Post by sparky on Oct 14, 2018 20:02:48 GMT
Chart of approved weapons
The above link contains the weapons chart we use in this game.
It is a long list, and if you somehow manage to not find the stats for your weapon, then find the next best thing. The stats are those, and there is no extras however custom something can be. There might be extra things, but those will depend on the material or if the weapon have a spirit or anything attached to them, but still, thins MUST be approved by the STs.
BY THE BOOK : LotW pg. 194
Special Weapon Capabilities
Some weapons have special abilities, allowing an attacker to inflict extra damage,
ignore certain types of protection or strike multiple opponents. (Such powers are
noted under the weapon descriptions.)
Armor-Piercing
Special rounds, generally Teflon-coated, are able to pierce armor with ease.
Although they do not inflict extra damage, armor-piercing rounds ignore any defenses
from armor. Such rounds are typically tricky to acquire, though, and legal inquiries
often follow their use.
Destroy Shield
Although rare in this day and age, tribes who prefer older weapons still use shields.
A weapon capable of destroying a shield penetrates it automatically and renders it
useless after a certain number of blows, no matter what the size or strength of the shield
may be.
Fully Automatic
A firearm with this ability is capable of emptying dozens of rounds into a single
target at close range. This attack inflicts an extra health level of damage automatically
due to sheer volume of fire; however, after emptying the clip from fully automatic fire,
the character must spend one action reloading the weapon before it may be fired again.
High-Caliber
Firearms of particularly high caliber can cause crippling wounds with only a few
shots. When a high-caliber weapon hits a target, the attacker should make a Simple
Test immediately. A win indicates that the target suffers an additional health level of
damage from the shot.
Incendiary
Burning weapons cause aggravated wounds to just about anything. Some, like
flame-throwers or Molotov cocktails, burn the target with streams or explosions of fire
while others such as incendiary rounds (hot loads?) bum the target with super heated
ammunition.
Mass-Trauma
Certain weapons are so powerful they inflict massive damage on a target, literally
tearing away portions of flesh. Such weapons score an extra health level of damage
when used appropriately.
Speed
Fast weapons can be used to “pre-empt” an opponent’s attack, allowing the
attacker with the speedier weapon to strike and resolve his challenge first. A character
must have the Melee Ability to use this special ability, and he must be attacking or
otherwise actively using (parrying, disarming) the weapon in order to gain this benefit.
Fast weapons only gain a preemptive strike against opponents in hand-to-hand or
melee combat.Since many attacks are handled simultaneously for ease of play (both players
testing at once and the winner scoring a hit), this ability is not always very useful.
However, if the Storyteller opts to allow each attacker to test individually (attacking
striking defender, then defender counter-striking), this ability puts characters with
fast weapons on the offensive.
Spray
The weapon can strike several targets at once, as noted under the weapon’s
specific parameters. The shooter makes one test against all the targets simultaneously.
Each target who fails the test suffers the weapon’s damage while each target who
succeeds avoids the weapon’s damage. The shooter risks only the Traits required to test
against each member of the group and loses only those Traits if any defender wins the
test.
Bidding Weapon Traits
During a normal hand-to-hand fight, characters bid Physical Traits against their
opponents’ Physical Traits. However, if a character is using firearms, he may use
Mental Traits instead. If his opponent is also using a firearm, she bids Mental Traits
as well. If the opponent is not using a firearm and is merely trying to dodge, then the
attacker uses Mental Traits to attack while the defender uses Physical Traits to dodge.
This instance is one of the few in which Traits associated with different Attributes may
be used against one another.
Weapon Examples
Melee Weapons
Knife/Dagger - These easily concealed weapons are very common, lightning
fast in the hands of a skilled user and can also be used as ranged weapons if a character
uses the Athletics Ability properly.
Bonus Traits: 2
Negative Traits: Short
Concealability: Pocket
Damage: One health level
Availability: Any
Special Ability: Speed: In close combat against any weapon that has theNegative
Traits: Clumsy, Heavy or Slow, the knife-fighter gains the option to pre-empt the
opponent’s attacks and strike first in any turn, as long as he has the Melee Ability.
