These tables are taken directly from the BRP ORC text, and have been reformatted to html by me.
Weapons
Advanced Melee Weapons
Weapon | Skill | Base | Dmg | Attk | Special | Range | Hands | HP | Parry | STR /DEX | Mal | Value | SIZ/Enc |
Axe, Vibro- | Polearm | 10% | 2D8+4+dm | 1 | Bleeding | Medium | 2H | 20 | Yes | 11/5 | 98–00 | Average | 3.0 |
Knife, Vibro- | Dagger | 25% | 2D4+2+dm | 1 | Bleeding | Short | 1H | 16 | Yes | 7/7 | 99–00 | Average | 0.5 |
Lance, Stun | Staff | 15% | 1D6+dm+stun1 | 1 | Knockback | Long | 2H | 18 | Yes | 9/5 | 98–00 | Average | 2.5 |
Sword, Energy | Sword | 10% | 2D10+dm2 | 1 | Impaling | Medium | 1H | 30 | Yes | 11/15 | 99–00 | Priceless | 1.0 |
Sword, Monofilament | Sword | 05% | 3D122 | 1 | Bleeding | Medium | 1H | 12 | No | 5/15 | 91–003 | Expensive | 0.5 |
Sword, Vibro- | Sword | 20% | 2D6+3+dm | 1 | Bleeding | Medium | 1H | 18 | Yes | 9/7 | 97–00 | Expensive | 1.5 |
Whip, Shock | Other | 05% | 1+½db+stun1 | 1 | Entangle | Long | 1H | 10 | No | 7/9 | 97–00 | Average | 1.0 | |
Advanced Missile Weapons
Weapon | Skill | Base | Dmg | Attk | Special | Rng | Hands | HP | Parry | STR/DEX | Mal | Value | SIZ/Enc | RF |
Pistol, Blaster | Pistol, Energy | 15% | 1D8+2 | 2 | Impaling | 15 | 1H | 14 | No | 7/5 | 99–00 | 30 | Average | 1.0 |
Pistol, Disintegrator | Pistol, Energy | 05% | 3D4+1 | 1 | — | 10 | 1H | 12 | No | 7/5 | 96–00 | 10 | Expensive | 1.0 |
Pistol, Electromagnetic Pulse | Pistol, Energy | 20% | 2D6 vs. tech5 | 1 | — | 15 | 1H | 12 | No | 7/5 | 98–00 | 20 | Average | 1.0 |
Pistol, Flechette | Pistol, Energy | 05% | 2D46 | 1 or burst7 | Impaling | 15 | 1H | 14 | No | 5/7 | 99–00 | 6 | Average | 0.8 |
Pistol, Laser | Pistol, Energy | 20% | 1D8 | 3 | Impaling | 20 | 1H | 14 | No | 5/5 | 99–00 | 20 | Average | 1.0 |
Pistol, Plasma | Pistol, Energy | 15% | 2D10+2 | 1 | Impaling | 30 | 1H | 18 | No | 7/5 | 98–00 | 12 | Expensive | 1.2 |
Pistol, Shock | Pistol, Energy | 15% | 2D4 | 1 | Knockback | 15 | 1H | 12 | No | 5/5 | 98–00 | 12 | Average | 1.0 |
Pistol, Stun | Pistol, Energy | 25% | 2D6 stun2 | 1 | Knockback | 15 | 1H | 16 | No | 5/5 | 00 | 12 | Average | 1.0 |
Rifle, Blaster | Rifle, Energy | 10% | 2D8+3 | 2 | Impaling | 60 | 2H | 20 | No | 9/5 | 99–00 | 20 | Average | 1.0 |
Rifle, Disintegrator | Rifle, Energy | 05% | 3D6+2 | 1 | — | 30 | 2H | 18 | No | 9/7 | 96–00 | 10 | Expensive | 2.0 |
Rifle, Electromagnetic Pulse | Rifle, Energy | 25% | 3D8 vs. tech5 | 1 | — | 75 | 2H | 18 | No | 7/5 | 98–00 | 12 | Average | 2.0 |
Rifle, Laser | Rifle, Energy | 15% | 2D8 | 2 | Impaling | 100 | 2H | 20 | No | 7/7 | 99–00 | 20 | Average | 1.5 |
Rifle, Plasma | Rifle, Energy | 10% | 2D10+4 | 1 | Impaling | 70 | 2H | 18 | No | 9/7 | 98–00 | 16 | Expensive | 2.0 |
Rifle, Shock | Rifle, Energy | 10% | 3D8 | 1 | Knockback | 50 | 2H | 18 | No | 9/7 | 98–00 | 12 | Average | 1.5 |
Rifle, Sonic | Rifle, Energy | 10% | 1D3+28 | 1 | Knockback | 50 | 2H | 16 | No | 7/7 | 97–00 | 36 | Average | 2.0 |
Rifle, Stun | Rifle, Energy | 20% | 2D8 stun9 | 1 | Knockback | 50 | 2H | 22 | No | 7/5 | 00 | 24 | Average | 1.5 |
Notes:
- 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).
