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unarmed use damage critical hit critical miss range min range max base damage ammo mobility penalty
unarmed natural 1d6 20/x20 1 - - physical - -
melee weapons use damage critical hit critical miss range min range max base damage ammo mobility penalty
axe 1-handed 1d6 20/x3 1 - - physical - -
club 1-handed 1d6 20/x2 1 - - physical - -
hammer 1-handed 1d8 20/x2 1 - - physical - -
knife light 1d5 19-20/x2 1 - - physical - -
spear 2-handed 1d8 20/x3 1 - - physical - -
staff 2-handed 1d6 20/x2 1 - - physical - -
one-handed sword 1-handed 1d8 19-20/x2 1 - - physical - -
two-handed sword 2-handed 2d6 18-20/x2 1-2 - - physical - -
thrown weapons use damage critical hit critical miss range min range max base damage ammo mobility penalty
projectile thrown 1d4 20/x2 1 - 16 physical itself -
throwing knife thrown 1d8 20/x2 1 - 30 physical itself -
throwing axe thrown 1d10 20/x2 1 - 45 physical itself -
firearms weapons use damage critical hit critical miss range min range max base damage ammo mobility penalty
sidearms
nail sidearm 1-handed 1d8 19-20/x2 1 - 16 physical nails -
.357 sidearm 1-handed 1d10 19-20/x2 1 - 55 physical .357 -
.40 sidearm 1-handed 1d12 19-20/x2 1 - 65 physical .40 -
.45 sidearm 1-handed 1d13 19-20/x2 1 - 75 physical .45 -
.50 sidearm 1-handed 1d15 19-20/x2 1-2 - 85 physical .50 -1
submachine guns
.357 submachine gun 1-handed 2d6 19-20/x2 1 6 130 physical .357 -
.40 submachine gun 1-handed 2d7 19-20/x2 1 6 150 physical .40 -
.45 submachine gun 1-handed 2d8 19-20/x2 1 6 200 physical .45 -
shotguns
12 gauge shotgun 2-handed 3d10 20/x3 1 - 37 physical 12 gauge -
20 gauge shotgun 2-handed 3d8 20/x3 1 - 30 physical 20 gauge -
assault rifles
nail assault rifle 2-handed 2d6 20/x1 1-2 22 55 physical nails -1
.20 assault rifle 2-handed 2d9 20/x2 1 32 196 physical .20 -1
.22 assault rifle 2-handed 2d10 20/x2 1 32 230 physical .22 -1
.30 assault rifle 2-handed 2d11 20/x2 1 32 260 physical .30 -1
.31 assault rifle 2-handed 2d12 20/x2 1 32 300 physical .31 -1
sniper rifles
.22 sniper rifle 2-handed 2d13 19-20/x2 1 60 550 physical .22 -2
.31 sniper rifle 2-handed 2d15 19-20/x2 1 60 750 physical .31 -2
.33 sniper rifle 2-handed 2d16 19-20/x2 1 70 1500 physical .33 -2
.50SR sniper rifle 2-handed 2d20 19-20/x2 1 70 2500 physical .50SR -2
heavy firearms
minigun 2-handed 3d8 20/x2 1-2 32 230 physical .20 -3
energy weapons use damage critical hit critical miss range min range max base damage ammo mobility penalty
laser weapons
laser pistol 1-handed 1d12 20/x2 1 - 85 laser Micro FC -
laser rifle 2-handed 2d10 20/x2 1 - 260 laser FC -
plasma weapons
plasma pistol 1-handed 1d15 19-20/x2 1 - 65 plasma Micro PC -
plasma rifle 2-handed 2d12 19-20/x2 1 - 200 plasma PC -1
coil weapons
coil handgun 1-handed 1d10 20/x3 1 - 95 physical PB small -
coil rifle 2-handed 2d13 20/x3 1 - 300 physical PB -1
coil sniper rifle 2-handed 2d15 20/x3 1-2 32 500 physical PB -1
field weapons use damage critical hit critical miss range min range max base damage ammo mobility penalty
small field weapon 1-handed 1d15 18-20/x2 1 - 85 field HFPS -4
big field weapon 2-handed 2d22 19-20/x4 1 - 85 field HFPS -5