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Blackwater RED - Google Docs

The document describes various role abilities for different character roles in a frontier setting, including Combat Awareness for Cowboys, Charismatic Impact for Clergy, Maker for Engineers, Medicine for Doctors, and Teamwork for Cattle Barons.

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Brandie Lynch
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0% found this document useful (0 votes)
35 views28 pages

Blackwater RED - Google Docs

The document describes various role abilities for different character roles in a frontier setting, including Combat Awareness for Cowboys, Charismatic Impact for Clergy, Maker for Engineers, Medicine for Doctors, and Teamwork for Cattle Barons.

Uploaded by

Brandie Lynch
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Roles

● Cowboy
○ Role Ability: Combat Awareness: A Cowboy can call upon their skills and
training to have an enhanced situational awareness. When combat begins, anytime
outside of combat, or in combat, a Cowboy may divide the total number of points
they have in their Combat Awareness Role Ability among a number of combat
abilities.
● Native
○ Role Ability: Tribe: Tribe is everything. Whenever a Tribe ability increases, they
have an option of adding a Tribe: a pool of resources from their tribe or local
tribes they have permission to use (such as horses, equipment, supplies).
● Lawman
○ Role Ability: Backup: With this ability, Lawmen can call upon the help of a
group of fellow officers, based on the Lawman’s Rank and the conditions under
which they make the call. The backup is armed and armored based on their rank.
● Cattle Baron
○ Role Ability: Teamwork: Cattle Barons build teams and companies to settle the
frontier. Whether their goals are legal or not, morale permitting. Team members
have a visible job description (like driver, bookkeeper) but also have covert roles
(like assassin or bodyguard). Plus they get free housing and nice clothes.
● Clergy
○ Role Ability: Charismatic Impact: With this ability, they can influence others
by the sheer presence of personality. They need not just be religious; they can
influence others through poetry, art, dance. As they grow in skill, they can affect
larger and larger groups and call upon their followers for greater and greater
requests of loyalty.
● Moonshiner
○ Role Ability: Operations: The Frontier needs people to lay the foundations.
Frontiersmen know how to get things done, grease deals, and navigate social
customs. With their abilities, Moonshiners can maintain vast webs of contacts and
clients who they reach out to source goods, favors, or information. Moonshiners
can also source desirable resources and make favorable deals.
● Survivalist
○ Role Ability: Improvisation: The Frontier is a hard place. A survivalist has
learned to meet the extreme and make do without the products and social contacts.
With every increase to the Improvisation Rank, you can place a point into any
Role Ability or increase the Survivalist Role learning how to do things such as
make a weapon out of anything or have the ability to re-roll failed tests.
● Engineer
○ Role Ability: Maker: With their ability, an Engineer can fix, modify, make, and
invent new items. Whenever an Engineer increases their Maker Rank by one, they
gain one rank in two different Maker Specialties of their choice, including
repairing, upgrading, fabricating, and inventing.
● Doctor
○ Role Ability: Medicine: A Doctor’s role can keep people alive who should be
dead with their knowledge, tools, and training. Whenever their Doctor rank
increases, they also choose one of three Medicine Specialties to allocate a single
point to: surgery, pharmaceuticals, or emergency care.
Roles & Role Abilities

Charismatic Impact (Clergy Role Ability)

A Clergy Role can only use their Charismatic Impact Role Ability on Followers

Assuming you aren’t in combat, you can make people who aren’t currently followers into
followers (unless they actively dislike you) by rolling Charismatic Impact + 1d10 vs. a DV8 for a
Single Person, DV10 for a Small Group of up to 6 people, or a DV12 for a Huge Group.

The GM determines whenever someone you meet is already a Follower

When a Clergy wants to make use of their Charismatic Impact on a follower or group of
followers, the GM uses the table below to determine if the favor is something within the powers
of their Charismatic Impact given their current Role Ability Rank. If it isn't, the Clergy
automatically fails. If it is, the group size determines the DV against which the Clergy must roll
Charismatic Impact + 1d10. If they succeed, the fan or group of fans puts their best effort toward
the favor the Clergy asked for. If they fail, the Clergy can't ask for the same favor again from
those followers for a week.

