swade-fr-content/module/compendiums/swade-core-rules.swade-special-weapons.json

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{
"label": "SWADE Armes spéciales",
"mapping": {
"description": "system.description",
"skill": {
"path": "system.actions.skill",
"converter": "gear_skill"
},
"range": {
"path": "system.range",
"converter": "gear_range"
},
"ammo": {
"path": "system.ammo",
"converter": "gear_ammo"
}
},
"entries": {
"AT-4": {
"name": "AT-4",
"description": "<div class=\"swade-core\">\n<p>A heavy American anti-tank weapon of the modern era. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.</p>\n<hr />\n<p>Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.</p>\n</div>"
},
"Bazooka": {
"name": "Bazooka",
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. The standard American anti-tank weapon in World War II. Additional warheads weigh 9 lbs and cost $50. WWII price. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.</p>\n<hr />\n<p>Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.</p>\n</div>"
},
"Bombs": {
"name": "Bombes",
"description": "<div class=\"swade-core\"><blockquote>\n<p>Bomb Damage: All of it.</p>\n<p>A Bomb is just an @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} @Compendium[swade-core-rules.swade-rules.Test]{Test} against everyone <em>not</em> in the affected area.</p>\n<p><cite>- Clint Black</cite></p>\n</blockquote></div>"
},
"Bouncing Betty": {
"name": "Bouncing Betty",
"description": "<div class=\"swade-core\">\n<p>These deadly anti-personnel mines are designed to pop up into the air and rain shrapnel down from about head-height. Only full overhead cover offers an @Compendium[swade-core-rules.swade-rules.Armor]{Armor} bonus against such devices. Simply being prone offers no protection from these deadly explosives. Use a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.</p>\n<hr />\n<p>Mines are explosives planted beneath shallow dirt that detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.</p>\n<p><strong>Minefields:</strong> For dramatic purposes, a character who steps on a mine should get a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. Success means she realizes it before stepping off and detonating it. Saving the victim requires a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll at &minus;4, but failure detonates the device immediately.</p>\n</div>"
},
"Cannon (12 lb), Canister": {
"name": "Cannon (12 lb), Canister",
"description": "<div class=\"swade-core\">\n<p>Cannons are used to destroy city walls or break up large troop formations. The leader of the weapon&rsquo;s crew makes the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll.</p>\n<p><strong>Bombard:</strong> Assuming they have a rough idea of their target&rsquo;s location, howitzers, mortars, and bombards may fire at targets they cannot see by lobbing projectiles over intervening terrain or obstacles. Bombarding suffers a &minus;4 penalty in addition to all other modifiers, and doubles deviation when the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting}&nbsp;roll is failed (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Reduce the penalty to &minus;2 with precise coordinates (such as from a spotter).</p>\n<p><strong>Canister:</strong> Grapeshot or canister is a shell that detonates inside the barrel of a cannon and fires out a spray of deadly balls or other debris like a giant shotgun. The attack is the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} and moves in a straight line up to 24&rdquo; (it affects [[/r d6]] targets if not using miniatures, or [[/r 2d6]] if they&rsquo;re tightly packed).</p>\n<p>Compare the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll to every target within using a base TN of 4, adjusted for each target&rsquo;s @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, special abilities like the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge} Edge, etc. A hit causes 2d6 damage and a raise causes 3d6.</p>\n<p><strong>Note:</strong> All types of shot are a @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 8. Two crew members may reload at the same time.</p>\n</div>"
},
"Cannon (12 lb), Shrapnel": {
"name": "Cannon (12 lb), Shrapnel",
"description": "<div class=\"swade-core\">\n<p>Cannons are used to destroy city walls or break up large troop formations. The leader of the weapon&rsquo;s crew makes the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll.</p>\n<p><strong>Bombard:</strong> Assuming they have a rough idea of their target&rsquo;s location, howitzers, mortars, and bombards may fire at targets they cannot see by lobbing projectiles over intervening terrain or obstacles. Bombarding suffers a &minus;4 penalty in addition to all other modifiers, and doubles deviation when the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting}&nbsp;roll is failed (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Reduce the penalty to &minus;2 with precise coordinates (such as from a spotter).</p>\n<p><strong>Shrapnel:</strong> Explosive shells filled with small metal balls that explode outward in a shower of debris. This is an @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attack} and uses the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} unless otherwise noted.</p>\n<p><strong>Note:</strong> All types of shot are a @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 8. Two crew members may reload at the same time.</p>\n</div>"
