TEXT: 5a. Designing Equipment
  Revolution D100 ver 1.0 – 15-Oct-2016
  This section deals with creating equipment with characteristics appropriate to your game world. It is entirely optional, and 
  you can play with just the basic equipment list and any extended equipment included in your setting supplement.
  Determining Value
  This is a quick way to determine an item’s Value. Use it only when there is no other construction procedure. It provides a 
  basic procedure you can apply to almost everything.
  Standard Value
  Common items have a standard Value. This represents the effort needed to produce the item, not a Basic Score. Remember 
  that the Value of an item is not an absolute rating, but is relative to its Wealth level. A particularly elaborate item might have
  a relatively low Value because its Wealth level has been increased to avoid giving it a Value rating above 20. 
  Basic Score and Modifications
  The Value of an item depends on two separate factors: the Basic Score of the item (speed, toughness, etc.); and its 
  Modifications. Not all items possess both factors.
  The Basic Score is a rating you can use instead of a characteristic to determine the size of the starting Resolution Point pool 
  in a generic Conflict. Some items might have two or more Basic Scores, like Speed and Manoeuvrability for an aircraft.  
  Modifications are components that are not used to replace characteristics in Conflicts, but are nevertheless important in 
  Conflicts. Some Modifications have a numeric Value. 
  When both factors are present, there is usually one which is prevalent and is used to determine the item Value. For instance, 
  a sailing Conflict will use a ship's Seaworthiness Score, so the most important factor when trying to build a ship is its 
  Seaworthiness, rather than its Modifications.
  Items with Basic Score only
  The effects of some items can be summarized by their Basic Score. A good example of an item whose effects in game are 
  fully described by a simple rating could be an Antidote for poisons (describes by its Might, see Chapter 3) or intrusion 
  software, described by a Penetration score which will be matched against the Security rating of the system it is attempting to
  violate, or the Intelligence of a human guardian who is actively trying to block the hacking attempt.
  Items with Modifications only
  When an item cannot be used as the base for a Conflict, but has important attributes that make it useful and desirable, then 
  its Value is based on its Modifications only.
  Many items connected to a Power lack a Basic Score, and calculate their Value only on the Modifications that specific 
  Powers imbue them with. The Value of such items can be determined by adding up the numeric ratings of their 
  Modifications and consulting the following table, which takes into account the number of uses of the item.
  Item Modifications and Value
  Type of Item
  Value
  Magic Scroll
  Modification sum x3
  Spell Matrix or other permanently enchanted item
  Modification sum x4
  Potion or Drug
  Modification sum x3
  Scientific Gadget
  Modification sum x4
  Scientific Gadget, one-use
  Modification sum x3
  
  Note that some enchantments do have a Basic Score (Might) instead of several Modifications. In this case, treat them like 
  items that have the Basic Score only.
  Items which add Modifications to a base Value
  To design an enhanced version of a common item, start with the standard Value for the item and add Modifications for 
  enhanced attributes. The available Modifications are listed in the specific rules for the design of that kind of item, and each 
  sub-system or setting may introduce new Modifications.
  For example, the Narrator wishes to define an herbal salve that bestow a Bonus to their user’s First Aid rolls. Treat the 
  item as a one-use scientific gadget to which we are adding the equivalent of the Improve First Aid power (see Chapter 6) 
  which has the Might Attribute with a rating of 2. The item works on a Target so there is another numeric Attribute to 
  consider, Target 1. The total Modification rating of the item is 3, which we have to multiply by 3 for a one-use, semi-
  permanent item, obtaining a Modification rating of 9. We add this to the base Value for a First Aid kit which is 3 (see the 
  equipment list) for a total Value of 12 (120 credits in cash).
  Should we try and design a Healer’s Kit with the same effect on the Healing skill, the multiplier would become x4, as the 
  item is not consumed after use, and the base Value is in this case 8, with a starting Wealth of Affluent. We have a Value of 20
  (8 base Value + 3 Modifications x 4 = 12), which translates into a Value of 10 with an improved Wealth level of Rich (1000 
  credits in cash).
  Items with separate Basic Score(s) and Modifications
  Some pieces of equipment have both a Basic Score that can be used as the Resolution Point pool in a Conflict, and a sum of 
  features or Modifications that allow special actions during a Conflict or Advanced Combat. Some items may even have 
  more than one Basic Score.
