User Tools

Site Tools

A PCRE internal error occured. This might be caused by a faulty plugin

Table of Contents



The weapons table has six columns. Since only close combat weapons have Strike and Guard, and only ranged weapons have Snap shot, Directed, Aimed and Range, these values share columns in the weapons table. This is just a summary of the weapon stats - their use is explained in the next chapter.

Grappling modifier, Grapple and Defense are only used in the optional Advanced Melee rules.

Close combat weapons use Strike and Guard. Strike is used like an attribute in attacks - long, fast weapons have a good Strike value. In order to hit, an attack must have a higher degree of success than the opponent's Guard. Weapons that are good for parrying have a high Guard value.

Ranged weapons use Snap shot, Directed and Aimed. Range indicates the longest distance at which the weapon can be fired with reasonable accuracy. In the lower right corner of the character sheet there's a table for converting the Ranges into meters. Weapons can be fired at targets one notch beyond their Range (and no more than one), but this incurs a -5 penalty.

Some ranged weapons have firing modes with special rules, indicated by a short word or abbreviation: Prep, Slow, Fast, Burst or Auto. When your character carries such a weapon, write this down next to the weapon's name on the character sheet.

The numbers in the weapons table describe how dangerous an average soldier is using that particular weapon and method of attacking. The numbers are modified based on the skill of the person wielding the weapon:

  • The Close combat attribute is added to the Strike and Guard values of melee weapons.
  • The Ranged combat attribute is added to the Snap shot, Directed and Aimed values of ranged weapons.
  • All weapons have Pierce and Damage. For melee weapons, the character’s Damage modifier is added to both of them.

This makes improvising NPC combat values easy. Select a weapon, and modify its values up or down depending on the combat attributes of the NPC: since most professionals have 0, you can just use the numbers in the equipment list. Civilians might have a -2 in their combat attributes, while an elite unit might have a +2.


Each armor is described by Coverage and Protection. Coverage, 1-20, determines how much of the wearer’s body is covered by the armor. Protection is two numbers, that rate how well the armor protects when it is struck. The procedure is explained in the Wounds section.

en4.0/equipment.txt · Last modified: 2013/08/04 08:55 (external edit)