},
"Cannon (12 lb), Solid Shot": {
"name": "Cannon (12 lb), Solid Shot",
"description": "<div class=\"swade-core\">\n<p>Cannons are used to destroy city walls or break up large troop formations. The leader of the weapon&rsquo;s crew makes the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll.</p>\n<p><strong>Bombard:</strong> Assuming they have a rough idea of their target&rsquo;s location, howitzers, mortars, and bombards may fire at targets they cannot see by lobbing projectiles over intervening terrain or obstacles. Bombarding suffers a &minus;4 penalty in addition to all other modifiers, and doubles deviation when the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting}&nbsp;roll is failed (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Reduce the penalty to &minus;2 with precise coordinates (such as from a spotter).</p>\n<p><strong>Solid Shot:</strong> Heavy balls of iron, lead, or stone designed to batter walls or plow through packed ranks of troops. To fire, the leader of the crew makes a @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting}&nbsp;roll as usual. If successful, roll a die. If even, it bounces to another victim behind and within 6&rdquo; of the first and hits him as well. Continue in this way until the die roll is odd.</p>\n<p><strong>Note:</strong> All types of shot are a @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 8. Two crew members may reload at the same time.</p>\n</div>"
},
"2 pd AT Gun (HE Rounds)": {
"name": "Canon antichar 2 pd (HE Rounds)",
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusquà la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
},
"2 pd AT Gun (AP Rounds)": {
"name": "Canon antichar 2 pd (PA Rounds)",
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusquà la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
},
"37mm AT Gun (HE Rounds)": {
"name": "Canon antichar de 37mm (HE Rounds)",
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusquà la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
},
"37mm AT Gun (AP Rounds)": {
"name": "Canon antichar de 37mm (PA Rounds)",
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusquà la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
},
"57mm AT Gun (HE Rounds)": {
"name": "Canon antichar de 57mm (HE Rounds)",
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusquà la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
},
"57mm AT Gun (AP Rounds)": {
"name": "Canon antichar de 57mm (PA Rounds)",
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusquà la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
},
"20mm Cannon": {
"name": "Canon de 20mm",
"description": "<div class=\"swade-core\">\n<p><strong>Cadence de tir minimum</strong> : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}</p>\n</div>"
},
"25mm Cannon": {
"name": "Canon de 25mm",
"description": "<div class=\"swade-core\">\n<p><strong>Cadence de tir minimum</strong> : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}</p>\n</div>"
},
"30mm Cannon": {
"name": "Canon de 30mm",
"description": "<div class=\"swade-core\">\n<p><strong>Cadence de tir minimum</strong> : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}</p>\n</div>"
},
"40mm Cannon (HE Rounds)": {
"name": "Canon de 40mm (HE Rounds)",
"description": "<div class=\"swade-core\">\n<p><strong>Cadence de tir minimum</strong> : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}</p>\n</div><div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusquà la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
},
"40mm Cannon (AP Rounds)": {
"name": "Canon de 40mm (PA Rounds)",
"description": "<div class=\"swade-core\">\n<p><strong>Cadence de tir minimum</strong> : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}</p>\n</div><div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusquà la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
},
"120mm Tank Gun (HE Rounds)": {
"name": "Canon de tank de 120mm (HE Rounds)",
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusquà la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
},
"120mm Tank Gun (AP Rounds)": {
"name": "Canon de tank de 120mm (PA Rounds)",
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusquà la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
},
"125mm Tank Gun (HE Rounds)": {
"name": "Canon de tank de 125mm (HE Rounds)",
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusquà la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
