Difference between revisions of "Items"
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! colspan="2"|'''Standard Handgun''' | ! colspan="2"|'''Standard Handgun''' | ||
|- | |- | ||
− | | Range: | + | | '''Range:''' |
| 1 zone | | 1 zone | ||
|- | |- | ||
− | + | | '''Ammo:''' | |
| Pistol | | Pistol | ||
|- | |- | ||
− | + | | '''Damage:''' | |
| 0 | | 0 | ||
|- | |- | ||
− | + | | '''Firing Mode:''' | |
| Semi-Automatic | | Semi-Automatic | ||
|- | |- | ||
− | + | | '''Reload TN:''' | |
| 4 | | 4 | ||
|} | |} |
Revision as of 14:44, 3 April 2015
Contents
Items
Armoury
Item Lists:
Weapons
Range: Apart from Melee weapons, most weapons can go beyond their standard range. Each additional zone of range beyond the standard increases the TN by 1.
Ammo: Ammo of the same type is interchangeable. Large Calibre or other Properties that change the ammunition type, take away this compatibility. Some weapons have "special" meaning their ammunition is unique.
Damage: Basic damage for standard ammunition, any inherent Armour penetration or other damage types will be mentioned here too.
Firing mode: Revolver/ Bolt-Action / Pump action = Single-Shot, Semi-Automatic, Burst-fire, Automatic
Reload TN: Reload target number simulates the magazine size, general ammo usage and so on, in a given "attack" it's not always the exact same amount of bullets used and so on. The higher the TN the quicker you will run out of ammo (and generally the harder it is to reload quickly if it is not clip/magazine-based).
Handgun
Standard Handgun | |
---|---|
Range: | 1 zone |
Ammo: | Pistol |
Damage: | 0 |
Firing Mode: | Semi-Automatic |
Reload TN: | 4 |