Subject: RQ Discussions 27 First Distribution: January 16, 1992 In order to make life simpler for myself -- and thus actually get things out on time -- I'm going to make everything a discussion article, and then when I have the time and energy I'll edit the discussions down to get the Digests. ====================================================================== From: "Loren J. Miller" Subject: RQ: House Combat Rules The following are the rules for combat, including quite a few house rules, that I've instituted in my StormQuest campaign, set in the Young Kingdoms at the time of Elric using RuneQuest mechanics with Stormbringer magic. I ran RQ2 around '82-'85 and then played a bunch of other FRPs afterwards, and only recently came back to RuneQuest, which I like because of the mostly realistic feel of the game, and the ease of judging the difficulty of tasks. When I started converting this campaign from Stormbringer, the players were rusty on RQ combat rules and more sophisticated than my old RQ2 players used to be, they wanted to be able to do certain things that the system didn't allow them to do, like punching somebody and knocking them out without killing them. So I typed in the RQ combat maneuvers as I understood them and I added some house rules for additional maneuvers, such as tripping, shoving, and aiming at body areas. I also modified some of the combat modifiers to make smart tactics more meaningful and desirable. I also put in character generation rules reminiscent of HarnMaster. The ATTACK statistic mentioned below is gotten by averaging Str, Int, Con, and Dex. The RANGE statistic is the average of Str, Con, and Siz. The DEFENSE statistic is the average of Str, Dex, Dex, and 21-Siz. Base weapon attack skill is given by multiplying the ATTACK score by some multiplier, which is generally the RQ3 base skill divided by 5. Base parry is given by multiplying the DEFENSE score by the same multiplier. Maximum range for thrown weapons and bows is gotten by multiplying the RANGE score by a weapon-specific multiplier, and gives an absolute maximum rather than RQ's effective range. Effective Range is decided by using multiples of ATTACK, based on weapon type and sighting mechanicism. Combat Options You may choose any two different combat options during a round; move, parry or dodge must be one of the actions. One or two situations will alter this two-action rule, but it holds in general. Attack Roll the adjusted weapon attack skill or less on percentile dice, at the adventurer's strike rank. A melee attacker may make a general attack which rolls D20 for hit location; or he may make a head shot which rolls 10+D10, an arms shot which rolls 12+D6, or a leg shot which rolls D10 for hit location. Any thus restricted attacks reduce attack skill by some amount (see table, below), and add to SR. If an attacker has the high ground, he adds one to all hit location rolls for attacks. Any attack (except a critical hit) which strikes a hit location that is covered by some obstacle (such as a wall, doorway, window ledge, fencepost, etc) hits the obstacle instead, causing it damage. Successful attacks with a bashing or slashing weapon that do damage over the SIZ of the opponent drive him back 1 meter for each 5 hp extra. Special success with a bashing or slashing weapon drives the opponent back one meter for each 5 hp of damage. The opponent must make a DEXx5 (or Balance, his choice) roll or fall down. Special success with a piercing weapon Impales the opponent, doubling weapon damage and meaning the weapon is stuck in the body of the target. The attacker rolls against skill x .4 or less to pull the weapon out 3 SR later, and then every following round, if this fails the weapon is stuck. After