  When designing or building such an item, a manufacturing team must beat the sum of all these different scores in a single 
  Conflict. This represents the inevitable compromises one has to make, like the balance among speed, handling and 
  equipment when designing a military vehicle. Only by neglecting one of these aspects to optimize the others does the 
  Resolution Point Pool reach a level that the designers can hope to beat.
  When repairing an item with separate scores, instead, beating the specific rating that was damaged is usually enough. If the 
  damage affects the Modifications, it is more appropriate to assign Consequences as damage and have the repair crew beat 
  them.
  Example: Consider a Martian airship. It is average in terms of agility, so we assign it a Manoeuvrability factor of 10. It is 
  reinforced, so we assign it a Toughness Value of 12. These two ratings are Basic Scores in our game. The main engine is the
  first equipment and it costs 4 points as it provides a rated Speed of 4. We add 3 points of hull armour and two weapon 
  mounts, plus one standard cargo bay. This gives a total of 10 points of Modifications.
  To create this ship or its blueprints, a team of engineers must beat the sum of three different Values: 12 for Toughness; 10 
  for the Modifications; and 10 for Manoeuvrability, for a total of 32. If the ship has been hit and has taken only minor 
  structural damage, beating its Toughness in a Repair Conflict should be enough. If some systems have been hit, repairing 
  them will probably require also a second Conflict vs. the Modification score or some Consequences, at the Narrator's 
  option.
  Designing armour
  Historical armour varied even more than historical weapons, and fantasy iconography provides an even broader variation of 
  plausible and slightly less plausible armour suits and combinations. This section allows you to create armour that fits the 
  culture you are portraying in your game. The rules will let you find a Value for Armour Points, Coverage and Encumbrance 
  for your custom armour elements. The guidelines will also give you an idea of the armour Value, but since this depends also 
  on context, this parameter may require some hand-waiving on your part.
  
  Spaces and Coverage
  Each target covered by an armour element, whether the whole body or a location, has ten spaces that armour can protect, 
  corresponding to the ten possible results of an armour Coverage roll, from 0 to 9, with 0 being the lowest Value. Some 
  armour components can cover all ten spaces, while others can only cover some. The ability that an armour component has to
  cover the maximum number of spaces corresponds to its Coverage attribute.
  Armour Layers
  Each armour element consists of one of the two main layer types, padding or plating, plus joints if the armourer adds 
  reinforced articulations. The type of armour layer determines the starting Coverage Value for the armour element.
  Padding is the materials worn on the body. It must be soft and pliable. Typical padding is made of cloth layers (gambeson) 
  or leather. Padding has a starting Coverage Value of 1+.
  Plating is the armour main protection, and must be worn over padding. Plating has a Coverage Value of 3+.
  Joints are the mobile areas that connect the plating elements, allowing you to move while protected from damage. They are 
  usually made of soft materials similar to padding, but advanced crafting techniques allow joints made of rigid armour, like 
  the articulations of gothic suits. Joints always have a Coverage Value of 0+, regardless of modifiers for materials or 
  location, which means that an armour element with reinforced joints can cover all spaces that plating or padding cannot 
  cover. However, joints greatly increase the armour encumbrance and cost.
  Designing the armour element
  To start the design process, determine the type of element you are creating, either suit or piece, and the location it covers. 
  Treat armour pieces that cover different locations as being separate for armour design.
  Consider the layers of your armour element one at a time, and determine the starting Coverage for that layer. Then modify it
  for the type of armour element and the materials used, according to the tables that follow, in order to determine the final 
  Value for Coverage. Starting from the one with the Coverage number you have determined, all spaces in your armour 
  element will be occupied by the armour materials you chose for it. The remaining spaces remain uncovered, although they 
  might still be protected by another layer.
  Allocating spaces
  For each of the ten spaces in the armour element, assign the materials you wish to use for the appropriate layer. Start with 
  padding, and then add plating. Both must cover the spaces with the highest numbers (up to 9) allowed by their Coverage. 
  You can assign fewer spaces to a component to save on weight and cost. Each space covered by plating is assumed to have 
  also padding underneath, but the latter does not count for AP and Encumbrance determination.
  Example: We design a lamellar armour suit made of iron strips (plating layer 3+, modified by +1 for materials to 4+). 
  Beneath we position chain mail (padding layer 1+, no modifications) The final allocation of materials to spaces will be as 
  follows. Note that we have not recorded the mail when it is underneath the strips.
