Weapon Damage D20

This page has been retired for use in SSE 1E. It is an old reference page for the former damage system.
== Weapon Damage D20 ==
A crucial key to sessions is the weapon damage tied to different categories of weapons. As a result, these tools will affect the total damage taken from targets and reduce their HP. In the Sixth Sun Era, characters can start with one to two weapons from the lists below entering a campaign or more with the permission of a Game Master. 
Certain armor types and materials can affect damage outcomes! 
===== Verbs =====
* Burn is a verb that occurs when a type of heat causes the person inflicted to catch on fire. The victim must flip a coin, if it lands on tails then they must roll D8 when there's a chance of burning and the number determines the length of the fire will last in turns unless put out early. Every turn they stay on fire, they must reduce their HP by 1.
* Gauss is a verb that occurs when a gauss gun manages to strike a target. This temporarily disables FP when activated. 
== Firearms Damage ==
Weapon Archetype 	Dice Roll	Explanation 	Range Limit	Cooldown 	Verb
Bows/Crossbows 	None 	Guaranteed 2 damage instead of 1 if the user has the Old-School Archery perk. If not, it is 1 damage. 	
* Within Sight	None 	None
Handgun/Pistol 	None 	Does not gain an increase in damage, staying at 1 unless
a crit occurs or lethal is allowed. 	
* Within Sight	None 	None
Other Shotguns 	None 	Deal 2 damage guaranteed within three steps. Crits can add to this. 	
* Within three steps, deal a guaranteed 2 damage.
* 1 Damage only if targets are four-eight steps.
* 0 Damage if targets are too far.	None 	None
Non Specified Rifles & Calibers 	Coin Flip	Do a coin flip. If it lands on heads, the damage is 2. If it lands on tails, it is 1. 	
* Within Sight	None 	None
Slug Shotgun 	1D4 	Roll a bonus dice roll if you successfully shot them within three steps for damage. D4 changes base damage. Crits can be added to this. 	
* Within three steps, roll a bonus dice roll 1D4 for damage.
* 1 Damage only if targets are four-eight steps. 
* 0 Damage if targets are too far.	None 	None
Automatic Rifles (SMGs, Assault, Marksman)	1D4 	Roll a bonus dice roll if your attack roll was 10 or higher than their counter roll for damage. 1D4 changes base damage. Crits cannot be added to this with bonus unless lethal is allowed.	
* Within Sight	None 	None
Sniper Rifles 	1D6 	Roll a bonus dice roll if your attack was 12 or higher than their counter roll for damage. 1D6 changes base damage. Crits cannot be added with bonus to this unless lethal is allowed. 	
* Within Sight (Long-Range)	None 	None
Gauss Rifles 	1D8 	Roll a bonus dice roll if your attack was 14 or higher than their counter roll for damage. 1D8 changes base damage. Crits cannot be added to this with bonus unless lethal is allowed. 	
* Within Sight	Verb 2 Turn cooldown	Gauss
Laser/Heat 	1D8 	Roll a bonus dice roll if your attack was 14 or higher than their counter roll for damage. 1D8 changes base damage. Crits cannot be added to this with bonus unless lethal is allowed. 	
* Within Sight	None 	Burn
== Melee Weapon Damage ==
Weapon Archetype 	Dice Roll	Explanation 	Cooldown 	Verb
Shiv/Stick/Punch/Claw/Head Butt/Kick	None 	Does not gain an increase in damage, staying at 1 unless the user utilizes a perk or technique. 	None 	Cut/Blunt
Small Knife/Dagger/Short Sword 	None 	Does not gain an increase in damage, staying at 1 unless the user utilizes a MVT roll and their attack roll is 10 higher than the counter roll then the damage will be 2 guaranteed. A crit can occur. Can benefit from MVT bonuses to attack rolls.	None 	Cut
Bat/Rock/Small Blunt Objects 	None 	Does not gain an increase in damage, staying at 1 unless the user utilizes a STR roll and their attack roll is 10 higher than the counter roll then the damage will be 2 guaranteed. A crit can occur. Can benefit from STR bonuses to attack rolls. 	None 	Blunt
Trench Mace 	1D4 	Gains a bonus damage dice roll if the user uses a STR bonus to swing. 1D4 changes base damage. Crits cannot be added to this unless lethal is allowed. 	2 turn cooldown	Cut/Blunt
Machete/Swords/Etc... 	1D4 	Gains a bonus damage dice roll if the user uses a STR bonus to swing and if the attack roll is 14 above. 	None 	Cut
Heated Weapon 	1D4 	Gains a bonus damage dice roll if the user uses a STR bonus to swing and if the attack roll is 14 above. 	None 	Burn
Heavy Blunt Weapons 	1D6 	Gains a bonus dice roll if the user uses a STR bonus to swing and the attack roll is 10 above the counter roll. 1D6 changes base damage. Crits cannot be added to this unless lethal is allowed. 	1 turn cooldown	Blunt
Category:Dice System
Category:1E - First Edition