Cogent 0.7/Weapons

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What follows is a list of weapon categories. Depending on the rules of the game, the DM will allow access to certain of these weapons at the beginning or may modify the rules which apply to individual weapons.

Note that the values below were created under the assumption that these weapons would all be *of the same technology level*. In other words, if a bow and a sniper rifle exist in the same science fiction universe, it is assumed that the bow is some kind of science fiction equivalent which serves a function in the warfare of that universe. If a weapon is outmoded in that universe, the roll bonus should probably be lower.

If you would like to create a weapon using an existing template, see Create a New Weapon.

## Weapon Ranges

In Aoshtai Cogent, unlike in other systems, weapons are understood to be highly situational. A dagger is not a very useful weapon in melee range against a longswordsman who can keep the daggerman at bay, but in grappling range, the longsword is useless and the dagger is deadly. As a result, we break up combat into the following ranges:

Most ranged weapons, unless otherwise stated, roll their full dice bonus at close and medium range and roll with disadvantage at long range.

When attempting to move between ranges, often an adversarial roll is needed. A character with one weapon might try to keep another character within the ideal range of their weapon while a second character might be trying to move into a range more favorable to theirs. See: Grappling, Chases, and Overcoming a reach weapon on the injury table for examples of how this might be done.

## Ammunition

Ammunition in Aoshtai Cogent is abstracted, with one point of ammunition corresponding to one attack action. For an automatic rifle, one attack may be a burst of several rounds, while it might be simply one round for a sniper rifle.

To display ammunition, add the following template to the ammo column(s) in a Cogent character sheet, separating each magazine with one space:

```
{{Cogent 0.7 Magazine|4}}

```

**4/4** **[**❚❚❚❚**]**

One point of ammunition is spent for every ranged attack action made with that weapon. Reloading takes an action.

By default, a civilian character with a sidearm starts with 1 magazine in the gun and 1 stowed. Other characters and larger arms will be dependent on the specifications given by the GM for a given RP. Generally, a professional soldier in a combat zone may carry more magazines, but they may also suffer some sort of hinderance to mobility, such as disadvantage on Athletics and Acrobatics rolls, due to being encumbered.

Arrow quivers work about the same, using the following code:

```
{{Cogent Quiver|10}}
```

**10/6** **[**➴➴➴➴➴➴➴➴➴➴**]**

By default, a light quiver can hold 10 arrows. Medium and large quivers, such as battlefield quivers, can hold between 25 and 40, although these will likely cause encumbrance in some way.

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