Charismatic Impact Ranks


Venues You Can Play: The best type of venue for your Clergy can hope for under most
circumstances
Impact on a Single Follower (DV8)
Impact on a Small Group (DV10)
Impact on a Large Group (DV12)

Charismatic Impact Ranks 1 & 2


Venues: Small clubs
Impact on Single Fan (DV8): Clergy can convince the follower to do a small favor; buy the
Clergy a drink or meal, give them a lift somewhere
Impact on a small Group (DV10): Clergy has up to 6 Followers; Followers will stop the Clergy
in the streets to befriend them.

Charismatic Impact Ranks 3 & 4


Venues: Well known clubs and locations
Impact on a Single Follower (DV8): Clergy can convince follower to do a major favor; go to
bed with the Clergy, put a good word in for them, etc.
Impact on a Small group of fans (DV10): Get followers to hang out with the Clergy; provide
booze, drugs, or other favors.
Impact on Huge Group (DV12): Followers pay donations to the Clergy.

Charismatic Impact Ranks 5 & 6


Venues: Large public spaces
Impact on Single Follower: Can convince a follower to commit a minor crime; shoplift, help in
a fight.
Impact on Small Groups of Followers: Convince a group up to 6 to act as a personal “posse”
Impact on a Huge Group of Followers: Followers are all over the local city or area, maybe
even in nearby areas. They are loyal and will often do major favors for the clergy in exchange for
attention.

Charismatic Impact Ranks 7 & 8


Venues: Large venues, concert halls
Impact on Single Follower: Follower is willing to risk their life for the Clergy
Impact on Small Groups of Followers: Can convince group up to 6 to commit a minor crime.
Impact on a Huge Group of Followers: The followers are rabidly loyal. They will fight rival’s
followers, support other loyal followers, and will band together to help the Clergy.

Charismatic Impact Ranks 9


Venues: Local places of worship
Impact on Single Follower: Clergy can convince follower to commit a major crime; steal
expensive item, beat someone up.
Impact on Small Groups of Followers: Up to 6 followers to commit major crime.
Impact on a Huge Group of Followers: Followers are brain-wased, cult-like; they will riot,
destroy property, even kill for the Clergy.

Charismatic Impact Ranks 10


Venues: Government or important buildings
Impact on Single Follower: Follower is willing to sacrifice their self, no questions asked.
Impact on Small Groups of Followers: Up to 6 followers will risk their lives for the Clergy.
Impact on a Huge Group of Followers: Followers are region/nation-wide with cult-like
attributes. They’ll do anything the Clergy asks, even being a private army.

Combat Awareness (Cowboy)


When combat begins (before Initiative is rolled), anytime outside of combat, or in combat with
an Action, a Cowboy may divide the total number of points they have in their Combat Awareness
Role Ability among the following abilities. If a Cowboy chooses to not change their point
assignments, their previous ones persist. Activating some of these abilities will cost the Cowboy
more points than others:
Damage Deflection
You have been trained to "roll with the punches," reducing damage done to you
● For 2 points, decrease the first damage you take this Round by 1.
● For 4 points, decrease the first damage you take this Round by 2.
● For 6 points, decrease the first damage you take this Round by 3.
● For 8 points, decrease the first damage you take this Round by 4.
● For 10 points, decrease the first damage you take this Round by 5

Fumble Recovery
You have been trained to instantly recover from mishaps by taking your time with every shot.
For 4 points, you ignore critical failures (1s) you roll while attacking. These rolls are still treated
as 1, however.

Initiative Reaction
Your reflexes are trained to respond instantly, without thinking, at the start of a firefight. Each
point adds a +1 to Initiative rolls made.

Precision Attack
You have been trained to precisely aim attacks, giving you greater accuracy.
● For 3 points, you add a +1 to any Attacks made
● For 6 points, you add +2 to any Attacks made
● For 9 points, you add a +3 to any Attacks made

Spot Weakness
You have been trained to look for weak spots to damage even heavily armored targets. Each
point adds a +1 to the damage (before armor) of your first successful Attack in a Round.

