WEAPON ENTRY STATISTICS KEY
I just recently realized that many of you readers may
not be very familiar with Silhouette and the weapon descriptions.
This key will explain the statistics.
Weapons are given eight meaningful stats (soon to be 9, once I
figure out some good Reliability rules) as shown in the following
table.
Name |
ACC |
DM |
BR |
ROF |
Cap |
Cost |
Mass |
Availability |
Caliber |
- Name: Pretty obvious. Hardware's
designation & usually manufacturer.
- ACC: Accuracy. +0 is average, +1
is exceptional (remember, Sil uses d6's. A +1 bonus is a
+16% advantage!)
- DM: Damage Multiplier.
Weapon damage, expressed as either a multiplier (x15), or
as a sum (AD+5). The latter case is for melee weapons,
where a character's Armed Damage trait is added to the
weapon's damage. In either case, you multiply the DM
(x15, or whatever the AD+X result is) by the Margin of
Success.
- BR: Base Range. BR is
considered "Short" range. 2*BR is Medium, 4*BR
is Long, 8*BR is Extreme. There's also 2X range (house
rule) that's Double Extreme (16*BR)
- ROF: Rate of Fire.
Given as a modifier. +0 weapons are Semi-Auto, weapon's
with ROF > 0 are fully-automatic, and can spit out
loads o' lead.
- Cap: Capacity. Number of
cartridges/shots/shells/etc per standard
magazine/belt/whatever.
- Cost: Two numbers are typically listed
here. The number on the left is the Weapon Cost, the
number on the right is the cost for a new magazine. Thus,
a weapon with a listed cost of 300/15 costs $300, and
each additional empty mag costs $15.
- Mass: Weapon's loaded weight, in
kg. Typically rounded to the nearest 0.5kg.
- Availability: The "default"
threshold for a Streetwise, Business, or similar check to
locate any given item. See the upcoming Availability
house rules for more info.
- Caliber: Essentially abbreviated fluff
text describing the most common chambering for a given
weapon.