When a character attacks a target, they make an attack roll. If they have an Outcome of at least 1 (after subtracting any defensive Outcomes), they inflict an Injury on the target with the severity equal to Outcome + Weapon Damage - the target's Armor.
The roll (Attribute, Ability, and Difficulty) and the bonus Damage all depend on the type of weapon. Described below are the most common classes of weaponry. The Difficulty of these rolls may be decreased or increased based on situational conditions at the GM's discretion.
Weapons
The specified rolls are for all-out attacks made with the relevant weapon. Weapons can be used in other ways with varying difficulties. For example, while the roll to actually Injure someone with a slingshot is Difficulty 8, merely hitting a person's body would be Difficulty 6 and wouldn't do any damage.
Note that while Guns are quite powerful, they can be difficult to transport and obtain. With a couple of Gifts, Contractors can make effective use of any type of weapon. Using Secondary Abilities can also be very helpful in making the most out of your weapon of choice.
Melee Weapons
Weapon | Attack Roll | Additional Weapon Damage | Other Notes |
---|---|---|---|
Hand-to-hand, biting, choking | Brawn + Brawl Difficulty 5 | 0 | Brawn acts as Armor against hand-to-hand attacks |
Knife or Dagger | (Brawn or Dexterity) + (Melee or Brawl) Difficulty 5 | +0 | |
Edgeless thrusting sword (Rapier) | Dexterity + Melee Difficulty 6 | +1 | |
Sword or Axe | Brawn + Melee Difficulty 6 | +1 | |
Greatsword, Giant Axes | Brawn + Melee Difficulty 7 | +2 | |
Club | Brawn + Melee Difficulty 6 | 0 | Most improvised weapons fall into this category |
Guns
Note: Tracking reloads / ammo is an optional rule at the GM's discretion.
Weapon | Attack Roll | Additional Weapon Damage | Range | Reload After X Combat Turns |
---|---|---|---|---|
Handgun | Dexterity + Firearms difficulty 7 | 2 | 90 feet | 6 turns |
Shotgun (slug) | Dexterity + Firearms Difficulty 7 | 2 | 240 feet | 3 turns |
Shotgun (shot) | Dexterity + Firearms Difficulty 7 | 1 | 150 feet | 3 turns |
Rifles | Dexterity + Firearms Difficulty 6 | 2 | 450 feet | 10 turns |
Sniper Rifles | Dexterity + Firearms Difficulty 8 | 3 | 1200 feet (2100 with trained spotter) | 5 turns |
Other
Weapon | Attack Roll | Additional Weapon Damage | Range |
---|---|---|---|
Throwing knife / shuriken | Brawn + Athletics Difficulty 7 | 0 (maximum of 4 Damage total) | 75 feet |
Throwing axe / javelin | Brawn + Athletics Difficulty 7 | 1 | 75 feet |
Bow | Dexterity + Athletics Difficulty 8, requires Brawn 3 to use | 1 | 150 feet |
Crossbow | Dexterity + Firearms Difficulty 8 | 2 | 150 feet |
Sling | Dexterity + Athletics Difficulty 8 | 1 | 150 feet |
Slingshot | Dexterity + Athletics Difficulty 8 | 0 | 150 feet |
Armor
Armor from multiple sources cannot stack. Instead, the highest armor amount is used.
Bulkier Armors levy a penalty on any physical actions taken by their wearer. Penalties from all sources stack.
Armor | Armor Granted | Penalty | Notes |
---|---|---|---|
Layered/rugged Clothing | 1 | 0 | Examples include tough leather jackets, layered denim, etc. |
Reinforced Clothing | 2 | 0 | Technologically crafted clothing, designed as armor |
Bulletproof Vest | 3 | 1 | |
Bomb Suit | 6 | 5 | Movement is severely limited |
Full Plate | 4 | 3 | Full Plate weighs 45 lbs. |