Situational Awareness
You have enhanced situational awareness. Each point adds a +1 to any Perception Checks made.

Maker (Engineer Role Ability)


Medicine (Doctor Role Ability)
Teamwork (Cattle Baron Role Ability)
Just like a real Cattle Baron Executive, the Cattle Baron builds a team whose members help them
accomplish their goals, whether legal or not, morale permitting.

Signing Bonus
At Teamwork Rank 1, as a gift, the Baron is given a suit comprised on Businesswear Jacket,
Top, Bottom, and Footwear that identify them as a member of the business elite. The Baron
cannot resell these.
Corporate Housing
At Teamwork Rank 2, the Exec is given access to one of their Company's Corporate Conapts.
As long as they remain a member of that Corporation, they can stay there without paying any
Rent or any other fees. The Exec must still buy their own Lifestyle separately every month. If the
Exec leaves to join another Corporation, they will extend to them the same offer, and even pay to
move all their stuff to the new apartment

Team Members
Starting at Rank 3, Teamwork gives the Baron a Team Member. Ranks 5 and 9 of Teamwork
gives the Baron an additional Team Member, capping out at a maximum of 3 total Team
Members at Rank 9.

Team Members are rolled from a special chart for each of their jobs. The Exec chooses which
class of Team Members they want, but their roll on the chart determines the STATs of the Team
Member HR hires for them.
- They do not improve their Skills. They determine and heal their HP like Player
Characters do.
- They are controlled by the GM, and their ability to follow an order depends on their
Loyalty and ability to make a Loyalty Check.

Losing Team Members: If a Team Member is lost, HR will repossess their equipment and
replace them during the next game session. This "new hire" has new STATs, but their starting
Loyalty is reduced to 1 (they heard about what happened). In addition, this will cost the Baron an
additional $200 in "hiring fees" (bribes) to HR.

What, you thought HR just hired assassins for you?


Loyalty: While Team Members work for the Exec, they are not mindless drones. They do the
tasks given to them by the Exec based on their Loyalty to their boss (or the paycheck they sign
for them). Loyalty is a shifting value; an Exec must (during every game session) do things to
promote Loyalty and not lose it. Loyalty caps at maximum of 10 between game sessions, but
during an individual game session, Loyalty has no limit.

Loyalty Save: When a task is given to a Team Member by the Exec, the GM must roll 1d6 under
the Team member's current Loyalty. If the Save is failed, the Team Member may refuse or botch
the assignment or otherwise turn on the Exec. If Loyalty drops to 0 or lower, the Team Member
will actively attempt to betray the Exec to their enemies. If at the end of a session a Team
Member has less than 0 Loyalty, they will complain to HR and either receive a transfer or quit
upon having one refused, depending on HR's whims. Either way, they are gone. See Losing
Team Members, just above.
Creating Your Team Members
Job: Decide what your Team Member’s Job is.
STATs: Roll a 1d6 and read across the corresponding row, recording each STAT.
Starting Loyalty: Roll 1d6 and add 1. This is your Team Member’s starting Loyalty.
Backup (Lawman Role Ability)
Operations (Moonshiner Role Ability)
The Moonshiner Role Ability is Operations. Moonshiner know how to get things on the black
market and are adept at navigating the complex social customs of The Frontier, where hundreds
of cultures and economic levels collide. Moonshiner maintains vast webs of contacts and clients.

Contacts represents who the Frontiersman can reach out in order to source goods, favors, or
information. The Frontiersman will still have to pay for these, of course.

Reach is the highest price category of items that a Fixer can always source, and if they can use
their influence to gather other Fixers into creating a Night Market, which makes all price
categories of items available to them for a short time.

Haggle is the ability of the Fixer to strike a deal. When haggling with a person, you roll COOL
+ Trading Skill + Your Operator Rank + 1d10 against their COOL + Trading Skill + Their
Operator Rank (if they are a Fixer) + 1d10. If you succeed, you can make 1 deal of your
Operator Rank or lower. Only 1 Fixer deal can be made per transaction.