  Layer
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Total
  Pad-
  ding
  Mail 
  Mail
  Mail
  Plating
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  All spaces you cannot cover with plating or padding can be covered with joints. Note that while adding certain materials as 
  padding is usually more convenient, padding is subject to Coverage limitations, and thus it is likely that it cannot cover all 
  the spaces. The only way to offer total cover, particularly for limbs or the head, is that of adding the more expensive and 
  cumbersome joints. You might also need to use different materials for joints as not all materials are fit for this purposes.
  If you are adding joints, the minimum final coverage for the padding layer will be 0+. However, the Value for minimum 
  padding coverage will determine which spaces are considered joints. All spaces that could not be normally covered are 
  marked as joints and have an increased cost and encumbrance.
  
  Example: If we determine that our lamellar suit is accompanied by mail joints to cover the unprotected parts of the body, 
  the final allocation of materials to spaces will be as follows.
  Layer
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Total
  Pad-
  ding
  Mail 
  joints
  Mail 
  Mail
  Mail
  Plating
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Evaluating AP and Coverage
  The armour points of an armour layer depend on to the materials used for it. Its Coverage is determined by the assigned 
  space with the lowest number.
  Example. In our lamellar armour example, iron strips are AP 6 and chain mail AP 5. We note the AP and Coverage in the 
  totals column.
  Layer
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Totals
  Pad-
  ding
  Mail 
  joints
  Mail 
  Mail
  Mail
  5/0+
  Plating
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  6/4+
  Evaluating Encumbrance and price
  In order to determine the encumbrance of an armour element, multiply the Enc Value by the spaces covered by that armour. 
  The Value for Enc is different for those spaces covered as plating or padding, and those covered as joints, even if the 
  materials is the same. Multiply by the Enc multiplier provided in the Armour Element Table (ten for an armour suit), and 
  add up the total Enc for each location. Finally, divide by 100 and round fractions up to obtain the total Enc of your armour.
  Repeat the procedure for price, but do not divide the final total. This is the cost of the full suit of armour. According to the 
  Price and Value table, Value is usually equal to the price divided by 20 (10 for completely non-metal armour), with the 
  armour suit being of Average wealth level. If Value goes beyond 18, divide the cost by 100 instead and make it Affluent 
  level. If it is still beyond 18, divide it by 500 and make it Rich. 
  Example: In our lamellar armour with mail finishing, we have the following Values for encumbrance and cost per space.
  Layer
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Totals
  Plating
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  Iron 
  Strips
  6/4+
  Pad-
  ding
  Mail 
  joints
  Mail 
  Mail
  Mail
  5/0+
  Enc.
  8
  5
  5
  5
  7
  7
  7
  7
  7
  7
  65
  Price
  30
  8
  8
  8
  18
  18
  18
  18
  18
  18
  162
  We are designing an armour suit, so we multiply both Values by 10. The encumbrance is thus 650 / 100 = 6.5, rounded up to
  7, while the cost is 1620 credits, which corresponds to a Value of 17 (Affluent level).
  Remember to only count the outermost layer of armour. AP, price and weight for the innermost ones are already counted.
  Element type table
  The Armour Element Table determines the Coverage modifier for the element you are adding to your armour. Since lower 
  Coverage Values are better than higher ones, positive modifiers are detrimental while negative modifiers are advantageous. 
  It also determines the number by which you must multiply the cost and encumbrance before adding them to the totals.
  
  Armour Element Table
  Armour element
  Coverage
  Encumbrance 
  multiplier
  Full Suit
  -
  10
  Head
  -
  1
  Arm (or 
  quadrupedal leg)
  +1
  1 (each)
  Torso
  -1
  3
  Leg
  +2
  2 (each)
  Tail
  +3
  2
  Material tables
  The materials used for your armour elements influence their APs, cost and encumbrance, but they can also modify the 
  Coverage of the element. Not all materials can be used to produce all armour components. The tables below provide the 
  base parameters for historical/fantasy and hi-tech armour materials. 
  Fantasy/Historical Armour Material Table
  Materials
  AP
  Coverage
  Encumb.
  (plating)
  Encumb. 
  (padding)
  Encumb. 
