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Configuring FS3 Combat - Weapons

To configure the FS3 Weapons List:

  1. Select Admin -> Setup.
  2. Edit fs3combat_weapons.yml

Before You Start

Consider whether you really want to make up different models of weapons (M16 Assault Rifle, AK47 Assault Rifle, etc.) or just lump everything into a generic category (Assault Rifle). It can be tedious creating all the statistics, and having too many weapons to pick from can either be overwhelming or cool depending on your player base.

Weapon Types

FS3 lets you set up as many weapon types as you want. FS3 weapons have the following stats, explained below:

    Rifle:
        description: "Assault Rifle"
        skill: Firearms
        lethality: 0
        penetration: 4
        weapon_type: Ranged
        is_automatic: true
        ammo: 20
        recoil: 1
        damage_type: Physical
        init_mod: 0
        accuracy: 0
        has_shrapnel: false
        allowed_specials: 
            - 'Ap'
            - 'Scope'

description

The description is just a free-form text field describing the weapon. For best results, use double quotes around it.

skill

The weapon’s skill is used for attack rolls.

Tip: For melee weapons only, this is also the skill used for defense when attacked with another melee weapon. For example, if Bob has a sword and Joe is attacking him with an axe, Bob will defend with his sword skill.

lethality

Lethality modifier provides a bonus (or penalty, if negative) to weapon damage. Lethality is a percentage, so a 20 means that it’s 20% more likely to do a serious wound.

Tip: For reference, a 30 lethality is what applies to critical hit locations, so that’s a big modifier. Anything close to 50 is almost guaranteed to impair/incapacitate.

penetration

Penetration determines the weapon’s chance of getting through armor. You need to carefully balance the penetration values of your weapons and the protection values of your armor. See Configuring Armor for more information.

weapon_type

Weapons are classified as either Explosive, Ranged, Melee or Suppressive. The type determines what combat actions are available and how defense works.

  • If both attacker and defender have melee weapons, the defender uses their weapon’s skill instead of a regular defense roll. In other words, if it’s Axe vs. Sword, the axeman will attack with his axe skill and the swordsman will defend with his swords skill. If it’s Sword vs. Axe, the swordsman will attack with swords and the axeman will defend with axes.
  • Only explosive weapons can use the combat/explode action.
  • Suppressive weapons cannot attack; they can only use the combat/suppress action. This is suitable for things like ECM jamming, or smoke/flashbang grenades.

Tip Even though anti-vehicle missiles technically “explode”, they are designed more for armor piercing capability than hitting multiple targets or creating shrapnel. The ‘Ranged’ type probably fits better for them.

is_automatic

Automatic weapons (marked with is_automatic: true) are allowed to use the combat/fullauto command and the burst attack option.

There is no way to specify a weapon that can do bursts but not full-auto fire. You’ll just have to handle that in RP.

ammo

For ranged weapons, the ammo value specifies the number of times it can fire before the attacker has to reload.

If a weapon does not need to reload, just comment out or remove its ammo value.

recoil

For automatic weapons, recoil is a penalty applied to each shot after the first when doing burst or full-auto fire.

For example: LMG has a recoil value of 2. Marcus is shooting a 3-round burst and his skill+attribute gives him 8 dice. On the first shot, he will roll all 8 dice. On the second shot, he will only have 6 (8 - recoil). On the third shot, he will only have 4 (8 - (2 x recoil)).

damage_type

A weapon can do either Physical or Stun damage. Stun damage is intended for bruises or shock weapons, and heals significantly faster than Physical damage.

accuracy

The weapon’s accuracy value gives the attacker a bonus (or penalty, if accuracy is negative) to their attack roll.

Tip: Even a +/-1 can make an impact. You probably don’t want to go beyond +/-3.

has_shrapnel

You can control whether an explosive weapon does additional shrapnel damage. Anti-vehicle weapons typically do not generate shrapnel.

init_mod

You can configure certain weapons to have a bonus (or penalty) to initiative. The modifier is a number of dice to the wielder’s initiative roll, so +1 is minor, +3 is significant. This modifier is most relevant in fantasy settings where some weapons were much more cumbersome to use than others.

allowed_specials

You can configure which weapon “specials” are available. Specials are described in the next section.

Weapon Specials

In addition to specifying the base weapon types, you can define “specials”, which are accessories or different configurations that can augment a weapon’s capabilities. Some examples of weapon specials include:

  • Armor-piercing bullets
  • Sparring gear
  • Machinegun bipods

Specials can provide a bonus or penalty (if the value is negative) to numeric weapon values like lethality, penetration, ammo, recoil, accuracy, etc. The special’s value is simply added to/subtracted from the weapon’s base stat.

For example, a machinegun bipod with recoil -2 would reduce a weapon’s recoil stat by 2.

Bipod:
    recoi: -2

Sparring gear reduces the lethality, since people are wearing protective equipment and not trying to hurt each other:

Sparring:
    lethality: -50

You can have multiple specials attached to a weapon at one time.