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4-G: Weapons and Armor Tablepos
The following is a list of various and sundry implements of destruction to be wielded by both the HPs and EPs alike. Keep in mind that we do not purport any high degree of accuracy. This is a game, and the information is designed for play. If the Game Master desires or approves, detailed weapons statistics can be added for the campaign by weapons buffs!

4-G 1: Small Arms (Firearms)
First of all, all of these devices use their appropriate Sub-Area in the Weapons, Small Arms K/S, and, except in the case of some grenades, do "Firearm" damage. The following table shows the attack rates, the maximum number of targets among whom the attacks may be divided, and the number of shots in each type of weapon's magazine.

WEAPON TYPE SHOTS/CT # TARGETS MAGAZINE
Pistols:
Derringer 1 1 1 or 2
Revolver 2 1 9/5 or 6
Automatic 3 2 12/9 or 6
Machine *** 6 3 20/10
TYPE WP S PB SHT MDM LNG EXT DAM
Small Caliber
Short Barrel * 5 1 1 3 15 25 40 2d6
Medium Barrel/Machine ** 7 2/3 2 10 30 50 100 2d6
Long Barrel 10 3 4 20 50 80 150 2d6
Medium Caliber
Short Barrel * 6 1 1 4 20 35 60 3d6
Medium/Machine ** 8 2/3 4 15 35 65 110 3d6
Long Barrel 10 3 6 25 60 90 150 3d6
Large Caliber
Short * 7 2 1 5 20 35 60 4d6
Medium/Machine ** 9 4/5 3 20 35 65 120 4d6
Long 10 5 5 25 60 100 175 4d6

4-G 1 b: Shotguns
Ammunition costs around 25 cents per shell or 50 cents per shell for 00 buckshot or slugs. If slugs are used, add three to the Strike Location Multiplier, but reduce the Weapon Point rating to 5. Thus a sawed-off, large-bore shotgun firing slugs would have 5 Weapon Points but would do x4 damage on a "Non-Vital" hit! Also, when attacking with a shotgun don't forget to use a d6 Exposure roll for the target.

TYPE WP S PB SHT MDM LNG EXT DAM
Small Bore
Sawed-off * 15 5 2 4 8 16 30 3d6
Long Barrel ** 15 7 5 10 20 40 80 3d6
Medium Bore
Sawed-off * 20 6 3 6 12 25 50 4d6
Long Barrel ** 20 8 6 12 35 50 100 4d6
Large Bore
Sawed-off *** 25 7 4 8 15 30 60 5d6
Long Barrel ** 25 9 8 15 35 70 150 5d6

4-G 1 d: Sub-Machine Guns
Handle ammo as per pistols or rifles. Note that these weapons are all fully automatic. Like pistols, these devices may be fitted with laser sights. Silencers/Flash suppresors are possible but rare, and cost 100% of the price of the weapon.

TYPE * WP S PB SHT MDM LNG EXT DAM
Small Caliber 8 6 10 20 40 80 120 2d6
Medium Caliber 9 7 10 20 40 80 150 3d6
Large Caliber 10 8 10 20 40 80 120 4d6
* Calibers same as for Rifles.

4-G 1 e: Grenade Launchers and Explosives
D-AMT by BLAST
WEAPON D-TYPE 1 2 3 4 5 10
Grenade, launched
Fragmentation F-ARM 4d6 2d6 d6 - - --
Concussion STUN 4d6 3d6 2d6 d6 - --
White Phosphoros FIRE * 4d6 2d6 d6 - - --
Gas (CN or CS) STUN ** 2d6 2d6 2d6 - - --
Grenade, hand
Fragmentation F-ARM 6d6 3d6 2d6 - - --
Concussion STUN 6d6 4d6 3d6 d6 - --
White Phosphoros FIRE * 5d6 3d6 2d6 d6 - --
Gas (CN or CS) STUN ** 3d6 d6 - - - --
Molotov Cocktail FIRE * 3d6 d6 - - - --
Dynamite Stick 2 IMPCT 6d6 5d6 3d6 2d6 d6 --
Nitroglycerine Bottle b IMPCT 8d6 6d6 4d6 2d6 d6 --
Fulminate Mercury Bottle c IMPCT 6d6 5d6 4d6 2d6 d6 --
Explosive Powder d IMPCT 4d6 2d6 d6 - - --
Plastic Explosive e IMPCT 12d6 8d6 6d6 4d6 3d6 2d6
Jellied Gasoline (Napalm) f FIRE * 6d6 5d6 4d6 3d6 2d6 d6
Land Mine
Fragmentation F-ARM 5d6 4d6 3d6 2d6 d6 --
Concussion IMPCT 10d6 8d6 4d6 2d6 d6 --
* Denotes Continuous Damage Weapon.
** This weapon also has the Continuous Damage
charactersitic for as long as the victim is within the area of the gas. Realists will add d6 for CS gas.
2 Assumes one-half pound 50% amonium nitrate dynamite.
b Assumes one ounce nitroglycerine in a heavy bottle (for throwing distance).
c Assumes fulminate of mercury, as above.
d Assumes flash powder or similar compound contained and fused for explosion, approximately 12 ounces total weight.
e One pound of plastic explosive placed and primed. Shaped charges can increase 1 yard blast force and reduce blast radius as follows: 16d6/10d6/4d6/3d6/2d6/d6; 20/8/4/2/d6; 24/6/3/2/d6; or 28/6/2. This is a static weapon.
f Assumes 20 gallons of jellied gasoline primed and triggered as an explosive. This is also a static weapon. (Unless dropped out of a plane!) Continuous (Burn) Weapon time is 1 AT (6 minutes!).
NOTE: The use of explosives and mines requires the Explosives K/S.


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