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The Weapon section of this tab is where you enter most of the relevant game stats. The available options depend on the '''Type''' of weapon, one of {{Code|Range}}, {{Code|Thrown}}, or {{Code|Melee}}. | The Weapon section of this tab is where you enter most of the relevant game stats. The available options depend on the '''Type''' of weapon, one of {{Code|Range}}, {{Code|Thrown}}, or {{Code|Melee}}. | ||
====Range==== | ====Range==== | ||
* '''Ammo Count''' controls how many rounds are available to the weapon. It interacts with the "Reload" button on an Actor's [[Character Actor#Gear Tab|'''Gear Tab''']] and the [[Ammunition Item|Ammunition]] stored in the Weapon's [[Weapon Item#Ammo Tab|internal inventory]]. | * '''Ammo Count''' controls how many rounds are available to the weapon. Using a weapon via the [[Combat#Weapon Attacks|combat workflow]] will subtract the proper ammount of ammunition based on Fire Mode. It also interacts with the "Reload" button on an Actor's [[Character Actor#Gear Tab|'''Gear Tab''']] and the [[Ammunition Item|Ammunition]] stored in the Weapon's [[Weapon Item#Ammo Tab|internal inventory]]. | ||
* '''Spare Clips''' | * '''Spare Clips''' has two text fields, one for the currently available number of clips and one for the maximum number of clips. It controls the number of times the weapon can be reloaded. Pressing "Reload" as above will also decrement the number of spare clips, and prevent reloading if there are no clips left. Leaving both values set to {{Code|0}} will supress this behavior. | ||
* '''Modes''' allows you to set the fire modes. | * '''Modes''' allows you to set the fire modes. The [[Combat#Weapon Attacks|combat workflow]] takes the available Fire Modes into account. | ||
* '''Ranges''' | * '''Ranges''' | ||
* '''Recoil Comp.''' | * '''Recoil Comp.''' |
Revision as of 21:32, 27 November 2023
This article was last edited Monday, November 27, 2023 by Mr. Johnson.
Weapons are the primary item that Shadowrunners use to deal damage.
Description Tab
The Description Tab is common to all Item sheets. Hovering over the text shows the Edit button, which brings up Foundry's standard ProseMirror editing tools, the same ones available when editing Journals. It provides a place to transcribe the rules from the sourcebooks for quick reference, include personal details of character elements, or jot down other gameplay noes. The Weapon Item sheet adds fields to store specific information. Most are for record keeping only; they don't have any automation behind them.
- Rating[explain 1]
- Qty
- Conceal
- Cost
- Avail
- Con. Mon. is calcualted from the Rating.
- Equipped is the only property have an automated effect beyond the Weapon Item itself. When a character is defending against a melee attack, the highest Reach among all equiped weapons will be factored in. Note however that this function doesn't do any math: if you have a character with natural Reach, like a troll, as of SR5 v0.16.1 there is no automation to indicate or include with a weapon's Reach.
- Wireless
- PAN
Weapon Tab
Weapon Section
The Weapon section of this tab is where you enter most of the relevant game stats. The available options depend on the Type of weapon, one of Range
, Thrown
, or Melee
.
Range
- Ammo Count controls how many rounds are available to the weapon. Using a weapon via the combat workflow will subtract the proper ammount of ammunition based on Fire Mode. It also interacts with the "Reload" button on an Actor's Gear Tab and the Ammunition stored in the Weapon's internal inventory.
- Spare Clips has two text fields, one for the currently available number of clips and one for the maximum number of clips. It controls the number of times the weapon can be reloaded. Pressing "Reload" as above will also decrement the number of spare clips, and prevent reloading if there are no clips left. Leaving both values set to
0
will supress this behavior. - Modes allows you to set the fire modes. The combat workflow takes the available Fire Modes into account.
- Ranges
- Recoil Comp.
Thrown
- Ammo Count
- Ranges
- Radius
- Dropoff
Melee
- Ammo Count will be 0/0 for most weapons, though some like stun batons could use other values.
- Reach
Attack Section
This replaces the Test Details section of a regular Action Item, but functions in the same way.[explain 2]
Other Sections
This tab also has Damage, Opposed Test, and Damage Resistance Test sections with the same options as Action Items.
Ammo Tab
Ammo in an Actor's Gear Tab should be thought of as loose rounds or boxed ammo, not ready to be used in a particular weapon. Each Weapon has an internal inventory, the Weapon's Ammo Tab, reflecting what's loaded into clips ready for use with that specific weapon.
As of SR5 v0.20.0, switching Ammo types in a Weapon is somewhat of a manual process. In effect, you have to unload the weapon manually before switching ammo types and reloading.
- On the Weapon Item's Weapon Tab, zero out the ammo but remember how many rounds were left.
- On the Weapon Item's Ammo Tab, edit the Ammo Item and add the removed quantity back to the weapon's inventory.
- On the Weapon Item's Ammo Tab, select the new ammo type.
- On the Actor's Gear Tab, click
Reload (X/Y)
on the weapon.
Mods Tab
Effects Tab
The Effects Tab is where Active Effects are configured. The image to the right shows the tab as it appears on an Action Item, but it functions the same wherever it appears. [ edit ]
- Temporary Effects includes any enabled Effect with a duration. Such Effects will also show an icon on the Actor's token, if the Effect itself has an icon set.
- Persistent Effects shows enabled Effects with no duration.
- Inactive Effects are disabled and have no impact on any Actor properties.
Note that Active Effects inside an Item cannot be edited if the Item is on an Actor. They can only be altered if the Item is in the Items Directory in the sidebar or a Compendium.