Weapon Average Damage Template
Damage should be ~equal~ for each weapon in rarity type. EXCLUDING damage categories.
Damage by category: Temporal Damage < Elemental Damage < Disease Damage < Physical Damage (40% < 60% < 80% < 100%, Rounding up).
(1d4 < 1d6 < 1d8 < 1d10) / (1d4 < 1d6 < 2d4 < 2d6)
Each rarity should do ~30% more than the last, depending on weapon category weight restrictions, heavier weapons should cost more Action Points.
Damage rolls should never use Percentile or d20 dice.
- Melee (Assuming Physical Damage) Special Swings should cap at
, being Normal Swing Damage. 2-3 Action Points. - Light - Almost always Physical Damage
- Stock - Cap at ~12 damage (1d10, 1d12, 2d6)
- Heavy - Almost always Physical Damage
- Stock - Cap at ~16 damage (2d8, 3d6)
- Rondure - Almost always Elemental Damage or Temporal Damage, so typically 40-60% damage.
- Stock - Cap at ~12 damage (1d10, 1d12, 2d6)
- Ballistic - Almost always Physical Damage, 3-4 Action Points
- Stock - Cap at ~24 damage (2d12, 3d8, 4d6)
- Light - Almost always Physical Damage
- Ranged (Assuming Physical Damage)
- Sniper - Slow fire rate, usually 2-3 Action Points, along with small magazines
- Stock - Cap at ~36 damage (3d12, 3d8, 6d6)
- Sidearm - Kind of slow fire rate, a little slower than Rifles and Submachines typically
- Stock - Cap at ~12 damage (1d10, 1d12, 2d6)
- Rifle - Average fire rate, pretty quick reloads and pretty good magazine size
- Stock - Cap at ~16 damage (2d8, 4d4, 2d6)
- Shotgun - slow fire rate, quick damage fall off, low magazine size
- Stock - Cap at ~36 damage (3d12, 3d8, 6d6)
- Machine - Large magazines but slower fire rates
- Stock - Cap at ~18 damage (3d6, 5d4, 2d12)
- Submachine - Usually very quickfire rate, so only one Action Point
- Stock - Cap at ~8 damage (2d4, 1d6, 1d8)
- Bow - Fires relatively slow, but no reload required, recoverable ammo
- Stock - Cap at ~16 damage (2d8, 3d6)
- Ballistic - Typically firing around the time of a shotgun or Sniper. 3-4 Action Points. Extremely rare ammo & typically self hits
- Stock - Cap at ~48 damage (4d12, 4d8, 8d6)
- Sniper - Slow fire rate, usually 2-3 Action Points, along with small magazines