five rounds or a successful roll the weapon will be removed (Players Book, p.54). Modifiers +50 Target helpless +30 Target surprised during non-combat or knocked down +10 Target surprised during combat +10 Attack from behind or unshielded side +20 Prepared attack -- last round was spent aiming +10 Attacker above target (also applies to attacker's parry chance) -75 Target cannot be seen or sensed with a targeting sense -- total darkness -60 Moonless or overcast night -45 Night with some moon or distant lights -30 Night with full moon or near lights -30 Dark interior, Single torch or candle -15 Plenty of light from fire, torches, or candles -30 Attacker has been knocked down -10 Target moving -10 Per SIZ point target is below SIZ 4 -10 Attacker is riding moving animal or vehicle -10 Aimed Attack: 1D10 Adjacent Hit Locations, also +1SR -20 Aimed Attack: 1D6 Adjacent Hit Locations, also +2SR -30 Aimed Attack: 1D3 Adjacent Hit Locations, also +3SR Pulled Attacks Any attack may be performed at less than full force, allowing the attacker to not use his any part of his damage bonus or weapon damage, in case he doesn't want to kill an opponent. The attacker may also declare his attack to be non-lethal, in which case half of the damage inflicted is real trauma (and therefore must be healed as usual), while the other half is shock damage that heals at one point per hour. If the weapon is designed to subdue or, like a hand, not designed for combat, then only a quarter of the damage (round down) inflicted is real trauma, and the rest is shock damage. In other words: Treat unarmed attacks as non-lethal damage at all times, unless using martial arts. Unarmed attacks with non-lethal intent follow the quarter damage rule given above. Armed attacks with non-lethal intent (except saps, bottles, etc) follow the half damage rule. Parry Roll the adjusted weapon parry skill or less on percentile dice, at the strike rank in which the adventurer is attacked. Parry with natural weapons uses the same skill value as attacks. Thrown weapons may be parried at half skill, arrows may be parried with a special parry, and bullets (either from slings or powder-weapons) only with a critical. You may parry more than one attack per round. For each parry after the first, subtract 20% from your chance to parry. (i.e. second parry is at -20%, third at -40%, etc) If you have a swordbreaker device (such as viking shield, sai, or specially designed weapons) and you get a special parry against a melee attacker then you have entangled the attacker's weapon, and may attempt (1) to wrest it from his grasp with a STR vs STR roll, or (2) to break the weapon with a STR vs AP roll. Dodge Roll the adjusted dodge skill or less on percentile dice. Dodge applies against any one opponent, but must be rolled separately against all attacks by that opponent. Move Beginning with the adventurer's dexterity strike rank, the adventurer can move his or her movement allowance any or every following strike rank in the round. If he has moved and still has sufficient strike ranks to attack, he can attack and defend. If he wants to attempt a move-by he can perform only one other combat maneuver besides move (such as attack, parry, or dodge) but SIZ is not counted in the SR determination for either side. Note that a moving target is -10% to be hit. Disarm An attack against the opponent's weapon instead of his body. Modifiers include, -10% for SR1, -20% for SR2, and -30% for SR3 weapons. Attacker may strike to damage the weapon, applying all damage in excess of the weapon's AP to reducing the AP, instead of the usual 1 point degradation from normal attacks. Attacker may try to "beat" the weapon out of the defender's hand. If the attacker's