Club/Ax - These two common weapon types can be anything from chair legs
to mighty war axes to billy clubs; one bludgeons while the other cuts, but the essential
function is the same.
Bonus Traits: Club: 2, Ax: 3
Negative Traits: Clumsy
Concealability: Trenchcoat
Damage: Club - One health level; Ax - Two health levels
Availability: Any
Special Ability: Ax: Destroy Shield. Axes render shields useless after three blows.
Longbow - These huge, powerful bows make mincemeat of regular armor, and
many Garou (especially the Black Furies or Native American tribes) are trained in the
arts of archery. Modem compound bows are smaller and use pulley systems to generate
powerful pull; these bows do not have the Negative Trait Clumsy, but give the user only
five Bonus Traits.
Bonus Traits: 6
Negative Traits: Fragile, Clumsy, Heavy
Concealability: No way.
Damage: Two health levels
Availability: Any.
Special Ability: Amor-Piercing: Longbows ignore armor. Destroy Shield: One shot
from a longbow renders a shield useless.
Pistol - This designation covers nearly any sort of small- and medium-caliber
handgun commonly encountered, from zip guns and holdout pieces to 9mms and
standard police-issue sidearms.
Bonus Traits: 2
Negative Traits: Loud
Concealability: Pocket
Damage: Two health levels
Availability: Any, if registered; Police 4, Street 3 or Underworld 2 otherwise.
Heavy Pistol - This designation covers the monsters of the handgun range,
from the Desert Eagle to a .454 Cassull. These tremendous guns use high-caliber
ammunition to punch large holes in their targets.
Bonus Traits: 2
Negative Traits: Loud
Concealability: Jacket
Damage: Two health levels
Availability: Any, if registered; Police 4, Street 4 or Underworld 3 otherwise.
Special Ability: High-Caliber: Heavy Pistols allow a Simple Test on a successful hit.
Success indicates the target takes an extra level of damage.
Rifle - Favored by many hunters and snipers.
Bonus Traits: 3
Negative Traits: Loud
Concealability: None.
Damage: Two health levels
Availability: Any, if registered; Police 4, Street 4 or Underworld 3 otherwise.
Special Ability: High-Caliber: Rifles may be loaded with high-caliber ammunition.
Note that the character must specifically acquire such ammunition to gain this
benefit - it is not included automatically when using a rifle.
Shotgun -This powerful weapon fires a spray of pellets, making targets easy to hit.
Bonus Traits: 3
Negative Traits: Loud
Concealability: None
Damage: Two health levels
Availability: Any, if registered. Police 4, Street 4 or Underworld 3 otherwise.
Special Ability: Spray: A shotgun may affect up to three targets if they are
standing immediately next to each other and are further than 20 feet from the person
firing the shotgun. This effect can be gained only if the shotgun is loaded with pellets,
not slugs. Mass-Trauma: A shotgun can cause an extra health level of damage to a
single target standing within five feet.
Submachine Gun - These weapons are very powerful, and they fire a large
number of bullets very quickly, making them the favorite weapons of many gangs,
where accuracy isn’t as important as hitting a large number of targets at the same time.
The law requires these guns be sold as non-automatic weapons, with only single-shot
capability, but a use of the Repair Ability can convert them to fully automatic fire.
Bonus Traits: 2
Negative Traits: Loud
Concealability: Jacket
Damage: Two health levels
Availability: Any, if registered and non-automatic. Police 4, Street 4 or Underworld
3 otherwise.
Special Ability: Spray: A submachine gun may affect up to five targets if they’re
standing immediately next to each other and are further than 10 feet from the person
firing the gun. Fully Automatic: A submachine gun inflicts an additional health level
of damage if the entire clip is emptied into a target standing no more than five feet
away.
Dive for Cover:
Fighting with ranged weapons allows combatants to stand some distance apart;
participants can therefore “dive for cover.” When resolving each ranged combat
challenge, each combatant can present one Trait of cover to add to his total number
of Traits. These cover Traits may not be used for bidding, but they do add to a player’s
total if Traits are compared. This cover can take the form of whatever obstacles are
around and within reach (don’t actually dive for them). A Narrator might be required
to describe what cover is around unless the combatants can agree on what cover is
available. If cover is extensive, it may be worth more than one Trait. The number of Traits
available for cover is left for challengers to agree on, or for aNarrator to decree. Hiding
behind a boulder, for example, might be worth two Traits, while hiding behind a wood
fence might only count as one. If one combatant goes completely under cover (he
cannot be seen at all and is thoroughly protected), he is considered impossible to hit.
