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Mass and Recoil: for most firearms, the determining factor in effort necessary to use the weapon is not the weight of the weapon, but its recoil. Both the weapon's mass and its recoil must be less than or equal to your character's light weapon limit for it to be a light weapon, standard limit for standard weapons, and heavy limit for heavy weapons. Note that this does not mean the two are added together. For example, Colonel Mauve has a light weapon limit of 1.5 (like most people). The sidearm (with mass of 1.05  and recoil of 1) is a light weapon, because both the recoil and mass are below 1.5. If a similar weapon had a mass of 1 and recoil of 3, it would be a standard weapon. The recoil is derived from the calibre of the ammunition fired. Firing a weapon on Auto or Burst increases the recoil.

The mass of all attachments and ammunition on or in a gun is added to its mass to determine effort.

Range Increment: You may fire at targets up to 3 full doublings of the range increment away. Each doubling imposes a -1/0 attack penalty from distance. So, a weapon (such as most pistols) with a range increment of 10m would have no penalty at targets 0-10m away, -1/0 at targets 11-20m away, -2/0 from 21-40m away, and finally -3/0 from 41-80m away (the maximum range).

Rate of Fire: A weapon may have multiple rates of fire. If this is the case, each attack made with the weapon may be with a different rate of fire. Higher rates of fire can increase the recoil, which may push the weapon into a higher effort category when this rate of fire is used. The following are the most common:

Single: The weapon must be manually cocked between attacks. This prevents you from using certain techniques, such as Double Tap, that require a semiautomatic rate of fire. Otherwise, the single rate of fire functions the same as semi.

Semi : The weapon cocks itself between firing. Certain techniques (such as Double Tap) require weapons with a semiautomatic rate of fire.

Auto :  Holding down the trigger of an Automatic weapon produces a steady stream of bullets that are difficult to control. Instead of attacking a single target, Auto weapons attack an area a scale 1 point larger than the weapon firing (2m across for a scale 0 weapon). However, firing on Auto doubles range penalties (-2 per increment instead of -1) and uses 5 bullets per attack. Firing on Auto doubles recoil. As with all area attacks, Autofire attacks usually cannot be defended against without special techniques, and scatter 1d6 squares (character or weapon‚s size, whichever is larger) per range increment when they miss.

Instead of targeting an area, you can fire all five bullets at the same enemy. This still doubles the range penalties, but grants +1 to hit. If you hit the target by 1 or more, you roll two damage dice (as if you had hit the target with two attacks) instead of one.

Firing a weapon on Auto rate of fire without the Automatic Firearms Proficiency Technique imposes a -1/-1 penalty to attacks that does not stack with improficiency with the base weapon.

Burst : Pulling the trigger of a Burst weapon fires a short burst of bullets. This uses three bullets per attack and multiples the recoil by 1.5 times. However, it gives +1 to attack, and if you beat the target's Target score by 1 or more, you roll two damage dice (as if you had hit him with two attacks) if the defender fails his defence roll.

Firing a weapon on Burst rate of fire without the Automatic Firearms Proficiency Technique imposes a -1/-1 penalty to attacks that does not stack with improficiency with the base weapon.

Auto X: This is very similar to the Auto rate of fire, but shoots much faster for a more devastating effect. The weapon multiplies it's recoil by 2 X , attacks a scale X area, and uses 5 times 2 X bullets per attack. In all other ways it functions like Auto. Auto 2 represents the rate of fire of a machine gun or some submachine guns. Auto 3 is usually reserved for stationary gun positions. A rotary Gatling-style gun is Auto 4.

Similar to Auto, you can fire all the bullets at one target instead of an area. For every point you beat the target's Target score by (to a maximum of X), roll an additional damage die. You get +X to attack when firing at just one target.

Firing a weapon on an Auto rate of fire without the Automatic Firearms Proficiency Technique imposes a -1/-1 penalty to attacks that does not stack with improficiency with the base weapon.

Rate of Fire

Ammo Per Attack



Attack Bonus

Max Hits

Range Penalties






















Scale +1*




Auto 2



Scale +2*




Auto 3



Scale +3*




Auto 4



Scale +4*




*Auto weapons can fire either with the attack bonus listed and potential extra hits or at an area

Magazine: How much ammunition is held in the magazine, and the type of magazine. The reload times given below assume a weapon of scale 0 or smaller in the hands of a human. Weapons of scale 1 (.50 to 20mm) take 3s longer, scale 2 (23mm to 30mm) take 6s longer, scale 3 (75mm to 120mm) take 9 seconds longer, etc..

Box : It takes 3 seconds to reload a firearm with a pre-filled box magazine available. To manually load a box magazine, it takes 3 seconds per bullet. Box magazines typically come in 10 to 15 for handguns, and 20 or 30 for automatic rifles. Heavier drum magazines can hold 50 or 100 rounds.

Cylinder : It takes 3 seconds with a pre-loaded speed loader, or 3 seconds per bullet to manually load a revolver. Weapons with Cylindrical magazines never jam except after taking wounds.

Internal : It takes 3 seconds per bullet to reload a weapon with an Internal magazine. Weapons with internal magazines never jam except after taking wounds.

Linked : It takes 3 seconds to load a link into the gun, and 3 seconds to clip two links together. There is no maximum amount of ammunition that may be loaded this way.

Muzzle: Muzzle loading firearms are primitive. You have to individually pack in the powder, bullet, and wadding in a time-intensive process. Reloading a muzzle-loading weapon takes 30 seconds (five rounds). Muzzle-loading weapons that do not have the smoothbore modification take 42 seconds to reload due to the awkwardness caused by the tight-fitting bullet.

Damage: This is the damage dealt when a target is hit with the weapon. The damage is based off of the weapon‚s calibre, though sometimes modified by ammunition.

Calibre: The type of ammunition the gun use. Determines the recoil, damage, and range of the weapon. The number (in inches or millimetres) refers to the approximate circumference of the weapon‚s barrel, and therefore the round itself. In general, the larger the number, the more powerful the weapon; although this is not always the case. Pistols, for example, tend to have larger bullets, but are fired at a lower velocity than rifles, and so do less damage.

Superheavy Weapons: a character can use a weapon heavier than class Heavy with the use of a bipod, tripod, or other mount. It usually takes a 4SA to set up a weapon with a mount like this.

Perception DC: The DC to hear a gun firing is zero minus its damage bonus. For example, hearing a sidearm (1d6 + 8 damage) has a DC of -8. Firing on Burst or Auto drops the DC by -2, Auto 2 by -3, Auto 3 by -6, etc.

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