Grease represents the Fixer's ability to blend into the many cultures on and off The Street; ability
to know the language, social codes, and status marks for each group or culture.

Operations Ranks 1 and 2


Contacts & Clients: Local hanco, gang lord, local neighborhood leadership
Reach: You can always find a place to source Cheap and Everyday items for your clients on a
piece-bypiece basis, even if they are otherwise unavailable.
Haggle: If successful, you can get 10% more or less than market price when buying or selling.
Grease: You know the cultural ins-and-outs of your immediate neighborhood including all local
gangs

Operations Ranks 3 and 4


Contacts & Clients: City gang honcho, minor politician, Corp Exec, well known person in the
neighborhood.
Reach: You can always find a place to source up to Expensive items for your clients on a piece
by piece basis, even if they are otherwise unavailable.
Haggle: If successful, when you buy 5 or more of the same item, you can get one more of that
item for free.
Grease: You know how to get along well with at least 1 other culture in your area as well as
gaining a single language you don't already know associated with that culture at Skill Level 4.

Operations Ranks 5 and 6


Contacts & Clients: Major City player, City politico, neighborhood celebrity.
Reach: Once per month, working with other Fixers of your rank, you can set up a Night Market.
While at a Night Market that you have helped organize, you can always find a place to source up
to Super Luxury items.
Haggle: If successful, you can negotiate the pay per person for a Job up 20%.
Grease: You know how to get along perfectly with 2 additional cultures (3 in total) in your area
as well as gaining a single language which you don't already know associated with each culture
at Skill Level 4.

Operations Ranks 7 and 8


Contacts & Clients: Local Corp president, mayor or City manager, local celebrity
Reach: You can always find a place to source up to Very Expensive items for your clients on a
piece by piece basis, even if they are otherwise unavailable.
Haggle: If successful, when buying a Luxury or Super Luxury item, you can pay half now and
half in one month. If you ever don't pay the second half on time, nobody will do this deal with
you again.
Grease: You know how to blend in perfectly with 3 additional cultures (6 in total) in your area as
well as gaining a single language which you don't already know associated with each culture at
Skill Level 4.

Operations Ranks 9
Contacts & Clients:
Reach:
Haggle:
Grease:

Operations Ranks 10
Contacts & Clients:
Reach:
Haggle:
Grease:

Tribe (Native Role Ability)

Naturalist (Survivalist Role Ability)

Survivalists have learned to live on the edge of the Frontier in the harshest of conditions.
Whenever the Survivalist increases their Improvisation Rank, they also choose one skill to
increase or adopt another Role. When adopting a new role, they start at Rank 1 of that new
role.
How Do You Get Your Stats
The Stat Block

INT REF DEX TECH COOL

WILL LUCK MOVE BODY EMP

Regardless of the method you have chosen to generate your original STATs, you'll still need to
calculate two more values: Hit Points and Humanity. These are your Character's Derived STATs,
called so because they are derived from the original numbers in your STAT Block. These are
STATs that are determined by doing something to an already existing STAT, like averaging,
multiplying, or subtracting.
Hit Points are what we count to tell if your Character is dead, or still just bleeding on the floor.
Every Character in a Cyberpunk RED campaign has this derived STAT. Hit Points represent the
Character's will to live and overall physical condition. As the Character takes damage and injury
from external sources, they'll subtract that damage (also described as points) from their pool of
Hit Points. As the Character's HP reaches certain thresholds, there are penalties that represent
cumulative damage that makes the Character physically slower or mentally hazier.

When your Character falls to zero Hit Points, they enter the Death State

You have Hit Points equal to 10 + (5[BODY and WILL averaged, rounding up]). But since the
math involved can be a real pain sometimes, we've made you a table to use instead. Refer to the
Table below to see how many Hit Points your Character has.

Your Character's Seriously Wounded Wound Threshold is half of their total HP (rounded up).

Their Death Save is equal to their BODY Statistic.