The attacker must change position to get a clear shot.
MORE
This is not in the Laws of the Wild. So it is House rule converted from W:tA pg 206.
Take it or leave it.
• Aiming:
BOOK: A character who spends time aiming can shoot much more accurately than one who simply snaps off a shot. However, aiming properly requires that the character is not moving faster than a slow walk and that the target stays in the character's field of vision the whole time.
For every turn spent aiming, the player adds one to her Dexterity + Firearms pool, up to a maximum of the character's Perception rating. A scope will add two additional dice to the pool. This bonus applies to only one shot at a time, though. A character with a scope and a Perception rating of 3 could spend three turns aiming and get an additional five dice to the roll (two for the scope and three for aiming). To get the bonus again, he must spend another three turns aiming.
A character must have Firearms 1 to receive this benefit.
GAME: For every turn spent aiming the character gains one additional bonus Trait against ties. A scope gives 2 in the same manner. This bonus applies to only one shot at a time, though.
• Movement:
BOOK: Shooting at a target that is moving faster than a walk, or while moving faster than a walk oneself, raises the difficulty by one.
GAME: Shooting at a target that is moving faster than a walk, or while moving faster than a walk oneself, makes your trait total down by one when comparing the traits in the case of a tie.
• Reloading:
BOOK: A gun that takes a clip can be reloaded quickly in combat, assuming that the character has a spare clip ready. The gun can be reloaded and fire in the same turn. The player simply loses two dice from her attack pool to make up for the time spent reloading. A revolver can be reloaded thus only with a speedloader. If the character must reload a revolver manually, doing so takes the full turn and her complete concentration, but it may be performed without a roll if the character has at least one dot in Firearms. Reloading a clip, (actually putting bullets into the clip) however, requires a Dexterity + Firearms roll (difficulty 6). Only one success is necessary, but doing so takes the entire turn.
GAME: The gun can be reloaded and fire in the same turn. The player simply loses two triats from her attack tie compare to make up for the time spent reloading. A revolver can be reloaded thus only with a speedloader. If the character must reload a revolver manually, doing so takes the full turn and her complete concentration, but it may be performed without a roll if the character has at least one dot in Firearms. Reloading a clip meaning: actually putting bullets into the clip however, requires a full turn.
• Targeting:
BOOK: Aiming for a specific area (the head, the hand, the chest) raises the difficulty by two. Any special effects such a shot has are up to the Storyteller.
GAME: Aiming for a specific area (the head, the hand, the chest) make you bind two additional traits. Any special effects such a shot has are up to the Storyteller.
• Three-Round Burst:
BOOK: Some weapons are capable of firing three bullets every time the character pulls the trigger. Doing so in combat adds three dice to the attack roll, but it raises the difficulty by one. Obviously, firing at this rate also empties three bullets from the clip. See the Ranged Weapons chart for which guns are capable of firing a three-round burst.
GAME: Some weapons are capable of firing three bullets every time the character pulls the trigger. Doing so in combat adds three level of damage, but it makes you bid one additional trait. Obviously, firing at this rate also empties three bullets from the clip.
• Thrown Weapon:
BOOK: While the Garou Nation frowns upon the use of guns, thrown weapons are a part of almost every culture. From the Asian shuriken to the Indian chakram to the Australian boomerang — and even including found objects such as rocks and small vehicles—some Garou prefer to soften up their opposition with such attacks before charging into the fray. The roll to use a thrown weapon is Dexterity + Athletics, not Melee. The difficulty is usually 6, depending on the size and distance of the target. If the weapon being used is not meant to be thrown (most knives meant for use in close combat are not balanced for throwing, and vice versa) the Storyteller should increase the difficulty by at least one.
GAME: The ability to use a thrown weapon is Athletics, not Melee. If the weapon being used is not meant to be thrown (most knives meant for use in close combat are not balanced for throwing, and vice versa) the Storyteller should ask for an additional trait to bid.
