Action!/Equipment/Ranged Weapons/Old


 * Thrown. Range Strength meters. Cost 0. Damage based on Strength.
 * Bow:.
 * Crossbow: Reload 1 mandatory.
 * Projectile Weapons: Recoil 1 mandatory.
 * Energy Weapons:.

Weapon Range
All these weapons have Short(x1) -0, Medium(x2) -2 and Long(x4) Range -4.
 * Short Range: (Perception+Damage) /2 meters. Cost x1/2
 * Medium Range: (Perception+Damage) x2 meters. Cost x1
 * Long Range: (Perception+Damage) x (Perception+Damage) meters. Cost x2


 * Magazine: 1/3/10/30/Infinite in magazine.
 * Awkward (-1): Weapon is difficult to use in close quarters.
 * 2-handed (1): Weapon must be used in two hands.
 * Counter (Hit) 5
 * Counter (Attack) 8
 * Counter (Defensive) 11
 * Devastating (8): Increase Outcome by 5.
 * Dual Damage (10): Does Damage twice (Type in parenthesis is other Damage type).
 * Fragile: Weapon breaks on doubles, or when used in close combat.
 * Heavy X (-X): Strength Requirement increased by 2X (from 6), Damage+X.
 * Impact (1): Increase Damage by 1 level.
 * Knockback (2): +5 Knockback.
 * Knockdown on Hit (4)
 * Knockdown on Roll (1)
 * Knockdown on Shockpoints (2)
 * Knockdown on Wound (1)

(as Fu powers).
 * Reload (X): Weapon takes X Sequences to reload.
 * Single Shot: Weapon may only be used to fire at one enemy per Attack Action.
 * Ignores Armor (10): Ignore all Armor
 * Small (2): You may hide weapon.
 * Defensive (1): An Action/Agility or Strength vs Action/Agility or Strength is required to be able to attack person with weapon.
 * Off-hand (1): May be used in off-hand at no penalty
 * Piercing X (X): Ignore X points of Armor. (All costs 10)
 * Slow (-1): Weapon causes 2 points of multi-action penalty.
 * Thrown (1): May be thrown Str x 5 meters, -2 per Str meters.
 * Unarmed (-1): Weapon has no Passive Defense versus Martial Arts Weapons.
 * Unblockable (10): Lowers Defense by 5.

=Ancient=

=Middle Ages=

=Renaissance= =Age of Reason=

=World Wars=

=Contemporary=

=Near Now Future= =Science Fiction= =Space Opera=

=Artillery=