  (joints)
  Cost
  Cost, 
  Joints
  Pliable leather
  1
  -
  -
  1
  2
  1
  2
  Cloth (1 layer, heavy)
  1
  -
  -
  2
  -
  0.1
  -
  Cloth (multi-layer)
  2
  -
  -
  3
  -
  1
  -
  Fur, hides
  2
  +1
  -
  5
  6
  2
  5
  Mail
  5
  -
  -
  5
  8
  8
  30
  Leather scales
  4
  +2
  4
  -
  -
  4
   
  Bronze scales
  5
  +2
  8
  -
  -
  8
   
  Iron scales
  6
  +2
  8
  -
  -
  10
  -
  Leather strips
  4
  +2
  4
  -
  -
  6
  -
  Bronze strips
  5
  +1
  7
  -
  -
  15
  -
  Iron strips
  7
  +1
  7
  -
  -
  18
  -
  Iron bands
  8
  +2
  8
  -
  -
  20
  -
  Leather plating
  4
  +2
  4
  -
  -
  7
  -
  Bronze plating
  6
  -
  10
  -
  -
  15
  -
  Iron plating
  8
  -
  10
  -
  15
  20
  100
  
  Hi-Tech Armour Material Table
  Materials
  AP
  Coverage
  Encumb. 
  (plating)
  Encumb. 
  (padding)
  Encumb. 
  (joints)
  Cost
  Cost, 
  Joints
  Pliable leather
  1
  -
  -
  1
  2
  1
  2
  Cloth (1 layer, heavy)
  1
  -
  -
  1
  -
  1
  -
  Kevlar
  10
  +1
  7
  -
  -
  12
  -
  Flexi polymers / silk
  3
  -
  -
  2
  5
  5
  15
  Resin
  6
  -
  3
  -
  -
  3
  -
  Steel plating
  12
  -
  9
  -
  9*
  10
  50*
  Reflec plastic**
  6
  -
  4
  -
  5
  20
  30
  [*] - modern armour makers no longer create joints with plate, so this option is only available at the Narrator's discretion.
  [**] - this armour has an Absorb Light Might 2 to protect the wearer from lasers.
  Localised armour example
  A warrior wears headgear that consists of mail padding with Coverage 1+ and an open helm (plating) with Coverage 6+ 
  will. To avoid the vulnerability of the zero slot we add plate joints (a visor). This single space would add more Enc and cost 
  more than one of the spaces covered by the regular helm.
  Layer
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Totals
  Pad-
  ding
  Mail 
  Mail 
  Mail
  Mail
  Mail
  5/0+
  Plating
  Plate 
  joints
  Iron 
  Plate
  Iron 
  Plate
  Iron 
  Plate
  Iron 
  Plate
  8/5+
  Enc.
  5
  5
  5
  5
  5
  15
  10
  10
  10
  10
  80
  Price
  8
  8
  8
  8
  8
  100
  20
  20
  20
  20
  180
  On the torso, the +1 bonus to Coverage allows the mail padding to cover everything.
  Layer
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Totals
  Pad-
  ding
  Mail 
  Mail 
  Mail
  Mail
  Mail
  Mail 
  Mail 
  Mail
  Mail
  Mail
  5/0+
  Enc.
  5
  5
  5
  5
  5
  5
  5
  5
  5
  5
  50
  Price
  8
  8
  8
  8
  8
  8
  8
  8
  8
  8
  80
  On the limbs, the warrior chooses to wear leather boots and gloves over the parts that cannot be covered by mail padding. 
  Chain leggings and gauntlets would provide a better protection, but they would count as joints, thus adding a lot of 
  encumbrance and cost. Not all warriors can afford to carry such a weight, or to pay for the extra price.
  Arms
  Layer
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Totals
  Pad-
  ding
  Lea-
  ther
  Lea-
  ther
  1/0+
  Plating
  Mail
  Mail
  Mail
  Mail
  Mail
  Mail
  Mail
  Mail
  5/2+
  Enc.
  2
  2
  5
  5
  5
  5
  5
  5
  5
  5
  44
  Price
  2
  2
  8
  8
  8
  8
  8
  8
  8
  8
  68
  
  Legs
  Layer
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Totals
  Pad-
  ding
  Lea-
  ther
  Lea-
  ther
  Lea-
  ther
  1/0+
  Plating
  Mail
  Mail
  Mail
  Mail
  Mail
  Mail
  Mail
  5/3+
  Enc.