damage overcomes the defender's STR on the resistance table (STRx1.5 if the weapon is held with two hands) the weapon goes flying (Players Book, p.58). Can not be done with short, stabbing weapons like daggers or knives. Attacker may try to entangle the weapon with a flexible weapon, such as whip, lasso, or flail. Attacker must get a special success, and if he does then overcoming the opponent in a contest of STR will disarm the opponent. If the attacker fails to disarm his opponent, the defender may try to disarm the attacker (Players Book, p.58). Disengaging If you're in melee and you wish to escape you must spend a round dodging and parrying, and, assuming you can still move, you may move freely starting on your Dex SR the following round. If your opponent can strike at you before you get out of range he gets +10% for attacking your back. Mounted combatants against footmen can disengage in half a round. Footmen can't disengage from mounted opponents unless they can hide or teleport REAL fast. Aimed Shots Delay to attack until strike rank 10, and at that time attack with half your full skill (halve before applying modifiers). If the attack succeeds, the blow hits in the called location. Grab An attack with the grapple skill. A successful grapple catches the opponent's random hit location. If the defender parries successfully with grapple or fist skill then the attack does not grab anything, if the attack is a success and the parry is a success, but not with grapple or fist, then the attacker grabs the parrying arm. See RQ Player's book (p.61) for more on grappling and wrestling. Any grappled limb is at half chance to do any manipulation skill. You must make a successful grapple roll at the beginning of each round in order to keep the hold you established the previous round and work on any further grappling maneuvers. After grabbing an opponent, the next round you may attempt to immobilize the body part you are holding. Winning a STR vs STR contest will immobilize the held body part. An immobilized body part cannot help you perform any manipulation skills. After grabbing an opponent, the next round you may attempt a STR+DEX vs SIZ+DEX roll to throw the opponent. A thrown character must make a DEXx5 (or Tumbling) roll or take 1D6 damage in a random location (armor helps). Knockout An Aimed Shot, using the haft or flat of the weapon, to the head. If it hits, then compare the damage that gets through armor to the HP of the head on the resistance table. If the damage overcomes HP the victim is knocked out and must roll against CONx1 every round to wake up. Only half the damage inflicted is permanent, the rest heals at one point per hour. Consider all fist and sap attacks to be non-lethal damage. Shoves and Body Blocks At SR for Fist attack, if the attacker succeeds at STR+SIZ vs SIZ+DEX roll the defender is knocked back as if attacker's STR+SIZ were damage (reduced by defender's SIZ as usual). Special success ignores defender's SIZ, Critical success and the defender drops all carried weapons (excepting strapped on ones). If attacker fails he must roll DEXx5 (or Balance) or fall. If he keeps his feet then he is Knocked Back by his opponent (Opponent's STR+SIZ minus Attacker's SIZ). Trip Any melee weapon with a SR of 2 or less can be used to trip an opponent. Roll a successful attack, attempting to trip the opponent, and if not parried or dodged, then win a STR vs STR roll to trip your opponent, forcing him to make a Balance or DEXx3 roll to keep his feet. Attack modifiers for trips are, -10% for SR0, -20% for SR1, and -30% for a SR2 weapon. You may not trip an opponent who has Closed with you, though you may Shove, or Grab and Throw, which has much the same effect. Closing Normally, only