The above link contains the weapons chart we use in this game.
It is a long list, and if you somehow manage to not find the stats for your weapon, then find the next best thing. The stats are those, and there is no extras however custom something can be. There might be extra things, but those will depend on the material or if the weapon have a spirit or anything attached to them, but still, thins MUST be approved by the STs.
BY THE BOOK : LotW pg. 194
Special Weapon Capabilities
Some weapons have special abilities, allowing an attacker to inflict extra damage,
ignore certain types of protection or strike multiple opponents. (Such powers are
noted under the weapon descriptions.)
Armor-Piercing
Special rounds, generally Teflon-coated, are able to pierce armor with ease.
Although they do not inflict extra damage, armor-piercing rounds ignore any defenses
from armor. Such rounds are typically tricky to acquire, though, and legal inquiries
often follow their use.
Destroy Shield
Although rare in this day and age, tribes who prefer older weapons still use shields.
A weapon capable of destroying a shield penetrates it automatically and renders it
useless after a certain number of blows, no matter what the size or strength of the shield
may be.
Fully Automatic
A firearm with this ability is capable of emptying dozens of rounds into a single
target at close range. This attack inflicts an extra health level of damage automatically
due to sheer volume of fire; however, after emptying the clip from fully automatic fire,
the character must spend one action reloading the weapon before it may be fired again.
High-Caliber
Firearms of particularly high caliber can cause crippling wounds with only a few
shots. When a high-caliber weapon hits a target, the attacker should make a Simple
Test immediately. A win indicates that the target suffers an additional health level of
damage from the shot.
Incendiary
Burning weapons cause aggravated wounds to just about anything. Some, like
flame-throwers or Molotov cocktails, burn the target with streams or explosions of fire
while others such as incendiary rounds (hot loads?) bum the target with super heated
ammunition.
Mass-Trauma
Certain weapons are so powerful they inflict massive damage on a target, literally
tearing away portions of flesh. Such weapons score an extra health level of damage
when used appropriately.
Speed
Fast weapons can be used to “pre-empt” an opponent’s attack, allowing the
attacker with the speedier weapon to strike and resolve his challenge first. A character
must have the Melee Ability to use this special ability, and he must be attacking or
otherwise actively using (parrying, disarming) the weapon in order to gain this benefit.
Fast weapons only gain a preemptive strike against opponents in hand-to-hand or
melee combat.Since many attacks are handled simultaneously for ease of play (both players
testing at once and the winner scoring a hit), this ability is not always very useful.
However, if the Storyteller opts to allow each attacker to test individually (attacking
striking defender, then defender counter-striking), this ability puts characters with
fast weapons on the offensive.
Spray
The weapon can strike several targets at once, as noted under the weapon’s
specific parameters. The shooter makes one test against all the targets simultaneously.
Each target who fails the test suffers the weapon’s damage while each target who
succeeds avoids the weapon’s damage. The shooter risks only the Traits required to test
against each member of the group and loses only those Traits if any defender wins the
test.
Bidding Weapon Traits
During a normal hand-to-hand fight, characters bid Physical Traits against their
opponents’ Physical Traits. However, if a character is using firearms, he may use
Mental Traits instead. If his opponent is also using a firearm, she bids Mental Traits
as well. If the opponent is not using a firearm and is merely trying to dodge, then the
attacker uses Mental Traits to attack while the defender uses Physical Traits to dodge.
This instance is one of the few in which Traits associated with different Attributes may
be used against one another.
Weapon Examples
Melee Weapons
Knife/Dagger - These easily concealed weapons are very common, lightning
fast in the hands of a skilled user and can also be used as ranged weapons if a character
uses the Athletics Ability properly.
Bonus Traits: 2
Negative Traits: Short
Concealability: Pocket
Damage: One health level
Availability: Any
Special Ability: Speed: In close combat against any weapon that has theNegative
Traits: Clumsy, Heavy or Slow, the knife-fighter gains the option to pre-empt the
opponent’s attacks and strike first in any turn, as long as he has the Melee Ability.
Club/Ax - These two common weapon types can be anything from chair legs
to mighty war axes to billy clubs; one bludgeons while the other cuts, but the essential
function is the same.
