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Weapons
| name |
type |
range |
hit on |
damage |
notes |
| Pistols - need 1 hand, cost 1 point |
| blast pistol |
energy |
6 |
5+ |
1d6 |
|
| bolt pistol |
ballistic |
8 |
6+ |
2d6 |
|
| dart pistol |
ballistic |
4 |
5+ |
1d6 |
one serum type |
|
Long Arms - need 2 hands, cost 2 points
|
blaster
|
energy
|
8
|
4+ |
1d6 |
|
| bolter |
ballistic |
10 |
5+ |
2d6 |
|
| darter |
down
|
6 |
5+ |
1d6 |
3 serum types |
| disruptor |
energy |
7 |
3+ |
1d6 |
hit = dmg gear, stun robot |
| rail rifle |
down
|
10 |
4+ |
1d6 |
armor piercing |
| shotgun |
ballistic |
2 |
5+ |
2d6 |
attack all targets within 2 squares |
| Heavy Weapons - cost 3 points, need 2 hands, -1 Move if not Strong |
| rocket launcher |
down
|
10 |
4+ |
1d6 |
either blast or armor piercing |
| assault bolter |
ballistic |
10 |
5+ |
3d6 |
up to 3 adjacent targets |
| gauss cannon |
down
|
20 |
4+ |
1d6 |
armor piercing, roll of 6 = 2 damage |
| heavy bolter |
ballistic |
12 |
4+ |
2d6 |
armor piercing |
| heavy blaster |
energy |
10 |
4+ |
1d6 |
hit = 2 damage |
| flamethrower |
down
|
8 |
5+ |
3d6 |
all targets in line may be hit |
| plasma cannon |
energy |
8 |
4+ |
1 |
all targets in line may be hit |
| Melee Weapons - needs 1 hand, cost 2 points (except Knife and Club) |
| power axe |
melee |
-- |
4+ |
1d6 |
armor piercing |
| chain sword |
melee |
-- |
5+ |
2d6 |
all melee targets are hit |
| knife |
melee |
-- |
5+ |
1d6 |
sidearm, auto draw, costs 1 point |
| club |
melee |
-- |
? |
? |
impromptu weapons, no cost |
| Grenades - need 1 hand, cost 1 point |
| frag grenade |
bomb |
2d6 |
4+ |
2d6 |
blast |
| flash grenade |
bomb |
2d6 |
-- |
-- |
blast, stuns nearby targets |
| EMP grenade |
bomb |
2d6 |
-- |
-- |
blast, damages modules & equipment |
| firebomb grenade |
bomb |
2d6 |
-- |
1 |
fire in target square for 1d6 turns |
| smoke grenade |
bomb |
2d6 |
-- |
-- |
fills a square with obscuring smoke |
Weapon types: energy weapons essentially do not run out of ammo during combat, ballistic weapons run out of ammo on doubles (they go from full ammo to low ammo to out of ammo) and 'ammo down each shot' weapons follow the same sequence as ballistic weapons, but lose an ammo rating every time they fire.
Armor piercing: targets do not get an "armor save" against armor piercing weapons.
Bombs: thrown grenades have a range of 2d6 squares. If you roll above an 10, you automatically make it where you want (or above 8, if you have the grenadier ability). You can also ricochet grenades off walls, but that gives you penalties.
Special Gear
All drones cost 2 points, neurocomputers are 2 points, and you get 1 free ammo clip with a weapon you purchase.
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