To configure the FS3 Weapons List:
Table of Contents
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.
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'
The description is just a free-form text field describing the weapon. For best results, use double quotes around it.
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 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 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.
Weapons are classified as either Explosive, Ranged, Melee or Suppressive. The type determines what combat actions are available and how defense works.
combat/suppressaction. 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.
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.
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.
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)).
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.
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.
You can control whether an explosive weapon does additional shrapnel damage. Anti-vehicle weapons typically do not generate shrapnel.
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.
You can configure which weapon “specials” are available. Specials are described in the next section.
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:
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.