Bonus Traits: Club: 2, Ax: 3
Negative Traits: Clumsy
Concealability: Trenchcoat
Damage: Club - One health level; Ax - Two health levels
Availability: Any
Special Ability: Ax: Destroy Shield. Axes render shields useless after three blows.
Longbow - These huge, powerful bows make mincemeat of regular armor, and
many Garou (especially the Black Furies or Native American tribes) are trained in the
arts of archery. Modem compound bows are smaller and use pulley systems to generate
powerful pull; these bows do not have the Negative Trait Clumsy, but give the user only
five Bonus Traits.
Bonus Traits: 6
Negative Traits: Fragile, Clumsy, Heavy
Concealability: No way.
Damage: Two health levels
Availability: Any.
Special Ability: Amor-Piercing: Longbows ignore armor. Destroy Shield: One shot
from a longbow renders a shield useless.
Pistol - This designation covers nearly any sort of small- and medium-caliber
handgun commonly encountered, from zip guns and holdout pieces to 9mms and
standard police-issue sidearms.
Bonus Traits: 2
Negative Traits: Loud
Concealability: Pocket
Damage: Two health levels
Availability: Any, if registered; Police 4, Street 3 or Underworld 2 otherwise.
Heavy Pistol - This designation covers the monsters of the handgun range,
from the Desert Eagle to a .454 Cassull. These tremendous guns use high-caliber
ammunition to punch large holes in their targets.
Bonus Traits: 2
Negative Traits: Loud
Concealability: Jacket
Damage: Two health levels
Availability: Any, if registered; Police 4, Street 4 or Underworld 3 otherwise.
Special Ability: High-Caliber: Heavy Pistols allow a Simple Test on a successful hit.
Success indicates the target takes an extra level of damage.
Rifle - Favored by many hunters and snipers.
Bonus Traits: 3
Negative Traits: Loud
Concealability: None.
Damage: Two health levels
Availability: Any, if registered; Police 4, Street 4 or Underworld 3 otherwise.
Special Ability: High-Caliber: Rifles may be loaded with high-caliber ammunition.
Note that the character must specifically acquire such ammunition to gain this
benefit - it is not included automatically when using a rifle.
Shotgun -This powerful weapon fires a spray of pellets, making targets easy to hit.
Bonus Traits: 3
Negative Traits: Loud
Concealability: None
Damage: Two health levels
Availability: Any, if registered. Police 4, Street 4 or Underworld 3 otherwise.
Special Ability: Spray: A shotgun may affect up to three targets if they are
standing immediately next to each other and are further than 20 feet from the person
firing the shotgun. This effect can be gained only if the shotgun is loaded with pellets,
not slugs. Mass-Trauma: A shotgun can cause an extra health level of damage to a
single target standing within five feet.
Submachine Gun - These weapons are very powerful, and they fire a large
number of bullets very quickly, making them the favorite weapons of many gangs,
where accuracy isn’t as important as hitting a large number of targets at the same time.
The law requires these guns be sold as non-automatic weapons, with only single-shot
capability, but a use of the Repair Ability can convert them to fully automatic fire.
Bonus Traits: 2
Negative Traits: Loud
Concealability: Jacket
Damage: Two health levels
Availability: Any, if registered and non-automatic. Police 4, Street 4 or Underworld
3 otherwise.
Special Ability: Spray: A submachine gun may affect up to five targets if they’re
standing immediately next to each other and are further than 10 feet from the person
firing the gun. Fully Automatic: A submachine gun inflicts an additional health level
of damage if the entire clip is emptied into a target standing no more than five feet
away.
Dive for Cover:
Fighting with ranged weapons allows combatants to stand some distance apart;
participants can therefore “dive for cover.” When resolving each ranged combat
challenge, each combatant can present one Trait of cover to add to his total number
of Traits. These cover Traits may not be used for bidding, but they do add to a player’s
total if Traits are compared. This cover can take the form of whatever obstacles are
around and within reach (don’t actually dive for them). A Narrator might be required
to describe what cover is around unless the combatants can agree on what cover is
available. If cover is extensive, it may be worth more than one Trait. The number of Traits
available for cover is left for challengers to agree on, or for aNarrator to decree. Hiding
behind a boulder, for example, might be worth two Traits, while hiding behind a wood
fence might only count as one. If one combatant goes completely under cover (he
cannot be seen at all and is thoroughly protected), he is considered impossible to hit.