an option if your enemy has a longer weapon than you do. In this situation it is an excellent idea. Add one to your attack strike rank and advance inside your opponent's range. If your enemy has room to retreat and wants to he will also add one to his strike rank and keep you in the engagement range of his weapon. Once you get inside the reach of a longer weapon you get to attack first every round (strike ranks don't make a difference), and your opponent may only choose one combat maneuver per round instead of the normal two. If someone closes on an opponent with an equal length weapon then both combatants may only choose one combat action per round, but they attack at their normal strike ranks. Note that closing on someone who wields his fists or any SR3 weapon requires the attacker to use the grapple skill. You may not close on anyone who is grappling you. Carving Runes May only be done with a dagger, shortsword, or a rapier. Declare your plan to carve a character in something or someone. This maneuver is extremely difficult; consequently the attacker's base skill is divided by two. If you get a special success in your attack then you have carved the character of your choice in your target, and the target must win a POW vs POW struggle against you or be stunned (roll INTx5 each round to recover); a critical also automatically stuns any onlookers or targets (roll INTx3 once per round to recover). A success that is not a special success imprints one stroke of the desired character on the target, but not the entire character. Continued successes will eventually carve the desired character. New Weapon Rules Basket Hilts Common on Melnibonean swords and daggers, but beyond the metallurgy of the rest of the Young Kingdoms: A basket hilt on a sword may be used as a sword breaker. See the Attack and Parry skill descriptions above. Heavy Cloak Wielded in one or both hands a heavy cloak will add 10% to one's Dodge skill. It may be used offensively (Cloak attack skill x2) to envelop the opponent. If it is not dodged or parried the victim is effectively blinded for at least one round (treat as Surprised during Non-Combat). The victim may throw the cloak off in one round by making a DEXx5 roll, two rounds if the DEXx5 roll fails. It may also be used as an entangling weapon, and is long, heavy and flexible enough that it may not be parried by any SR3 weapons, while SR2 weapons are at half chance to parry a heavy cloak, though it may be dodged. A heavy cloak weighs from 5 to 10 pounds, costs around 20 LB, has 2AP, and is heavy enough to serve as a blanket or keep one warm on a winter night. Light Cloak Wielded in one or both hands a light cloak will add 10% to one's Dodge skill. It may be used offensively (Cloak attack skill x2) to envelop the opponent. If it is not dodged or parried the victim is effectively blinded for at least part of one round (treat as Surprised during Non-Combat). The victim may throw the cloak off on his DEX SR in the next round. It may also be used as an entangling weapon, though it is light and may be parried with any weapon. A light cloak weighs from 1 to 3 pounds, costs around 10 LB, has 2AP, and keeps mild weather out. Armor Piercing Weapons Some weapons, mostly high tech weapons such as crossbows and guns, ignore some of the Armor Points (AP) of an object. Armor Piercing weapons have a Penetration rating (PEN) for the number of Armor Points they ignore. Crossbows, for example, ignore up to 5 AP, and Muskets ignore 8 AP. Few armor piercing weapons are available in the Young Kingdoms, though they are frequently encountered in others of the Million Spheres, especially those planes dominated by Law and possessing an advanced scientific technology, such as