  2
  2
  2
  5
  5
  5
  5
  5
  5
  5
  41
  Price
  2
  2
  2
  8
  8
  8
  8
  8
  8
  8
  64
  In this example, the Encumbrance and cost would be:
  Location
  Encumbrance 
  for 
  Components
  Encumbrance
  Price for 
  Components
  Price
  Head
  75
  180
  Torso
  50 x3
  150
  80 x3
  240
  Arms
  44 x2
  88
  68 x2
  136
  Legs
  41 x4
  164
  64 x4
  256
  Total
  477 (Enc 5)
  816 (Value 9, Affluent)
  Our armour suit would have an Encumbrance of 5, a cost of 816 credits, a Value of 9 and a Wealth level of Affluent. It is 
  typically the armour suit for a full time warrior on whom a feudal lord has invested some money.
  The final armour Value for our warrior is thus: 
  Head: 5/0+, 8/0+
  Arms: 1/0+, 5/2+
  Torso: 5/0+
  Legs: 1/0+, 5/3+
  Write down the statistics for this armour suit and use it as an alternative to the pre-generated mail hauberk found in the 
  first part of this chapter.
  Player Characters crafting armour
  When crafting armour, you will normally not enhance it with Modifications, but rather experiment with weird materials and 
  configurations, so the normal procedure given in the armour design section should be enough to compute the overall Value 
  of the armour element that a Player Character wishes to create. The character follows the standard procedure for items and 
  create the armour in a Crafting Conflict. The Narrator may allow you to craft armour one piece at a time, but this should not 
  reduce its Value in a significant way.
  Designing close combat weapons
  This section will let you create weapons of your own invention with the same algorithms we used to create the sample 
  weapons provided in the tables. To design a weapon, you must determine its type, its reach and the materials with which it is
  made.
  A weapon's reach (abbreviated in R in this section) is the distance in decimetres from its tip to the point where the wielder 
  usually keeps his or her grip on the weapon. Even if some weapons allow a change in grip (see the Stunt section in Chapter 
  4), there is usually a default or average position for that weapon. A weapon Reach is added as a bonus to Melee Strike Rank 
  in Advanced Combat when. Once you have determined a weapon Reach and its type, the two sections and tables below will 
  let you find its other attributes. 
  
  Weapon Category and Toughness
  All weapons belong to one of the basic categories of light, heavy or two-handed. The Reach at which a weapon becomes 
  heavy or two-handed varies according to weapon types. The table below specifies these Reach intervals and the Toughness a
  weapon of that type and category usually has, as well as the typical materials with which the weapon is made.
  Weapon Category and Toughness table
  Light
  Heavy
  Two-handed
  Weapon type
  Reach
  Tough
  Weight
  Reach
  Tough
  Weight
  Reach
  Tough
  Weight
  Club/staff
  1-3
  6[w]
  R/6 kg
  4-5
  8[w]
  R/6 kg
  6+
  10[w]
  R/6 kg
  Sword-club
  1-6
  8[w]
  R/5 kg
  7-8
  10[w]
  R/5 kg
  n/a
  Hafted weapons (axe, mace, 
  hammer, etc.)
  1-3
  6[mw]
  R/4 kg
  4-5 
  8[mw]
  R/4 kg
  6+
  10[mw]
  R/3 kg
  Flails
  1-4
  6[mw]
  R/4 kg
  5-9 
  8[mw]
  R/4 kg
  10+
  10[mw]
  R/3 kg
  Spears and polearms
  1-6
  6[w]
  R/6 kg
  7-9
  8[w]
  R/6 kg
  10+
  10[w]
  R/5 kg
  Sword, ancient or medieval
  1-7
  8[m]
  R/6 kg
  8-9
  10[m]
  R/4 kg
  10+
  12[m]
  R/3 kg
  Sword, modern; dagger
  1-8
  8[m]
  R/6 kg
  n/a
  n/a
  Shield
  1-4
  R*3 [w]
  R*1.5 kg
  n/a
  n/a
  [w] wooden weapons [m] metal weapons [mw] – these weapons damage other weapons as if they were metal weapons, but take damage 
  as if they were wooden weapons
  Other weapon attributes
  Consult the table below to find the weapon other attributes. Always round up when dividing. If two Values are listed for 
  damage, the second one is used only for a two-handed version of that weapon (that is, a version that can be used only two-
  handed such as a polearm). The STR Value refers to the amount of Strength needed to use the weapon two-handed, unless 
  the weapon is light. Add four to use a heavy weapon one-handed, and add two to the one-handed Value to use a weapon in 
  the off hand.
