Weapons

## Weapon Ranges and More

Weapons are the primary method of dealing damage in Sojourner and can be useful for a variety of situations when words fail. Generally speaking, weapons with lower armor penetration will have more attacks per Action making them ideal for dealing with a large number of lightly armored (or unarmored) targets in short order. Other weapons with higher armor penetration will generally have less attacks per Action, making them ideal for engaging a single heavily armored target. Though hypothetically any weapon can kill any target under the right circumstances, all targets tend to shoot back which means engaging and destroying them quickly is more ideal than engaging them in long drawn-out battles.

### How many Weapons can you have equipped to your Loadout?

As a rule of thumb, you can carry two Rifles, two Two-Handed Melee weapons or one Heavy Weapon on your shoulders. You can also carry two One-Handed Melee weapons or two Pistols on your hips. This does not include cybernetic arm upgrades or the tactical vest.

### Reading the Weapon Tables

ATK: This is how many Attack Checks you can make with your weapon each Action you spend to do so.

AP: This is your weapons Armor Penetration, which is compared to a target's Armor Rating when you succeed on your Attack Checks against their Reflex Checks, ultimately deciding how effective your weapon is against their armor.

DMG: This is how much damage your weapon deals as well as what type.

Crit: When you would critically succeed an Attack Check against a target, your Crit modifier decides how much you multiply your base damage.

O-H Pen: This is your weapons Off-Hand Penalty, which comes into effect when you are dual wielding. The Off-Hand Penalty of both weapons in your hands do not stack, and only effect the weapon they apply to.

Magazine: This is how many bullets your weapon can have loaded or has loaded before you need to reload.

Type: This is what ammunition your weapon uses.

Tags: Most weapons will have Tags. These are like abilities, however not all of them will always be beneficial.

### Range Chart

 Heavy Weapons
 Pistols
 Rifles
 Shotguns
 Throwables

## Explosives

Explosives affect areas and, though they lack the armor penetration to tackle heavily armored targets, can reduce swarms of lightly armored enemies to ribbons with a single well-placed grenade or landmine. The fault of explosives, aside from their relatively low armor penetration compared to other weapons, is that explosives are inherently dangerous and do not discriminate against friend or foe in the area of effect. Additionally, it takes two actions to throw a grenade. Thrown grenades that go off target can easily ricochet off surfaces and land in the midst of allies, causing chaos in favor of the enemy. Explosives are also illegal to carry and own in most jurisdictions without an Explosive Weapons license. There is also no way to suppress an explosion; meaning that once an initial ambush is set with their use it can be difficult if not impossible for enemies not to notice the presence of the party.

## Heavy Weapons

Heavy weapons deal the most damage. Additionally, some heavy weapons impart status effects (such as suppression) in a very large area. They are slow, cumbersome and often illegal in many jurisdictions which complicates their use. For most heavy weapons they are often best used in emplaced positions either as part of an ambush or as part of a defensive line. Their primary advantages are their armor penetration, damage and their attacks per Action. However, they require two Actions to fire.

#### Emplaced Weapons

These are powerful weapons that need to be set up before firing and use the Gunnery Skill instead of the Heavy Weapons skill. To set up or pack up requires 3 actions, and while set up they can't be moved.

 M2 Browning

## Melee Weapons

Melee weapons are most effective within close quarters combat and offer a variety of tags that make them dangerous. Two-handed melee weapons cannot be readily concealed but offer greater damage and armor penetration than their one-handed counterparts. Additionally, melee weapons can be exceptionally effective if paired with a pistol, shield or psionics which can make closing the distance much more possible and even reduce damage taken while doing so. One-handed melee weapons are legal to carry in most jurisdictions while you have the Concealed Weapons license.

## Pistols

Pistols are often chosen for their concealability and their number of attacks per Action, especially when dual wielding. Pistols themselves are best for light to medium armored targets, but also for being used alongside melee weapons, shields or psionics as they do not suffer disadvantage while in melee range nor do melee attackers get advantage on their attack checks against you. Pistols are also legal to carry in most jurisdictions as long as you have a Concealed Weapons license.

## Rifles

There is a wide variety of rifles, leading them to be one of the most often selected weapons. Shotguns cover more up close and personal roles while bolt-action rifles provide the most range for dedicated snipers, and automatics and semiautomatics fill any role in between. However, due to the lack of mobility you have when using a rifle, melee attackers will have advantage on their attack checks against you. Rifles cannot be concealed and are illegal to carry in most jurisdictions.

## Ammunition

For the purposes of crafting, all ammunition is crafted in boxes rather than by individual rounds.