Weapon Templates

## Weapon Stat Guides

ATK is "Attack" abbreviated. It refers to how many times the weapon may fire in an action post in roleplay. Lighter weapons typically fire more often than weapons with more armor penetration as their munitions are lighter but this is not always the case (such as machineguns compared to pistols). A higher number of attacks means that more dice are rolled to hit the target. Automatic weapons, especially at effective ranges, are devastating for this reason. Automatic weapons however typically eat a lot of ammunition very quickly; making them ill suited to long duration engagements unless they are vehicular weapons such as the guns on starships.

AP refers to "Armor Penetration". A higher number is better for this application. Weapons with a lot of AP (rocket launchers, sniper rifles, etc.) will typically fire slower than others. However they make up for it by their damage output against heavily armored targets whereas most automatic weapons do not penetrate armor. These types of weapons also typically have more weight than other weapons of their type.

DAM is Damage. This is how much damage each individual hit (each bullet) does to the target. Weapons with a lot of armor penetration will typically have moderate amounts of damage or high amounts of damage while faster firing and automatic weapons will have less damage but make up for it in volume of fire. A higher damage is always better than a lower one.

Crit refers to critical damage multipliers. These multiply the damage dealt by a weapon when the target rolls a natural 1 or when the attacker rolls a natural 20. These multipliers do not affect anything otherwise. Weapons that do relatively low damage and fire very slowly will often have high critical multipliers (around 3 to 5 is considered extremely high). When combined with special tags these weapons can be devastating despite their otherwise low-end stats.

Shots is what describes a weapon. For example a weapon with a '1' in shots is semiautomatic, pump action, lever action or some other single-shot weapon. A '3' refers to a burst weapon which fires a burst of three bullets with every pull of the trigger. Automatic weapons must have a '5' minimum in this category. Burst weapons may have any number of shots no greater than '5'. Each individual bullet does damage to the target on a successful hit. However, bursts are always a complete hit or miss: meaning there is only a single die roll per burst.

Range refers to the effective range of the weapon in its intended environment. For example the effective range of a pistol is not measured in space. It is measured in Earth-normal conditions. Spaceship guns however are measured in space since that is their intended environment.

Mag-Cap informs the reader of how many rounds the weapon can fire before it requires a reload. Automatic weapons will typically have larger magazines and rifles will almost always have larger magazines than pistols.

Weight refers to how much a weapon weighs in pounds. For starship weapons it refers to how much the weapon weighs in tons.

Special Tags refers to any special properties of the weapon. Only certain tags are available and they will be shown in a table at the bottom of this page.

Cost in credits refers to the monetary cost of gathering materials and the manufacturing of the weapon as well as installation. Anyone with an appropriate skill (typically engineering) may mount the weapon themselves: reducing the cost by 10%.

RS refers to 'reload speed' and is specific to ship mounted weapons. This number indicates how many rounds of RP take place before the weapon is ready to fire again once it needs to reload.

PE Cost refers to the psionic energy cost a specific technique utilizes. This can be thought of as 'ammo'. In lore, this is the amount of psionic energy a person can channel without being overwhelmed. However when a person's psionic energy drops to 0 they immediately die without saving throws.