Earth, Uerth of Ralcon 4, and the Third Terran Empire. Special Situations Under Water The main problem is breathing -- see asphyxiation rules in The World chapter of Player's Book. There are other problems too. First, crushing and slashing weapons are basically useless, as are missile weapons. Second, only thrusting weapons and knives are useful underwater. Third, all targets are considered to have 3AP of extra armor when underwater, because of the drag of the water, which is even good against critical hits. Most magic and demon weapons do full damage under water, with the exception of fire, earth, and possibly a few other, exotic elementals, which of course are destroyed by the environment. Riding Weapon use while riding an animal is restricted by the rider's riding skill. The rider's attack chance may be no higher than his ride chance. Two handed swinging weapons may not be used on horseback, nor may most bows, with the exception of Desert Bows. On the other hand, riders may engage in combat while moving, may use the mounted lance, roll 1d10+10 for hit location against unmounted opponents, any shots aimed at a rider that hit a hit location obscured by his mount hit the mount instead, and any shot aimed by a footman that hits hit location 19 hits the near arm instead of the head. Chandeliers and Rigging Chandeliers may be swung upon, as may Ship Rigging. Use the Climb or Jump skill to mount them and Jump or Tumble to dismount. Banisters Sliding down a banister requires a Balance roll (+20 if one leg on each side of the banister) to stay on the banister instead of falling off, and allows the slider to move fast (movement rate of 6 for first story, 9 for second, and 12 for third and up). If there is a pediment at the bottom when the slider arrives at the bottom then the slider takes 2D6 non-lethal damage to the abdomen for each story he slid. A successful Tumble or Jump roll can avoid the damage at the bottom; Tumble and Jump are at half skill if the slider had one leg on each side of the banister. Thrown Beer Mugs A simple use of the Throw skill. Damage is 1D6-1 plus damage bonus in non-lethal damage. Same for bottles. Missile Ranges Range Penalties: The Effective Range (ER) of an unsighted gun (including Light Crossbows, Pistols, Muskets, and Shotguns) is Attack (ATT) meters; a sighted gun, such as a rifle, is ATTx2 meters; and a gun with scope is ATTx4 meters, or more, for more powerful scopes. Any gun may be fired as Unsighted at whatever Rate the gun allows, as Sighted once per round, or with a Scope once per two rounds, since weapon recoil typically throws off aim. Each doubling of the range band reduces the firer's chance to hit by 20%. For instance Henri Poisson fires his Derringer .32 at his arch-enemy, the dangerous Gascon D'Argent, who is 20 Meters away. Henri's ATT is 11, average. Henri is between ER and ERx2, giving him a 20% penalty to his Pistol skill of 67%, bringing his chance to hit down to 47%. Meanwhile, D'Argent, whose ATT is 9, is ERx2 and ERx4, giving him a penalty of 40% on his Pistol skill of 103%, bringing his chance to hit down to a mere (for him) 63%. When a missile is used up to Point Blank (PB) range in meters the user's chance to hit is doubled. Aim Max Method Rate ER PB Notes ------- ---- ---- ----- ---------- Thrown any ATTx1 ATT/3 Any thrown wpn, 3SR+DexSR to reload Bow any ATTx1 ATT/3 Any self bow, 3SR+DexSR to reload Hipshot any ATTx1 ATT/3 Any un-aimed gun or crossbow Sight 1/MR ATTx2 ATT Any aimed gun or crossbow, 1MR to ready Scope (x4) 1/2MR ATTx4 ATTx2 Any gun with x4 scope, 2MR to ready Scope (x10) 1/4MR ATTx6 ATTx3 Any gun with x10 scope, 4MR to ready Laser Sight any ATTx4 ATT Easily jarred out of alignment Smart Link any ATTx6 ATTx2 