Expanded Weapon Rules

UPDATE 09-Jun-13: I’ve revised these rules and they’re no longer consistent with Dwarven Glory, but fit better with my vision for this game and match the Core Rules again.

Tempora Mutantur uses broad definitions for weapons. A wrench can be swung like a club. Every long piercing weapon is a spear. The cosmetic traits of your character’s possessions are for you to decide. This is an opportunity for creativity; don’t strap statistics to your back when you can make a ‘sword’ out of a hockey stick and a serrated metal blade.

In game terms, weapons are divided melee and ranged types. They are further split into three categories: light, medium, and heavy. The tables below provide a selection of sample weapons as examples.

Note that some basic types of firearms can be manufactured by Retro-Tech communities (and are often available from the Tau storeroom). More advanced weapons are generally unavailable for trade and must be scavenged from the wasteland ruins.

Explanation of Terms:

  Concealable: Weapon can be easily hidden.
  Fast: +1 to initiative.
  Improvised: -2 penalty to Atk rolls (-1 for enforcers).
  Out of Ammo: Weapon runs out of ammunition on given Attack roll.
  Reach: Weapon can be used from 2nd rank.
  ROF: Rate of Fire; a weapon with ROF ½ fires once every 2 rounds.
  Slow: -1 to initiative.
  Thrown: Weapon can be thrown for listed damage.

In the case of these tables, the Tech Level indicates the minimum to use a particular weapon without penalty. Creatures without the prerequisite Tech Level suffer a -2 penalty on Attack rolls per Tech Level difference (-1 for enforcers).



Primitive Melee Weapons Table

Light Melee Weapons: Value Type Damage
  Knife, Hatchet, Hammer, etc. 5 TU Prim, Lt, Melee 1d6
    Fast, concealable, can be thrown for 1d4.
 
Medium Melee Weapons: Value Type Damage
  Axe, Sword, Wrench, etc. 10 TU Prim, Med, Melee 1d8
    
  Spear (or similar) 5 TU Prim, Med, Melee 1d6
    Thrown for 1d6, 2-handed for 1d8, reach.
  Staff (or equivalent) 1 TU Prim, Med, Melee 1d4
    Can be wielded 2-handed for 1d6.
 
Heavy Melee Weapons: Value Type Damage
  Greataxe, Greatsword, etc. 20 TU Prim, Hvy, Melee 1d10
    Slow.
  Polearm (or similar) 15 TU Prim, Hvy, Melee 1d8
    Slow, reach.



Primitive Ranged Weapons Table

Light Ranged Weapons: Value Type Damage
  Shuriken, Darts, Sling, etc. 2½ TU Prim, Lt, Ranged 1d4
    Fast, concealable, out of ammo on 1.
 
Medium Ranged Weapons: Value Type Damage
  Light Crossbow, Shortbow, etc. 30 TU Prim, Med, Ranged 1d6
    Out of ammo on 1 or 2.
  Javelins (or similar) 5 TU Prim, Med, Ranged 1d6
    Out of ammo on 1, 2, or 3.
 
Heavy Ranged Weapons: Value Type Damage
  Heavy Crossbow, Longbow, etc. 50 TU Prim, Hvy, Ranged 1d8
    Out of ammo on 1, 2, or 3.



Retro-Tech Weapons Table

Retro-Tech Weapons: Value Type Damage
  Bang Stick 10 TU Retro, Med, Melee 1d10
    Single use (includes ammo).
  Zip Gun 15 TU Retro, Lt, Ranged 1d6
    Improvised, concealable, single shot (includes ammo).
  Scrap Pistol 40 TU Retro, Lt, Ranged 1d6
    Improvised, concealable, out of ammo on 1 or 2.
  Pipe Rifle 50 TU Retro, Med, Ranged 1d8
    Improvised, out of ammo on 1 or 2.
  Handgun 60 TU Retro, Lt, Ranged 1d6
    Concealable, out of ammo on 1 or 2.
  Hunting Rifle 70 TU Retro, Med, Ranged 1d8
    Out of ammo on 1 or 2.
  12-Gauge Shotgun 80 TU Retro, Hvy, Ranged 1d10
    Slow, out of ammo on 1, 2, or 3.

One Response to “Expanded Weapon Rules”

  1. Improvised Weapons: Things like rocks, sticks, and metal poles can be wielded as weapons and are pretty much free for the taking. There is a -2 penalty to attack rolls when using improvised weapons in combat.

    Note that some of the simple Retro-Tech firearms listed above are considered ‘improvised’. Given sufficient time and resources, these could conceivably be cobbled together by Surface Exploration Teams.

    Also remember that enforcers also have reduced attack penalties with improvised weapons (-1 instead of -2).

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