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Personnel Weapons

Firearms - Melee - Heavy - Demolitions - Non-Lethal

 

    Personnel damage refers to the damage inflicted on non armoured targets. Damage refers to the damage inflicted on armoured targets. If a weapon does not have personnel damage then it would simply destroy any non armoured target.

 

    These are the generic stats of the weapons. For a better quality weapon raise the damage by one die and/or raise the ammo. To reduce to a lesser quality weapon lower the damage by one die and/or lower the ammo.

 

    The range of all these weapons is considered to be short. Unless it lists melee beside it’s name. In witch case it may only be used in melee range.

 

Basic Weapons - Firearms

Pictures Weapon SDC Ammo per Magazine Special
.38 cal. Revolver 3D6

6

-
9mm Handgun 3D6 15 -
.45 cal. Zeon Officer's Pistol 3D6 8 -
No Picture 12 gauge Shotgun 4D4 3 +2 Strike
* Sub-Machinegun (SMG) 1D6 x 5 6 -
* Assault Rifle 3D6 x 5 12 +1 Strike if equipped with scope
Rifle 5D6 12 +1 Strike if equipped with scope
Sniper Rifle 5D6 + 10 6

+2 Strike if equipped with scope

Kill Shot

 

Note: Weapons marked with an asterisk (*), are semi-automatic weapons that fire in bursts. Ammo per Magazine represents number of bursts.

 

Note: The Kill Shot can only be used by a character with the Marksmanship Skill.

 

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Basic Weapons - Melee & Ancient

Weapon SDC Ammo per Magazine Special
Nightstick (melee)  1D4 N/A N/A
Combat Knife (melee)  1D6 N/A Can be thrown at short range

Axe (Ancient, melee)

2D6 N/A Can be thrown at short range
Spear (Ancient, melee) 2D6 N/A Can be thrown at short range
Sword (Ancient, melee) 2D4 + 2  N/A N/A
Club (Ancient, melee) 3D4 N/A N/A
Staff (Ancient, melee) 2D4 N/A N/A
Bow and Arrow (Ancient) 2D6 varies N/A
Whip (Ancient, melee) 2D6 N/A Can grapple with a Called Shot - 4

 

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Heavy Weapons - Anti-Personnel, Anti-Vehicle, & Anti-Mobile Unit

Weapon SDC MDC Ammo per Magazine
Heavy cal. Machinegun  1D6 x 10  N/A 12
Flamethrower 5D10  N/A 16
Grenade Launcher 2D4 x 10 1 6
Mortar Launcher  2D4 x 10 + 20 1D4 + 1  4
Bazooka N/A 1D4 x 10 2
Rocket Launcher N/A 1D4 x 10 4
LAW N/A 1D6 x 10 1

 

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Demolitions - Explosives, Mines, and Incendiary 

Weapon SDC MDC Special
Hand Grenade (High Explosive) 2D4 x 10 1 There are various types of Grenades, GM may modify damage and effects depending on Grenade type.

Dynamite (1 stick)

1D4 x 10 1 Damage listed is per stick, and for every extra stick add 1 die of damage (3 sticks = 3D4 x 10) or 1 MDC (3 sticks = 3 MDC)
Nitro-Glycerine (1 fl oz.) 4D4 x 10 2D4 Unstable: will detonate if dropped or struck.

Damage listed is per fluid oz. and for every extra fluid oz. add 10 to multiplier  (3 fl oz. = 4D4 x 30)

Plastic Explosive (Military Issue Satchel Charge) 5D4 x 10 3D4 Does x2 damage if placed on critical area, example; load bearing beam, joints, cracks, hinges, or any other weak point. Can also destroy any inactive Mobile Unit if the charge is place directly on the Main Body.
Landmine (Anti-Personnel) 4D4 x 10 N/A Save vs. Death or be permanently crippled/disfigured. Usually results in loss of legs.
Landmine (Anti-Vehicle) N/A 1D4 x 10 Can not be detonated by personnel, needs at least 1 ton of pressure to detonate the mine. Also a percent chance of damaging treads, blowing tires, etc, at GM's discretion.
Space Mine N/A 1D4 x 10 Roll 1D20 + Character Level + Newtype Level, Total of 16 or better to spot.

Damage is inflicted to randomly rolled section

Sea Mine N/A 1D4 x 10 Roll 1D20 + Character Level + Newtype Level, Total of 14 or better to spot.

Damage is inflicted to randomly rolled section

Thermite (Incendiary Powder) 5D10 + 50 per melee of exposure 2D6 per melee of exposure Burn Time: 5 min per 1 kg

Can also be used as possible ordinance for rockets, missiles, crackers, etc.

Blasting Gel (Used in Mining) 2D4 x 20 1D4 Will not go off without a detonator (blasting cap) or a direct hit from another explosion.
Super Napalm N/A 1D4 x 10 + 20 per Melee of Exposure Burn Time: 1 Hour

If direct hit is scored, then all sections take damage, otherwise damage is only inflicted to the section(s) that touch the Super Napalm

 

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Non-Lethal Weapons

Weapon Delivery Device Protective Measures Special
Tear Gas

- Hand Grenade (Thrown)

- Grenade Launcher

(Med - Long Range)

- Normal Suit

- Gas Mask

Any unprotected Personnel caught in Tear Gas are blinded and disabled for 1D6 x 10 minutes.
Flash Bang Hand Grenade (Thrown)

- Shielding Eyes

- Protective Eye Wear

Blinds unprotected Personnel for 1D4 melees. Blinded Personnel suffer a penalty of –5 to strike, dodge, leap dodge, and initiative.
Concussion Grenade Hand Grenade (Thrown) Hearing Protection Any unprotected Personnel within 10 meters of the Concussion Grenade are Stunned for 2D4 + 2 minutes
Smoke Grenade Hand Grenade (Thrown) N/A All Personnel suffer a –1 strike penalty to hit any target within the smoke or to hit a target when attacking from inside the smoke.
Pepper Spray Spray Can  (Short Range) Face Shield Unprotected target is blinded for 1D4 x 5 minutes

After effects wear off, target has cumulative 5% chance of developing an immunity for every time exposed to Pepper Spray

Stun Gun  Melee Contact N/A Target is Stunned for 1D4 melees
Taser Wire-Guided Contacts (Short Range) N/A Target is Stunned for 2D4 melees

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Rifts™ RPG system copyright Palladium Games.
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