Easily jarred out of alignment Range up to Modifier Point Blank +20 Eff. Range +0% ER x 2 -20% ER x 4 -40% ER x 8 -60% ER x 16 -80% Maximum Range: Each weapon has a Maximum Range listed. Shots beyond Maximum Range are simply not possible. The projectile does not travel far enough with a great enough momentum to damage anything beyond that range. If for some reason the projectile would travel any further, say if it were fired directly down some tremendously high precipice, then halve its damage if it hits anything. New Weapon Stats Tables Note that ENC is computed as in RQ2, not RQ3, and Prices are in Large Bronze coins (LB). Melee Weapons Weapon Weapon Str/ Skill Skill Name Dex Base ENC Damage AP SR Price Axe, 1H Battleaxe 13/9 x2 2 1D8+2 8 2 200 Hatchet 7/9 x2 1 1D6+1 6 2 125 Axe, 2H Battleaxe 9/9 x1 2 1D8+2 8 2 200 Great Axe 11/9 x1 2 2D6+2 10 1 250 Halberd 13/9 x1 3 3D6 or 1D10 10 1 700 Poleaxe 11/9 x1 3 3D6 10 1 400 Dagger Dagger -/- x3 0 1D4+2 6 3 100 Knife -/- x3 0 1D3+1 4 3 40 Main Gauche -/9 x2 .5 1D4+2 10 3 250 Fist Cestus, Heavy 11/- x4 1 1D3+2 8 3 200 Cestus, Light 7/- x4 0 1D3+1 4 3 200 Fighting Claw 7/9 x4 .5 1D4+1 - 3 200 Syferan Gauntlet -/- x4 1 1D4+2 4 3 N/A Flail, 1H Ball & Chain 11/7 x1 2 1D10+1 8 2 500 Grain Flail 9/- x1 1 1D6 6 2 50 Three Chain 9/13 x1 2 1D6+2 10 2 400 Flail, 2H Military 9/- x1 3 2D6+2 10 1 400 Hammer, 1H Warhammer/Pick 11/9 x2 1 1D6+2 8 2 300 Hammer, 2H Great Hammer 9/9 x1 3 2D6+2 10 1 500 Mace, 1H Heavy Mace 13/7 x3 2 1D10 10 2 200 Light Mace 7/7 x3 1 1D8 6 2 100 Wooden Club -/7 x3 0 1D6 4 2 5 Blackjack -/10 x3 0 1D4+KO - 3 30 Maul Heavy Mace 9/7 x2 2 1D10 10 2 200 Quarterstaff 9/9 x2 2 1D8 8 1 50 War Maul 11/7 x2 3 1D10+2 12 1 300 Work Maul 13/7 x2 3 2D6+2 12 2 300 Rapier Rapier 7/13 x1 1 1D6+1 8 2 150 Estoc 8/11 x1 1 1D6+1 8 2 N/A Shortsword Gladius -/- x2 1 1D6+1 10 2 125 Shield Buckler -/9 x1 1 1D4 8 3 50 Heater/Target 9/- x3 2 1D6 12 3 75 Hoplite Shield 12/- x3 3 1D6 18 3 150 Kite 11/- x3 2 1D6 16 3 125 Viking Round 9/7 x3 2 1D6 12 2 100 Spear, 1H Javelin 7/7 x1 1 1D6+1 8 2 75 Lance (mtd) 7/7 x1 3 1D10+1 10 0 250 Short Spear 7/7 x1 2 1D8+1 10 2 50 Spear, 2H Long Spear 9/7 x3 3 1D10+1 10 1 100 Naginata 7/11 x1 3 2D6+2 10 1 N/A Pike 11/7 x3 3 2D6+2 12 0 120 Short Spear -/7 x3 2 1D8+1 10 2 50 Bayonet, Mtd 7/7 x3 +1 1D8+1 12 2 N/A Sword, 1H Bastard Sword 13/9 x2 1 1D10+1 12 2 500 Broadsword 9/7 x2 1 1D8+1 10 2 250 Falchion/Scimitar 7/11 x2 1 1D6+2 10 2 225 Sword, 2H Bastard Sword 9/9 x1 1 1D10+1 12 2 500 Great Sword 11/13 x1 2 2D8 12 1 750 Missile Weapons Weapon Weapon Str/ Skill Max Skill Name Dex Base ENC(m) Damage AP Range ROF PEN Price Throw Atlatl 7/9 x1 1 +1D6 6 +x2 1/MR - 50 Blowgun* Blowgun Dart -/11 x2 1(.05) 1D3 4 x3 1/MR - 300 Throw Bolas 9/13 x3 1 1D4+entangle - x2.5 1/MR - 100 Boomerang, War 13/9 x3 1 1D8 6 x5 1/MR - 60 Boomerang, Returns 9/11 x3 1 1D4 3 x5 SR - 40 Dart, 5cm pt -/8 x3 0 1D4 - x1 SR - 10 Dart, 10cm pt 6/9 x3 1 1D6 4 x3 SR - 75 Javelin 9/9 x3 1 1D8 8 x5 SR - 75 Shuriken -/11 x3 0 1D2 - x1.5 SR - N/A Thrown Spear 9/10 x2 2 2D6 10 x1.5 SR - 50 Throwing Axe 9/11 x2 1 1D6 6 x2 SR - 150 Throwing Knife -/11 x3 0 1D4 4 x2 SR - 100 Thrown Rock -/- x3 1 1D3 - x2 SR - - Light Cloak -/12 x3 1 cover 1 /6 1/MR - 20 Heavy Cloak 10/12 x3 3 cover 3 /4 1/MR - 50 Lasso Rope Lasso 9/13 x1 2 entangle - 10m 1/5MR - 200 Pole Lasso 9/9 x4 3 entangle 4 3m 1/MR - 100 Whip Bull Whip 9/9 x2 1 1D4+entangle 6 5m 1/MR - 150 Self Bow** Short Bow 9/9 x1 2(.05) 1D6+1 5 x12 SR - 250 Long Bow 11/9 x1 2(.05) 1D8+1 6 x25 SR 4 350 Composite Bow 13/9 x1 2(.05) 1D8+1 7 x30 SR 4 350 Desert Bow 13/11 x1 2(.05) 1D8+1 7 x40 SR 6 600 Meln. Bone Bow 11/13 x1 2(.05) 1D8+2 6 x40 SR 8 750 Sling Sling -/11 x1 1(.05) 1D8 - x10 1/MR - 25 Staff Sling 9/11 x2 