The Ascension Project
There are a wide variety of weapons in service to the various militaries, police organizations, and every day folks, all with pros and cons for every situation.
Weapon Attack Modifiers:
Range Penalty: The range penalty for a ranged weapon depends on the weapon and the distance to the target. All ranged weapons have a range increment. Any attack from a distance of less than one range increment is not penalized for range, so a shot from a handgun (range increment 25 feet) can strike at enemies up to 24 feet away with no penalty. However, each full range increment causes a cumulative -2 penalty on the attack roll. A handgun firing at a target 100 feet away takes a -6 penalty on his attack roll (because 100 feet is at least three range increments but not four). A thrown weapon, such as a grenade, has a maximum range of 5 range increments. A projectile weapon, such as an assault rifle, can shoot up to 20 range increments. Long range firearms and laser rifles can shoot up to 30 range increments.
Shooting Into Melee: When you are targeting, with a ranged or thrown weapon, an enemy that is threatened by one of your allies, you take a -4 penalty on your attack roll because you have to be careful to avoid hitting your friend. Two characters are engaged in melee if they are enemies of each other and either threatens the other (an unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked). If your target (or the part of your target you’re aiming at, in case of a big target or one protected by cover) is at least 10 feet away from the nearest friendly character, you can avoid the -4 penalty, even if the creature you’re aiming at is engaged in melee with a friendly character.
Weapon Recoil: This value depends on the weapon being used. It decreases the total attack result depending on the type of attack action being used. Some actions apply the
recoil value, as a penalty, only once, while others may apply twice or even three times the recoil value as a penalty.
Some features may reduce the total recoil penalty applied to one or more attacks. These features do not reduce the weapon’s base recoil unless otherwise stated, they merely reduce the total penalty caused by recoil, depending on the action used.
For every four points of a characters strength modifier, reduce the recoil penalty of every weapon used by that character by one.
Changing Target: A character may choose to change targets at any point during their firing action. When they do the following rules applies:
- A -1 penalty to attack rolls is applied each time a new target is chosen. This penalty is cumulative and lasts for the attack action.
- If the new target is not adjacent, the penalty increases by -2 for each 10 ft distance between the current target and the last target.
- If the new target is not in the attackers line of sight the penalty increases to -10.
Reloading a firearm with an already filled box magazine or speed loader is a move action. Refilling a speed loader, or reloading a revolver without a speed loader or any weapon with an internal magazine, is a full-round action.
Loading a belt of linked ammunition is an attack action. Linking two belts together is a move action.