  Melee weapon category table
  Weapon type
  Typical 
  Reach
  Attack 
  Cost **
  Parry
  Cost 
  **
  Damage
  STR
  Parry
  Wealth
  Value 
  ***
  Notes
  Axe, wood
  3 to 5
  R*2
  R
  1d(R*2-3)
  R*2+1
  R/2
  Poor
  R
  +1 Might, Slash 
  (advantage)
  Axe, battle
  4 to 8
  R*2
  R
  1d(R*2-2) 
  or 2d(R)#
  R*2+1
  R/3
  Average
  R*2
  +1 Might, Slash (effect)
  Club
  2 to 8
  R
  R/2
  1d(R) or 
  2d(R/2)#
  R+1
  R/4
  Poor
  R*2
  +1 Might
  Sword/club
  4 to 8
  R
  R/2
  1d(R)
  R-1
  R/4
  Poor
  R*2
  +1 Might, Slash 
  (advantage)
  Staff
  4 to 8
  R
  R/2-1
  1d(R/2)
  R-1
  R/3
  Poor
  R
  +1 Might
  Mace/Maul
  3 to 8
  R*2
  R
  1d(R) or 
  2d(R/2+1)#
  R*2-1
  R/2
  Average
  R*2
  +2 Might
  Hammer
  3 to 8
  R*2
  R
  1d(R) or 
  2d(R/2+1)#
  R*2+1
  R/2
  Average
  R*2+2
  +1 Might, Impale (effect)
  Flail
  4 to 8
  R*2
  R
  1d(R-2) or 
  2d(R/2)#
  R+1
  R/3
  Average
  R*2+2
  +1 Might, Entangle 
  (effect), Penalty to Parry
  
  Spear
  6 to 18
  R
  R/2
  1d(R/2+1)
  R-5
  R/5
  Poor
  R
  Impale (effect), Keep 
  distance (auto)
  Polearm
  8 to 12
  R or R*
  1.5 ##
  R/2
  2d(R/2) or
  1d(R-2)##
  R+1
  R/4
  Affluent
  R
  Impale (advantage), Keep 
  distance (auto)
  Sword/Dagger
  2 to 12
  R
  R/2
  1d(R) or 
  2d(R/2)#
  R+1
  (R+1)
  /4
  Average
  R*2
  Impale (advantage), Slash
  (effect) ###
  Shield
  1 to 4
  R
  R/2
  1d(R)
  R*3
  R
  Average
  R*2
  Block, Coverage +(R-1)
  Whip
  5 to 6 
  (metres)
  R*2
  -
  1d2
  R
  -
  Poor
  R*2
  Entangle (effect), ranged 
  attack
  [*] - may require a Stunt.
  [**] - minimum cost is 3 for attack and 2 for parry.
  [***] - when Value goes beyond 20, halve it and increase the Wealth level by one.
  [#] - for bludgeoning weapons, minimum 2d3 to have a double-die damage. For cutting weapons, minimum 2d6.
  [##] – these weapons can be used to thrust or to cut. When two Values are given, the first one is for thrusting, the second for cutting.
  [###] – weapons in the standard list have already been modified with special features to reflect the great variability of historical swords.
  Modifications
  The table below specifies the most common Modifications for weapons. Some are beneficial, and are used to improve the 
  weapon performance, while others are detrimental and are used to decrease the weapon Modification rating when designing 
  it. 
  Modification
  Value
  Notes
  Increase/Decrease 
  Occurrence of a combat 
  effect
  +2/-1 per effect per level of 
  occurrence
  Decreasing one level from “advantage” removes the 
  effect altogether. A previously absent effect starts at 
  “advantage”. Only one increase is possible, except for 
  polearms, axes and hammers with a secondary head.
  Increase/Decrease STR 
  requirement
  -1/+2 per STR point
  Increasing STR requirements decreases the total 
  Modifications score, and vice versa. 
  Increase/Decrease damage
  +10/-4 per die step
  Increase/Decrease parry
  +5/-2 per point
  Increase/Decrease toughness
  +1/-1 per point
  Double cost to increase Toughness of wood
  Increase/Decrease SR cost 
  for Attack and Parry
  -2/+5 per SR
  Attack and Parry costs are modified separately. 