Humanity is a measure of how well you interact with the world and other people in it. People
with very low Humanity STATs have a lot of problems in human interactions. They may become
sociopathic, withdrawn, disassociated, or even homicidal. If your Character's HUM drops below
zero, that represents the death of your Character's emotional life; they slide into traitss like
homicidal mania, or mental disassociation can occur.
For every point of Empathy the Character has, they gain 10 points of Humanity (HUM). For
example, a Character who starts with 5 EMP would have 50 Humanity. Once again, here's a
handy table:

Skills are things the your Character knows or can do; they represent their level of knowledge and
accomplishment. A Skill is also something your Character knows how to do because of their
training. They have spent time learning and mastering the intricacies of this knowledge either
from a teacher, a book, or a long and arduous montage sequence typically found in action and
kung-fu movies. The Level of a Skill represents how well trained your Character is in that
activity.

▶ Skills Link to STATs ◀

In turn, each Skill is also linked to a STAT that represents natural ability. Some people are just
naturally better at doing/learning things than other people around them. So when you perform a
"Skill Check" you'll add the STAT that is linked to that particular Skill to get a total aptitude at
performing an Action based on that performing that Skill, also known as a Skill Base.

In a Cyberpunk RED campaign, there are nine Skill Categories:

Awareness Skills: Your awareness of your environment, noticing clues, etc


Body Skills: The use of Skills involving physical tasks, feats of strength, endurance, and other
physical attributes.
Control Skills: The use of Skills involving controlling vehicles or riding animals.
Education Skills: Knowledge and training based on formal education/schooling.
Fighting Skills: The ability to fight in hand-to-hand combat, or with a melee weapon.
Performance Skills: Training in acting, musicianship, special effects, makeup, or other stage
crafts.
Ranged Weapon Skills: Skills in using a ranged weapon, such as a gun or a bow.
Social Skills: Your abilities to blend in, avoid social blunders, and to show style and grace. Also,
your ability to convince others through social adeptness.
Technique Skills: Trained vocational Skills and craftsmanship abilities.
TALES FROM THE FRONTIER
Running the Lifepath

Lifepath is a flowchart of "plot complications" designed to help you give your


Blackwater RED Character an authentically Dark Future background. Its sections cover your
cultural origins, your family, friends, enemies, personal habits, and even key life events. It's
intended primarily as a guide; if you encounter something you don't think fits the Character
you've envisioned, feel free to change the path as you see fit. And remember: Blackwater RED
hinges on roleplaying, so make use of the information in your Lifepath run. It's a guaranteed
adventure generator!

Cultural Origins

The world is multicultural and multinational. You either learn to deal with all kinds of
people from all over a fractured and chaotic world, or you die the first time you look side-eye at
the wrong person. Where you come from determines your native language. After rolling to
determine your general cultural region, choose one of the languages from the list adjacent to your
cultural region. You begin with 4 points in that Language Skill. There are hundreds of languages
spoken around the world but for our purposes here we've listed the most commonly spoken
languages in each region during the Time of the Red. If you want your Character to speak a
language that isn't represented you can go ahead and choose that language instead of one of the
listed languages.

Roll Your (General) Cultural Region Languages You Might Know

1 North American Chinese, Cree, Creole, English, French,


Navajo, Spanish

2 South/Central American Creole, English, German, Guarani, Mayan,


Portuguese, Quechua, Spanish

3 Western European Dutch, English, German, Italian, Norwegian,


Portuguese, Spanish

4 Eastern European English, Finnish, Polish, Romanian, Russian,


Ukrainian

5 Middle Eastern / North African Arabic, Berber, English, Farsi, French, Hebrew,
Turkish

6 Sub-Saharan African Arabic, English, French, Hausa, Lingala,


Oromo, Portuguese, Swahili, Twi, Yoruba

7 South Asian Bengali, Dari, English, Hindi, Nepali,


Sinhalese, Tamil, Urdu

8 Southeast Asian Arabic, Burmese, English, Filipino, Hindi,


Indonesian, Khmer, Malayan, Vietnamese

9 East Asian Cantonese Chinese, English, Japanese, Korean,


Mongolian

10 Oceania/Pacific Islander English, French, Hawaiian, Maori,


Pama-Nyungan, Tahitian
The Age of Outlaws

Initiative and Combat Time

Combat is divided into Turns, each of which takes 3 seconds. The amount of time it takes each
entity involved in the combat to take a turn is a Round. Because Actions happen roughly
simultaneously in-game, one Round is also approximately 3 seconds long.