- Reduce the target's armor value by ½ (round up) versus this weapon.
- 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).
- Many missile weapons have burst fire capabilities (seeAutofire).
- 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.
- Against a foe with hardened armor (metal, plastic, or plates), a flechette pistol does only ½ damage (round up).
- 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.
- 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.
- 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.
- Axe: Battle axe, great axe, hand axe, vibro-axe, wood axe.
- Bow: Composite bow, long bow, self bow.
- Brawl: Fist, head butt, kick.
- Club: Heavy club, light club, sai, short staff.
- Crossbow: Arbalest, siege arbalest, heavy crossbow, light crossbow, medium crossbow, repeating crossbow.
- Dagger: Butcher knife, dagger, knife, pocket knife, switchblade, vibro-knife, sai.
- Explosive: Antimatter detonator, antipersonnel mine, antitank mine, blasting cap, dynamite, electromagnetic pulse detonator, fusion detonator, improvised explosive, plasma detonator, plastic explosive, sonic detonator.
- Flail: Flail, morningstar flail, whip.
- Grenade: Antimatter grenade, concussion grenade, disintegrator grenade, electromagnetic pulse grenade, explosive grenade, flare grenade, fusion grenade, gas grenade, grenade launcher, LAW rocket launcher, Molotov cocktail, phosphorous grenade, plasma grenade, rocket launcher, shock grenade, shrapnel grenade, smoke grenade, sonic grenade, stun grenade.
- Hammer: Hammer, great hammer, sledge hammer, war hammer, war maul.
- Hand: Armored gauntlet, blackjack, brass knuckles, cestus, claw, garrote.
- Improvised: Chainsaw, thrown rock, scythe, sickle, torch.
- Mace: Heavy mace, light mace.
- Machine Gun: Machine gun, mini gun, submachine gun.
- Missile: Blowgun, bola, boomerang, dagger, dart, hand axe, javelin, shuriken, sling, throwing knife.
- Pistol, Energy: Blaster pistol, disintegrator pistol, electromagnetic pulse pistol, laser pistol, plasma pistol, shock pistol, sonic pistol, stun pistol.
- Pistol: Derringer, flechette pistol, flintlock pistol, heavy pistol, light pistol, medium pistol.
- Polearm: Halberd, lance, naginata, pike, scythe, trident.
- Revolver: Heavy revolver, light revolver, medium revolver.
- Rifle, Energy: Blaster rifle, disintegrator rifle, electromagnetic pulse rifle, laser rifle, plasma rifle, shock rifle, sonic rifle, stun rifle.
- Rifle: Assault rifle, bolt-action rifle, elephant rifle, lever-action rifle, musket, sniper rifle, sporting rifle.
- Shotgun: Automatic shotgun, double-barreled shotgun, sawed-off shotgun, sporting shotgun.
- Spear: Javelin, lance, long spear, naginata, pike, short spear, trident.
- Staff: Quarter staff, short staff.
- Submachine Gun: Submachine gun.
- Sword: Bastard sword, broad sword, energy sword, great sword, katana, long sword, monofilament sword, rapier, saber, scimitar, short sword, sickle, sword cane, vibro-sword, wakizashi.
- Other: Chemical spray, contact taser, dart taser, flamethrower, lasso, net, shock whip, whip.
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.