},
"125mm Tank Gun (AP Rounds)": {
"name": "Canon de tank de 125mm (PA Rounds)",
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusquà la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
},
"75mm Tank Gun (HE Rounds)": {
"name": "Canon de tank de 75mm (HE Rounds)",
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusquà la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
},
"75mm Tank Gun (AP Rounds)": {
"name": "Canon de tank de 75mm (PA Rounds)",
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusquà la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
},
"76mm Tank Gun (HE Rounds)": {
"name": "Canon de tank de 76mm (HE Rounds)",
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusquà la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
},
"76mm Tank Gun (AP Rounds)": {
"name": "Canon de tank de 76mm (PA Rounds)",
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusquà la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
},
"88mm Tank Gun (HE Rounds)": {
"name": "Canon de tank de 88mm (HE Rounds)",
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusquà la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
},
"88mm Tank Gun (AP Rounds)": {
"name": "Canon de tank de 88mm (PA Rounds)",
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusquà la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
},
"Catapult": {
"name": "Catapulte",
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}, @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} time is every 5 minutes with a crew of 4.</p>\n<hr />\n<p>Catapults are simple devices that hurl large stones at enemy defenses or ranks of troops. They normally require a crew of eight to load the projectile, crank down the lever that propels it, then sight and aim it. Firing can be done by a single person, but loading the projectile takes at least four.</p>\n</div>"
},
"Claymore Mine": {
"name": "Claymore Mine",
"description": "<div class=\"swade-core\">\n<p>Claymores fire a spray of deadly steel balls in a 60&deg; frontal arc. Everyone within 12&Prime; (24 yards) is automatically hit. Roll a die for all other targets up to 50&Prime; (100 yards). Those who get an odd result are also hit. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Special Area Effect Damage}.</p>\n<hr />\n<p>Mines are explosives planted beneath shallow dirt that detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.</p>\n<p><strong>Minefields:</strong> For dramatic purposes, a character who steps on a mine should get a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. Success means she realizes it before stepping off and detonating it. Saving the victim requires a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll at &minus;4, but failure detonates the device immediately.</p>\n</div>"
},
"Gatling (Laser)": {
"name": "Gatling (Laser)",
"description": "<div class=\"swade-core\">\n<p>Lasers fire intensely focused beams of light to penetrate and burn their targets.</p>\n<p><strong>Cauterize:</strong> Anyone Incapacitated by a laser blast adds +2 to his @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls to keep from @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.</p>\n<p><strong>Overcharge:</strong>&nbsp;This weapon can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} dice are a 1, the weapon must cool down for a full round before it can be fired again.</p>\n<p><strong>No Recoil:</strong> Pistols, SMGs, and rifles ignore the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Gatling lasers still take the penalty, however, which is why they&rsquo;re usually mounted on a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{tripod}.</p>\n</div>"
},
"Heavy Flamethrower": {
"name": "Heavy Flamethrower",
"description": "<div class=\"swade-core\">\n<p>Vehicular flamethrowers have longer ranges than personal devices. The wielder can use the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} or arc a blast the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} up to 18&rdquo; (36 yards) distant. (Use the center of the template for the Range.) This shot can @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Deviate}.</p>\n</div>"
},
"Heavy Laser": {
"name": "Heavy Laser",
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}</p>\n</div>"
},
"Heavy Machine Gun": {
"name": "Heavy Machine Gun",
"description": "<div class=\"swade-core\"><p><strong>Minimum Rate of Fire:</strong>&nbsp;Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.</p></div>"
},
"Hellfire": {
"name": "Hellfire",