When a combat starts, everyone rolls Initiative:

Initiative = REF + 1d10

All participants in the combat place themselves according to their Initiative Roll into what we
call an Initiative Queue in descending order. Resolve ties by rolling again until the higher
number wins. Combat proceeds in Initiative Queue order, with each entity in the Initiative Queue
getting a Turn. When the bottom is reached, the Initiative Queue starts again from the top in a
new Round.

Your Turn = 1 Move Action + 1 other Action

Every Turn, a Character gets 1 Move Action and 1 Action

Actions
Actions are the meat of your Turn in Blackwater Punk. Here are the basic uses for your Action in
combat. Combat-focused Actions are explained in greater detail later in this section.

Action Data

Move Action Move up to as many m/yds as your MOVE STAT x 2 each Turn

Attack Make a Melee or Ranged Attack

Choke Choke an opponent after making a successful Grab

Equip/Drop Shield Equipping and dropping a Shield takes an action.


Get Up Get up after being Prone. While Prone, until you use this Action, you cannot
use a Move Action.

Grab Grab and hold an opponent or take away an object they are holding.

Hold Action Hold an Action until later in the Initiative Queue. You must choose a specified
event to trigger the Action or a specific number in the Initiative Queue when
the action occurs as well as what the Action is, and what its intended target is.

Human Shield Equip an opponent you have Grabbed as a Human Shield.

Reload Fully reload and replace a weapon’s magazine with a single ammunition type

Run Take an additional Move Action, but only if you have already taken a Move
Action this turn

Mount/Start Vehicle Get on a Mount, gaining its MOVE, and jump to the top of Initiative

Stabilize Stabilize a target to begin the natural healing process or pull them out of the
Mortally Wounded Wound State to save their life.

Throw Throw a grabbed opponent or throw an object

Use an Object Manipulate an object in a way that doesn’t require a Skill. Drawing an easily accessible weapon
into a free hand or dropping a held weapon (not a shield) onto the floor does not require this
action but stowing a held weapon on your person does.

Use a Skill Use

Vehicle Maneuver Use your Action while driving or riding to focus entirely on making a dangerous
Maneuver.

Actions in Detail
Split Movement and ROF
Move Action: Combat in Blackwater Punk is
Every Turn, a Character gets a Move Action, fast-paced and fluid. Whenever you Move
which can only be used to move a number of using your Move Action, you can take your
m/yds equal to their MOVE x 2, or a number Action in the middle of that Move Action,
of squares (if playing on a grid) equal to and then keep Moving afterward. We call
their MOVE, which can include moving this Splitting, and it's not just for Move
diagonally. If you are playing on a grid, you Actions. Some types of attacks are faster
cannot stop in between the squares. than others, capable of striking/ shooting
twice with a single Attack Action.
Prone
When you are Prone, you can't use your These are called 2 Rate of Fire
Move Action until you use the Get Up Attacks (or 2 ROF). All attacks from 2 ROF
Action. sources can be "split" across a Move Action.
You can move, shoot, move, shoot, move.
You can even make a single attack from
each of two different 2 ROF sources by "Splitting" your two attacks across the two of them,
allowing them both to be used in a single Turn. So yes, you can use the Heavy Pistol in your left
hand to take a shot down the hallway, then walk down that disgusting hallway to stab your victim
with the machete in your right hand.

Attacks from 1 ROF sources are slower and take your whole Attack Action, but you can
still split movement around them.

Aimed Shots
At a maximum of 1 ROF you can aim a single Ranged or Melee Attack by taking your entire
Action and a -8 to your Check to aim for any of these special areas. If you hit, you deal the
attack's damage as normal, and you also get an additional effect based on the special area you
aimed for.

