2>\n
Vehicles<\/h1>\n<\/div>\n
NOTES SUR LES VÉHICULES<\/h2>\n