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A laser-guided missile fired from a vehicle-mounted launcher. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.</p>\n<hr />\n<p>Unless otherwise noted, missiles must &ldquo;lock&rdquo; onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target&rsquo;s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a &ldquo;short&rdquo; lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.</p>\n<p>The enemy attempts to evade each missile separately by making a maneuvering roll at &minus;4 (or &minus;2 if the target has substantial cover to hide behind&mdash;such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.</p>\n<p><strong>Anti-Missile Systems:</strong> Warships and futuristic space vessels often have &ldquo;point defense&rdquo; systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}&mdash;missiles move at Mach 1, a &minus;6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Toughness} of 8 (2).</p>\n</div>"
},
"Flamethrower": {
"name": "Lance-flammes",
"description": "<div class=\"swade-core\">\n<p>Flamethrowers propel incendiary liquid or gas to incinerate their targets. They are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}, use the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template}, and may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Armor]{Armor} protects normally, but flammable targets may @Compendium[swade-core-rules.swade-rules.Fire]{catch fire}.</p>\n<p>For vehicular flamethrowers, see @Compendium[swade-core-rules.swade-equipment.Heavy Flamethrower]{Heavy Flamethrower}.</p>\n</div>"
},
"M203 40MM": {
"name": "M203 40MM",
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. A grenade launcher mounted on the bottom of an assault rifle. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.</p>\n<hr />\n<p>Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.</p>\n</div>"
},
"M72 Law": {
"name": "M72 Law",
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. The standard American anti-tank weapon in Vietnam. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.</p>\n<hr />\n<p>Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.</p>\n</div>"
},
"Medium Machine Gun": {
"name": "Medium Machine Gun",
"description": "<div class=\"swade-core\"><p><strong>Minimum Rate of Fire:</strong> Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.</p></div>"
},
"Anti-Personnel Mine": {
"name": "Mine Anti-Personnel",
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.</p>\n<hr />\n<p>Mines are explosives planted beneath shallow dirt that detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.</p>\n<p><strong>Minefields:</strong> For dramatic purposes, a character who steps on a mine should get a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. Success means she realizes it before stepping off and detonating it. Saving the victim requires a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll at &minus;4, but failure detonates the device immediately.</p>\n</div>"
},
"Anti-Tank Mine": {
"name": "Mine Anti-Tank",
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, AP 5 vs. &frac12; the vehicle&rsquo;s @Compendium[swade-core-rules.swade-rules.Armor]{Armor} value (round up), @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.</p>\n<hr />\n<p>Mines are explosives planted beneath shallow dirt that detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.</p>\n<p><strong>Minefields:</strong> For dramatic purposes, a character who steps on a mine should get a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. Success means she realizes it before stepping off and detonating it. Saving the victim requires a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll at &minus;4, but failure detonates the device immediately.</p>\n</div>"
},
"Mk II (WW2 Pineapple)": {
"name": "Mk II (WW2 Pineapple)",
"description": "<div class=\"swade-core\">\n<p>Grenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill at the Ranges listed, and cannot make use of @Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.</p>\n<p>All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.</p>\n</div>"
},
"Mk67 (Modern)": {
"name": "Mk67 (Modern)",
"description": "<div class=\"swade-core\">\n<p>Grenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill at the Ranges listed, and cannot make use of @Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}</p>\n<p>All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.</p>\n</div>"
},
"Panzerschreck": {
"name": "Panzerschreck",
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. Literally, the &ldquo;tank terror&rdquo; rocket launcher used by German forces in World War II. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.</p>\n<hr />\n<p>Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.</p>\n</div>"
},
"Potato Masher (WW2)": {
"name": "Potato Masher (WW2)",
"description": "<div class=\"swade-core\">\n<p>Grenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill at the Ranges listed, and cannot make use of Extreme Range (see @Compendium[swade-core-rules.swade-rules.Range]{Range}). @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.</p>\n<p>All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.</p>\n</div>"
},
"Sidewinder": {
"name": "Sidewinder",
