These tables are taken directly from the BRP ORC text, and have been reformatted to html by me.

Weapons

Advanced Melee Weapons

WeaponSkillBaseDmgAttkSpecialRangeHandsHPParrySTR /DEXMalValueSIZ/Enc
Axe, Vibro-Polearm10%2D8+4+dm1BleedingMedium2H20Yes11/598–00Average3.0
Knife, Vibro-Dagger25%2D4+2+dm1BleedingShort1H16Yes7/799–00Average0.5
Lance, StunStaff15%1D6+dm+stun11KnockbackLong2H18Yes9/598–00Average2.5
Sword, EnergySword10%2D10+dm21ImpalingMedium1H30Yes11/1599–00Priceless1.0
Sword, MonofilamentSword05%3D1221BleedingMedium1H12No5/1591–003Expensive0.5
Sword, Vibro-Sword20%2D6+3+dm1BleedingMedium1H18Yes9/797–00Expensive1.5
Whip, ShockOther05%1+½db+stun11EntangleLong1H10No7/997–00Average1.0

Advanced Missile Weapons

WeaponSkillBaseDmgAttkSpecialRngHandsHPParrySTR/DEXMalValueSIZ/EncRF
Pistol, BlasterPistol, Energy15%1D8+22Impaling151H14No7/599–0030Average1.0
Pistol, DisintegratorPistol, Energy05%3D4+11101H12No7/596–0010Expensive1.0
Pistol, Electromagnetic PulsePistol, Energy20%2D6 vs. tech51151H12No7/598–0020Average1.0
Pistol, FlechettePistol, Energy05%2D461 or burst7Impaling151H14No5/799–006Average0.8
Pistol, LaserPistol, Energy20%1D83Impaling201H14No5/599–0020Average1.0
Pistol, PlasmaPistol, Energy15%2D10+21Impaling301H18No7/598–0012Expensive1.2
Pistol, ShockPistol, Energy15%2D41Knockback151H12No5/598–0012Average1.0
Pistol, StunPistol, Energy25%2D6 stun21Knockback151H16No5/50012Average1.0
Rifle, BlasterRifle, Energy10%2D8+32Impaling602H20No9/599–0020Average1.0
Rifle, DisintegratorRifle, Energy05%3D6+21302H18No9/796–0010Expensive2.0
Rifle, Electromagnetic PulseRifle, Energy25%3D8 vs. tech51752H18No7/598–0012Average2.0
Rifle, LaserRifle, Energy15%2D82Impaling1002H20No7/799–0020Average1.5
Rifle, PlasmaRifle, Energy10%2D10+41Impaling702H18No9/798–0016Expensive2.0
Rifle, ShockRifle, Energy10%3D81Knockback502H18No9/798–0012Average1.5
Rifle, SonicRifle, Energy10%1D3+281Knockback502H16No7/797–0036Average2.0
Rifle, StunRifle, Energy20%2D8 stun91Knockback502H22No7/50024Average1.5

Notes:

  1. Roll damage and pit it vs. the target's CON in a resistance roll. If target loses, they are stunned for 1D3+1 rounds (seeStunning).
  2. Reduce the target's armor value by ½ (round up) versus this weapon.
  3. If you fumble an attack with a monofilament sword, make a *Difficult* Agility roll to avoid hitting yourself. If you fail, your attack hits you in addition to the roll on the melee weapon fumble table. Damage ignores ½ armor value (round up).
  4. Many missile weapons have burst fire capabilities (seeAutofire).
  5. If the target is a robot, machine, or uses electromagnetic energy, roll damage and make a resistance roll vs. the target's CON. If successful, the device is stunned for 1D3+1 rounds (seeStunning). If the damage is higher than the target's hit points, it is knocked ‘unconscious'. Damage from EMP weapons is temporary, and lost hit points can be restored with a Repair roll.
  6. Against a foe with hardened armor (metal, plastic, or plates), a flechette pistol does only ½ damage (round up).
  7. A flechette pistol fires clusters of flechettes, either one ‘shot' or a long burst that empties the magazine. Each shot is a single attack, doing 2D4 damage.
  8. A sonic rifle damages living targets each combat round it successfully strikes them. Against an unliving target, the damage per round is rolled in a resistance roll vs. the target's CON, armor value, or hit points (gamemaster choice). If the target fails, it shatters or is damaged and non-functional.
  9. Roll damage and pit it vs. the target's CON in a resistance roll. If the target succeeds, they take minimum damage (2) instead of the rolled damage. If target loses, they are stunned for 1D3+1 rounds (seeStunning).

Weapon Classes

The descriptions for the Heavy Weapon, Melee Weapon, and Missile Weapon skills inChapter 3: Skills refer to weapon specialties andweapon classes. A weapon class is a rough group the weapon belongs to, while thespecialty is your character's skill using weapons in that class. Weapons fall into classes, with skills into specialties. Each weapon class is listed below, with specific examples. Some weapons fit into multiple classes, depending on how they are used.

Using Weapons of the Same Class

Use your skill specialty with all weapons of that particular class. This generalization means your character can use most types of similar weapons without hindrance.

For example,b> if your character has the skill Melee Weapon (Sword), this applies to long swords, broadswords, short swords, etc., just as Firearm (Revolver) applies to light, medium, and heavy revolvers.

Using Weapons of Different Classes

If you have skill in one weapon class, your gamemaster may allow your character to use a similar weapon in a different class at the same skill rating as if the skill were Difficult.

For example,b> if your character has Missile Weapon (Bow) 60%, your gamemaster may allow the use of crossbows (a different weapon class) as a Difficult Missile Weapon (Bow) skill, a temporary skill rating of 30%.

If using a weapon with a temporary skill rating is successful and any experience is gained, the experience roll is made from the base chance rather than the temporary skill rating. Any experience is added to the weapon or weapon skill's base chance rather than the temporary skill rating. When your character exceeds the temporary skill rating, the actual skill rating becomes the default.