Bad Karma Admin
Posts : 116 Join date : 2017-11-29
| Subject: 9mm Submachine Gun Fri Dec 01 2017, 17:34 | |
| The versatile and compact 9mm SMG. Not exactly the most reliable of weapons, but it's easy to carry, excellent for fights in tight spaces, can pack a punch, and has multiple use ammo. Favorites of reputable Hunters like Kai 'Akamu, this weapon is widespread across the Hawaiian wasteland. - Weapon Stats:
- Weapon value: 300 Caps
- Ammo Capacity: 40 bullets.
- Time to reload: Nothing
- Cost of Ammo: 5 caps per bullet.
- Cost to repair: 220 caps.
- Strength Required: 3 ( If the required strength isn’t met then the player won’t be able to raise the weapon properly, and the dice roll requirements will double )
Since the weapon is automatic during your combat turn you can select to fire single shots and roll a 1d100 or do small bursts of 5 shots and roll a 5d100. - Weapon's Dice Roll Tables:
- 0-10: The weapon jams until the next turn.
- 11-25: The attack misses.
- 25-50: The attack scratches your objective. Doing 20 Hit Points.
- 51-75: The attack hits your objective. Doing 50 Hit Points.
- 76-99: Critical attack. Doing 105 Hit Points.
- 100: Extremely critical attack. Killing automatically. Unless the enemy wields Power-Armor.
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