"description": "<div class=\"swade-core\">\n<p><span style=\"background-color: #dfe6f5; color: #191813;\">@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}</span>. A short range, heat-seeking missile fired from an aircraft. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.</p>\n<hr />\n<p>Unless otherwise noted, missiles must &ldquo;lock&rdquo; onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target&rsquo;s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a &ldquo;short&rdquo; lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.</p>\n<p>The enemy attempts to evade each missile separately by making a maneuvering roll at &minus;4 (or &minus;2 if the target has substantial cover to hide behind&mdash;such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.</p>\n<p><strong>Anti-Missile Systems:</strong> Warships and futuristic space vessels often have &ldquo;point defense&rdquo; systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}&mdash;missiles move at Mach 1, a &minus;6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Toughness} of 8 (2).</p>\n</div>"
},
"Smoke Grenade": {
"name": "Smoke Grenade",
"description": "<div class=\"swade-core\">\n<p>Creates an area of smoke in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template} that obscures vision (&ndash;4).</p>\n<hr />\n<p>Grenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill at the Ranges listed, and cannot make use of @Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}.</p>\n<p>All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.</p>\n</div>"
},
"Sparrow": {
"name": "Sparrow",
"description": "<div class=\"swade-core\">\n<p><span style=\"background-color: #dfe6f5; color: #191813;\">@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}</span>. A medium range, radar-guided missile fired from an aircraft. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.</p>\n<hr />\n<p>Unless otherwise noted, missiles must &ldquo;lock&rdquo; onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target&rsquo;s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a &ldquo;short&rdquo; lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.</p>\n<p>The enemy attempts to evade each missile separately by making a maneuvering roll at &minus;4 (or &minus;2 if the target has substantial cover to hide behind&mdash;such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.</p>\n<p><strong>Anti-Missile Systems:</strong> Warships and futuristic space vessels often have &ldquo;point defense&rdquo; systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}&mdash;missiles move at Mach 1, a &minus;6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Toughness} of 8 (2).</p>\n</div>"
},
"Stun Grenade": {
"name": "Stun Grenade",
"description": "<div class=\"swade-core\">\n<p>Targets must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll (at &ndash;2 with a raise) or be @Compendium[swade-core-rules.swade-powers.Stun]{Stunned}.</p>\n<hr />\n<p>Grenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill at the Ranges listed, and cannot make use of @Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}</p>\n<p>All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.</p>\n</div>"
},
"Torpedo": {
"name": "Torpedo",
"description": "<div class=\"swade-core\">\n<p>Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.</p>\n</div>"
},
"TOW Missile Launcher": {
"name": "TOW Missile Launcher",
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A wire-guided missile fired from a portable or vehicle-mounted launcher. Doesn&rsquo;t require a lock&mdash;just a @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll, and can&rsquo;t be jammed. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.</p>\n<hr />\n<p>Unless otherwise noted, missiles must &ldquo;lock&rdquo; onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target&rsquo;s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a &ldquo;short&rdquo; lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.</p>\n<p>The enemy attempts to evade each missile separately by making a maneuvering roll at &minus;4 (or &minus;2 if the target has substantial cover to hide behind&mdash;such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.</p>\n<p><strong>Anti-Missile Systems:</strong> Warships and futuristic space vessels often have &ldquo;point defense&rdquo; systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}&mdash;missiles move at Mach 1, a &minus;6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Toughness}&nbsp;of 8 (2).</p>\n</div>"
},
"Trebuchet": {
"name": "Trebuchet",
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}, @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} time is every 5 minutes with a crew of 4.</p>\n<hr />\n<p>Catapults are simple devices that hurl large stones at enemy defenses or ranks of troops. They normally require a crew of eight to load the projectile, crank down the lever that propels it, then sight and aim it. Firing can be done by a single person, but loading the projectile takes at least four.</p>\n</div>"
}
}
}