2(.05) 1D10 10 x12 1/MR - 75 * Blowgun darts are generally dipped in poison of Potency 2D10 or there-abouts. ** For the purposes of this table, all Self Bows are assumed to be shooting Target arrows. If they are used with Broad Heads instead, add +2 to damage and halve PEN. Big Guns and Machines Weapon Weapon Str/ Skill Max Skill Name Dex Base ENC Damage AP Range ROF PEN Price Big Guns Acid Cannon -/12 x1 60 6D6 30 150 1/3MR 50 Tragic Mill. Beam Cannon -/- x1 40 6D6 20 500 1/2MR Heat Uerth Cannon -/- x1 80 10D6 60 400 1/6MR 50 Albyon Laser Cannon -/- x1 70 12D6 20 1200 1/3MR Heat Uerth Siege Arbalest 18/- x2 3(.1) 3D6+1 12 425 1/5MR 8 Albyon Ballista -/- x1 80 10D6 25 275 1/5min 20 Albyon Catapult -/- x2 100 6D6 30 325 1/5min 20 12,000 Springal -/9 x1 30 3D6 25 300 1/5min 6 5000 Trebuchet -/- x1 Immobile 12D6 30 300 1/15min 50 50,000 Firearms and High Tech (no Damage bonus with these weapons) Weapon Weapon Str/ Skill Maximum Skill Name Dex Base ENC Damage AP Range ROF PEN Availability Crossbow Light Crossbow 9/11 x3 2(.05) 1D6+2 6 225 1/2MR 3 N/A Medium Crossbow 11/7 x3 2(.05) 2D4+2 8 275 1/2MR 4 N/A Heavy Crossbow 13/7 x3 3(.05) 2D6+2 10 300 1/3MR 5 N/A Stonebow 11/7 x3 2(.1) 1D6+2 6 200 1/MR 3 N/A Repeater (12shot) 9/7 x3 2(.05) 1D6+2 6 170 SR 3 N/A Black Powder Blunderbuss 13/- x3 3 4/3/2D6 ? 10/20/30 1/6MR 0 N/A Musket -/- x2 2 2D6+2 ? 120 1/6MR 8 N/A Pocket Pistol -/- x2 1 1D6+2 ? 25 1/6MR 3 N/A Holster Pistol -/- x2 1 2D4+2 ? 60 1/6MR 5 N/A Guns* .22S Pistol -/- x2 .5 1D6 10 70 SR 3 Earth .32(7.6mm)Pistol -/- x2 .5 1D8 10 100 SR 4 Earth .38(9mm)Pistol -/- x2 1 1D10 10 100 SR 5 Earth .44 Pistol 10/- x2 1 1D10+2 10 100 SR 8 Earth .357 Pistol 8/- x2 1 1D10 10 100 SR 6 Earth .45 Pistol 12/- x2 1 1D10+2 10 100 SR 10 Earth .44M Pistol 13/- x2 1 2D6+2 10 100 SR 12 Earth 20 Gauge Shotgun** -/- x3 2 2/1/.5D6 8 10/20/50 SR 0 Earth 12 Gauge Shotgun** 12/- x3 2 4/3/2D6 10 10/20/50 SR 0 Earth .22L Rifle -/- x2 2 1D6+2 9 200 SR 4 Earth 30-06 Rifle -/- x2 2 2D6+2 12 500 SR 12 Earth Machine Pistol -/- x2 1 1D10 8 150 SR(x3) 5 Earth M-16 Assault Rifle 12/- x2 2 2D6+2 10 1000 SR(x3) 12 Earth Squad Machine Gun 20/- x1 6 2D8+2 12 1500 SR(x3) 15 Earth Laser*** Hideout -/12 x3 .5 1D6 4 50 SR Heat Uerth Light Pistol -/12 x3 1 1D8 4 200 SR Heat Uerth Heavy Pistol -/12 x3 1 1D8+2 4 250 SR Heat Uerth Huge Pistol -/12 x3 1 2D6+2 6 300 SR Heat Uerth Light Rifle -/12 x3 2 3D6 6 1000 SR Heat Uerth Heavy Rifle -/12 x3 2 4D6 6 1400 SR Heat Uerth Blaster Hideout 6/8 x2 .5 2D8 4 10 1/MR 6 Terra Light Pistol 10/8 x2 1 1D10+2 4 30 1/MR 8 Terra Heavy Pistol 14/8 x2 1 2D8 6 30 1/MR 10 Terra Huge Pistol 18/8 x2 1 2D10 6 30 1/MR 12 Terra Light Rifle 10/8 x2 2 2D8 10 150 1/MR 10 Terra Heavy Rifle 12/8 x2 2 2D10 10 150 1/MR 12 Terra Death Ray Death Ray Pistol -/- x2 .5 6D6 4 20 SR 50 Gallifrey? Flame Lance Flame Lance -/- x2 2 3D6 10 50 1/MR 15 Tragic Mill. Str minima are for full ROF of weapons, lesser Str means you must spend 1 extra MR to ready between shots, or mount the gun. * Pistols are assumed to be Revolvers. Automatic Pistols are similar except they have 6AP and reload a whole clip in one MR unlike Revolvers, which require 1MR to load two rounds, 3MR to load all six. ** Sawed off Shotguns have a Range of 5//10 meaning they do full damage up to 5 meters, and minimum damage from 5 to 10 meters. *** Lasers heat metal armor, causing half their damage as heat damage to anyone hit by a laser who is wearing metallic armor. ====================================================================== The RuneQuest(tm) mailing list is a courtesy of Andrew Bell. All opinions and material above are the responsibility of the originator, and copyrights are held by them. 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