  Minimum cost is 3 for attack, 2 for parry
  Increase quality of material
  +2 per step 
  When upgrading from wood to metal this often 
  represents a reinforcement, not a weapon with a haft 
  made entirely of metal.
  Many weapons have some specific feature that are so common that they are included as default to that type of weapon, or to
  that specific weapon in its type. Standard hammers used for war have a Modification that allows them to impale, so the 
  improvement cost is included in the standard Value rating of a hammer. Similarily, the rapier is modified to become a 
  primarily thrusting sword, so these Modifications are integrated in its Value and price.
  Let us design a beaked axe. The standard specimen of battleaxe has a Value of 8. To add two levels of the Impale effect we 
  need to add a +4, which brings us to a Value 12 weapon. This will bring the cost of our axe with an Impale (effect) attribute
  to 240 credits, more than a normal battleaxe.
  A standard dagger has Value 9. To increase its Parry to the same levels as a sword (2) we need +5, which brings its Value to
  14. We can increase its STR requirements by two to recover two points, bringing it to a STR 6 weapon with 12 Value. Given 
  that it will require STR 8 to use it in the off hand, it is not convenient to increase STR requirements any more. Essentially, 
  we have created a Main Gauche. What about going the Japanese way instead? By completely dropping the Slash effect we 
  recover 3 points, and recover another point from increasing STR to 5 (7 in the offhand). Having dropped Value to 5, we can 
  now add 1 to Parry (+5) and add the Entangle (advantage) attribute (+2) and we still have a Value 12 weapon that your 
  average artisan can reliably craft. Ladies and gentlemen, let us introduce the sai,a favourite weapon of comic book 
  assassins.
  
  The Modifications you apply might bring the weapon Value beyond the threshold of 18-20, in which case the standard rule 
  for Value recommends to halve the rating and increase the Wealth level of the weapon. However, this is only applicable 
  when you try to purchase such an item. Crafting a non-standard weapon requires that the artisan faces the entire Value as 
  opposition in a Conflict. The Narrator may even require that when Value goes beyond 20, the Conflict to craft a weapon or 
  other item be against the full Value, but the Challenge Rating be modified as though the weapon were in fact of another 
  Wealth level.
  Designing ranged weapons
  Grenades, Explosives and Molotov cocktails use the Throw trait, and the procedure for damage calculation is in the Science 
  (as a Power System) section of Chapter 6, even for those that are the equivalent of a real world grenade. The same goes for 
  energy weapons. Use the rules for Weird Science Gadgets to modify their energy clips or the weapon themselves.
  Historical/Fantasy Ranged Weapons
  Ancient projectile weapons are classified according to four basic types: sling, bow, crossbow, and flintlock/wheel-lock 
  firearm. Some variations existed historically, particularly for later version of firearms, but in general only a few variants are 
  available per setting. Modifications are more likely to be applied to ammunitions than to weapons. 
  The exception to this are bows, which might have a wide range of variants. More detailed rules for bows will appear in our 
  medieval historical supplements.
  The base attribute upon which the derived scores are based is the weapon typical STR (S), which is different from the user 
  required STR. The weapon damage depends on the projectile, but the Might of the weapon depends on its intrinsic STR, and
  is usually calculated as if it was the might of a character with that STR using a thrown weapon, including the two-hand 
  weapon use bonus. Some categories receive a further bonus to Might, as per weapon table.