The attacker must change position to get a clear shot.
MORE
This is not in the Laws of the Wild. So it is House rule converted from W:tA pg 206.
Take it or leave it.
• Aiming:
BOOK: A character who spends time aiming can shoot much more accurately than one who simply snaps off a shot. However, aiming properly requires that the character is not moving faster than a slow walk and that the target stays in the character's field of vision the whole time.
For every turn spent aiming, the player adds one to her Dexterity + Firearms pool, up to a maximum of the character's Perception rating. A scope will add two additional dice to the pool. This bonus applies to only one shot at a time, though. A character with a scope and a Perception rating of 3 could spend three turns aiming and get an additional five dice to the roll (two for the scope and three for aiming). To get the bonus again, he must spend another three turns aiming.
A character must have Firearms 1 to receive this benefit.
GAME: For every turn spent aiming the character gains one additional bonus Trait against ties. A scope gives 2 in the same manner. This bonus applies to only one shot at a time, though.
• Movement:
BOOK: Shooting at a target that is moving faster than a walk, or while moving faster than a walk oneself, raises the difficulty by one.
GAME: Shooting at a target that is moving faster than a walk, or while moving faster than a walk oneself, makes your trait total down by one when comparing the traits in the case of a tie.
• Reloading:
BOOK: A gun that takes a clip can be reloaded quickly in combat, assuming that the character has a spare clip ready. The gun can be reloaded and fire in the same turn. The player simply loses two dice from her attack pool to make up for the time spent reloading. A revolver can be reloaded thus only with a speedloader. If the character must reload a revolver manually, doing so takes the full turn and her complete concentration, but it may be performed without a roll if the character has at least one dot in Firearms. Reloading a clip, (actually putting bullets into the clip) however, requires a Dexterity + Firearms roll (difficulty 6). Only one success is necessary, but doing so takes the entire turn.
GAME: The gun can be reloaded and fire in the same turn. The player simply loses two triats from her attack tie compare to make up for the time spent reloading. A revolver can be reloaded thus only with a speedloader. If the character must reload a revolver manually, doing so takes the full turn and her complete concentration, but it may be performed without a roll if the character has at least one dot in Firearms. Reloading a clip meaning: actually putting bullets into the clip however, requires a full turn.
• Targeting:
BOOK: Aiming for a specific area (the head, the hand, the chest) raises the difficulty by two. Any special effects such a shot has are up to the Storyteller.
GAME: Aiming for a specific area (the head, the hand, the chest) make you bind two additional traits. Any special effects such a shot has are up to the Storyteller.
• Three-Round Burst:
BOOK: Some weapons are capable of firing three bullets every time the character pulls the trigger. Doing so in combat adds three dice to the attack roll, but it raises the difficulty by one. Obviously, firing at this rate also empties three bullets from the clip. See the Ranged Weapons chart for which guns are capable of firing a three-round burst.
GAME: Some weapons are capable of firing three bullets every time the character pulls the trigger. Doing so in combat adds three level of damage, but it makes you bid one additional trait. Obviously, firing at this rate also empties three bullets from the clip.
• Thrown Weapon:
BOOK: While the Garou Nation frowns upon the use of guns, thrown weapons are a part of almost every culture. From the Asian shuriken to the Indian chakram to the Australian boomerang — and even including found objects such as rocks and small vehicles—some Garou prefer to soften up their opposition with such attacks before charging into the fray. The roll to use a thrown weapon is Dexterity + Athletics, not Melee. The difficulty is usually 6, depending on the size and distance of the target. If the weapon being used is not meant to be thrown (most knives meant for use in close combat are not balanced for throwing, and vice versa) the Storyteller should increase the difficulty by at least one.
GAME: The ability to use a thrown weapon is Athletics, not Melee. If the weapon being used is not meant to be thrown (most knives meant for use in close combat are not balanced for throwing, and vice versa) the Storyteller should ask for an additional trait to bid.