Weapon Stats
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Range
The distance at which certain weapons are effective. Weapons often do different damage at different Ranges. If a Range is not listed on the weapon’s description, it is not effective at that Range.
- Close Range: Close quarters melee combat or point-blank firearms
- Short Range: Within 20 meters
- Long Range: 20 meters - 100 meters
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Damage
Damage is represented by the amount of health subtracted from the Operator’s when an Operator takes physical harm. Weapons have three tiers of damage:
- Standard (2 Damage)
- Massive (4 Damage)
- Deadly (6 Damage)
Shots
Shots represent the number of times an Operator can fire a weapon before it needs to be reloaded. Reloading most weapons requires a .
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Critical Effects
Certain weapons have special effects when you roll a on a Combat Check while using them.
- Knockdown
- A human-sized (or smaller) target is knocked prone
- A prone target must spend a to stand
- While prone the target’s are made with
- Sever
- Removes a Limb or the Head of the target
- Rules - Combat - Severed Limbs
- Ablaze
- Set the target on fire
- Target takes every until the fire is extinguished
- Shock
- Electrocute the target
- Mostly organic targets lose their next turn
- Synthetic targets take
SingleShot vs. Automatic
To simplify the use of weapons, CHROME does not specify a difference between single shot, semi-auto, or fully automatic weapons. Such things are factored into the weapons’ damage, , and crit abilities.
Grenades
Thrown explosives devices, such as grenades, will do damage in a wide area. Most grenades can be thrown out to Short .
- On a successful Combat Check
- The grenade causes their Close damage to the target and their Short damage to everything else within 20 meters.
- On a failed Combat Check
- *The grenade does no damage as it bounces harmlessly out of range.
- On a
- The grenade explodes in proximity to the Operators. The Operator who threw the grenade and everyone within 20 meters takes the explosive’s Short damage.
*Situations may occur where grenades or other explosives are used in enclosed spaces, such as a small room. It is up to Control to adjudicate the effects of such bold and dangerous actions.
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Ammunition & Reloading
CHROME does not require that characters purchase or track ammunition. It is assumed that Operators carry enough ammunition with them to accomplish their Mission.
Reloading most weapons requires a Major Action. Specific Gear and CyberTech may decrease or remove reload times.