  Ranged weapon category table
  Weapon 
  type
  Typical 
  STR
  Mi
  ght
  SR to 
  fire
  Project
  ile
  Range
  User 
  STR
  Reload 
  Cost*
  Wealth
  Value
  Notes
  Sling
  6
  S/5
  5
  Stone/
  Pellet
  (S+4) 
  *10
  S+3
  10
  Poor
  S/2
  Bow
  6 to 11
  S/5
  -1
  5
  Arrow
  S * 25
  S+3*
  5
  Average
  S+4
  * S for composite,  
  S+1 for longbow
  Crossbow
  11 to 16
  S/5
  3
  Quarrel
  (S-1) *
  20
  S-3
  S/5 
  rounds
  Average
  S-1
  Hand carried
  Vintage 
  Pistol
  3 to 6
  S/5
  S/5+4
  Bullet
  (S-1) *
  10
  S+1
  S/5 
  rounds
  Average
  S+1
  Arquebus/
  Musket
  11 to 21
  S/5
  S/5 
  Pellet/ 
  Bullet
  (S-1) *
  10
  S/2+1
  S/5 
  rounds
  Average
  S-1
  Hand carried
  Revolver
  6 to 10
  S/5
  S/5+3
  Bullet
  S*5
  S+3
  1 round/ 
  shot
  Average
  S
  Automatic
  Pistol
  6 to 10
  S/5
  S/5+3
  Bullet
  S*5
  S+1
  10
  Average
  S+2
  Automatic
  SMG
  6 to 15
  S/5
  S/5+2
  Bullet
  S*20
  S+1
  10
  Average
  S
  Burst Fire 3+
  Rifle
  11 to 25
  S/5
  S/5
  Bullet
  S*30
  S/2+1
  10
  Average
  S/2
  Hand carried
  Assault Rifle
  16 to 25
  S/5
  S/5
  Bullet
  (S-
  1)*20
  S/2+3
  10
  Average
  S
  Burst Fire 3+, Hand 
  carried
  Shotgun
  11 to 20
  S/5
  S/5
  “Slug”/
  Shell
  S*2
  S/2+2
  1 round
  Average
  S/2
  Often double 
  barreled
  Beam 
  weapon
  2 to 4
  S
  S#
  Energy
  S+1##
  S*2+
  1#
  10
  Average
  S*5
  
  Ammunition 
  Ammunition for historical weapons present a wider variation. Apart from the wide range of historical variants for arrows, 
  you may want to create some special types of projectiles crafted from peculiar materials present in your fantasy world. The 
  following table lists the base attributes for the various types of projectiles.
  Ammunition table
  Ammunition 
  type
  Weapon
  Damage
  Range*
  Value
  **
  Notes
  Pellet, stone
  Sling
  1d4
  50 (S)
  1
  Pellet, lead
  Sling, Arquebus
  1d6
  80 (S)
  2
  Arrow
  Arrow
  1d6
  300 (M)
  8
  Impale (effect)
  Quarrel
  Crossbow
  1d10
  500 (L)
  10
  Impale (effect)
  Bullet (vintage)
  Firearms
  1d6
  300 (M)
  12
  Impale (advantage)
  Bullet, 5mm+
  Rifle
  2d4
  1000(XL)
  16
  Impale (effect), Burst
  Bullet, 7mm+
  Rifle
  2d6
  700(L)
  14
  Impale (effect), Burst
  Bullet, 9mm+
  Gun, Rifle
  1d8
  300 (M)
  10
  Impale (effect), Burst
  Bullet .44-.45
  Gun, Rifle
  1d10
  300 (M)
  12
  Impale (effect)
  Slug
  Shotgun
  1d10
  100 (M)
  10
  Impale (effect)
  Shell
  Shotgun
  2d4
  20(C)
  2
  Lose 1d4 per zone travelled
  Energy cartridge
  Beam weapon
  Per energy
  1000 (XL)
  15
  [*] – The actual range is the shortest one between the weapon range and the projectile range.
  [**] - Value refers to a set of 20 projectiles. Wealth level is always average.
  [***] - Damage is per might.
  Modifications
  The Modification table below allows you to personalize ammunition, and we recommend that you add more features for 
  fantasy worlds. 
  Modification
  Value
  Notes
  Increase/Decrease 
  Occurrence of a combat 
  effect
  +5/-2 per effect per level
  of occurrence
  Decreasing one level from “advantage” removes the effect 
  altogether. A previously absent effect starts at “advantage”. 
  No effect can be increased beyond “effect”.
  Add/Remove Burst
  +4/-2
  Also applies to weapon.
  Increase/Decrease damage 
  for kinetic weapons
  +10/-4 per die step
  Shells gain 1d4 instead.
  Increase/Decrease Might for
  energy weapons
  +15/-5 per Might
  Only one Might possible, and the modification applies to 
  the weapon, not the ammunition.
  Add/Remove automatic
  +4/-2 per Might
  Modification applies to the weapon, not the ammunition.
  Increase/Decrease range
  +2/-1 per 50m
  Increase/Decrease clip size
  +2/-1 per shot
  Same price for adding/removing 2 Might to energy clips
  
SOURCE: textdata/thevault/Revolution d100 SRD/RD100-SRD-05a - Designing Equipment.pdf