Aiming for... Effect

Head Multiply the damage to the head by 2

Held item If a single point of damage gets through your target’s armor, your target
drops one item of your choice from their hands. It lands on the ground in
front of them.

Leg If a single point of damage gets through your target’s body armor, your
target also suffers the Broken Leg Critical Injury if they have any legs left
that aren’t broken.

Drawing, Dropping, and Stowing


Drawing an easily accessible weapon into a free hand isn't an Action. Dropping a held weapon to
the ground isn't an Action but stowing it on your person is an Action. One exception: equipping
and dropping a Shield takes an Action.

Reload
Sometimes, you empty the clip. You can use an Action to fully reload and replace a magazine
with a single ammunition type. You can't mix ammunition types in a magazine.

Ranged Combat
How to Read the Ranged Weapon Table:
Weapon Type: The classification of the weapon.

Weapon Skill: The Skill you use when firing this weapon.

Single Shot Damage: The damage of a single shot from the weapon.

Standard Magazine: How many bullets or other types of ammo can be held in the weapon
without mods. Below the magazine size you can find the type of ammunition the weapon fires.

Rate of Fire (ROF): How many times the weapon can be fired with a single Attack Action.

Number of Hands Required: How many hands you need to hold the weapon and fire it.

Can be Concealed?: If the weapon can be concealed with the Conceal/Reveal Object Skill
under clothing.

Alt Fire Modes & Special Features: Unique traits of the weapon.

Cost: What the weapon costs in the main currency.

Weapon Type Weapon Single Shot Magazine Rate of Hands Can be Cost
Skill Damage Fire Required Concealed
(ROF) ?

Medium Handgun 2d6 6 2 1 YES $50


Pistol

Heavy Pistol Handgun 3d6 6 2 1 YES $100

Very Heavy Handgun 4d6 6 1 1 NO $100


Pistol

Shotgun Shoulder 5d6 2 1 2 NO $500


Arms

Rifles & Shoulder 5d6 14 1 2 NO $500


Repeaters Arms

Sniper Rifle Shoulder 5d6 5 1 2 NO $500


Arms

Bows & Archery 4d6 N/A 1 2 NO $20


Crossbows (Arrow)
Resolving Ranged Combat Attacks

Ranged Combat is resolved:

Attacker’s REF + Relevant Weapon Skill + 1d10


vs.
Defender’s DV Determined by Range to Target and Weapon or
Defender’s DEX + Evasion Skill + 1d10*
*A Defender with a REF 8 or higher can choose to attempt to dodge a Ranged Attack instead
of using the range table to determine the DV

If you beat the DV (Defender wins in a tie) you damage the Defender.

The Defender’s armor will reduce the damage you do, as detailed later.

Single Shot DVs Based on Range

Weapon Type 0 to 6 m 7 to 12 13 to 25 26 to 50 51 to 101 to 201 to 401 to


m m m 100 m 200 m 400m 800 m

Pistol 13 15 20 25 30 30 N/A N/A

Shotgun 13 15 20 25 30 35 N/A N/A


(Slug)

Repeater Rifle 17 16 15 13 15 20 25 30

Bolt Action 15 13 15 20 30 35 35 35
Rifle

Bows & 15 13 15 17 20 22 N/A N/A


Crossbows

Alternate Fire Modes and Special Features


Fanning
In Blackwater RED autofire has been reworked as Fanning, a technique where one hand holds
the trigger and the other hits the hammer repeatedly, allowing the revolver to rapid-fire. To be
able to use Fanning you must have half or more bullets in your revolver. You use Fanning
instead of Autofire. If you hit, roll 2d6 for damage, and multiply it by the amount you beat the
DV to hit your target.
Weapon type 0-6 m/yds 7-12 m/yds 13-25 m/yds

Pistols 17 20 30

Arrows
Bows and Crossbows fire Arrows. Because loading an Arrow is part of attacking with a Bow or
Crossbow, you never need to Reload a Bow or Crossbow using the Reload Action. Additionally,
Basic Arrows can always be retrieved after they are fired, making buying basic ammunition for
these weapons almost a one-time investment.

Melee Combat

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