In 7Dsystem every weapon should feel different to every other weapon. Weapons have specific uses in specific situations that make them better than others at the same task.
Almost all weapons do 1 injury as standard damage. There are a few that do no damage and are effect weapons. Certain weapons do multiples of damage (double, triple, etc). The amount of injuries is also affected by the size of the attacker vs the size of the opponent.
EL | Weapon | Type | Effect | Range | Quality Value | Carry Value | Ammo Value | Ammunition | Explosive Force |
N/A | unarmed | Bludgeoning | (Special) | N/A | 0 | 0 | 0 | None | None |
1 | Pistol | Piercing, Ranged, +1 Bonus | Medium Range | 3 | 2 | 2 | Bullets | None | |
1 | Automatic Pistol | Piercing, Ranged, +1 Bonus | Rapid Fire, Jam | Medium Range | 3 | 2 | 3 | Bullets | None |
1 | Rifle | Piercing, Ranged, +1 Bonus | Jam | Extreme Range | 3 | 4 | 3 | Bullets | None |
3 | Assault Rifle | Piercing, Ranged | Rapid Fire | Extreme Range | 3 | 4 | 3 | Bullets | None |
3 | Submachine Gun | Piercing, Ranged, +1 Bonus | Rapid Fire | Long Range | 3 | 2 | 4 | Bullets | None |
4 | Machine Gun | Piercing, Ranged | Mountable, Rapid Fire, Jam, Two-handed | Long Range | 3 | 12 | 7 | Bullets | 1 |
1 | Shotgun | Piercing, Ranged, +1 Bonus (medium range) | Medium Range | 3 | 4 | 2 | Shells | None | |
3 | Automatic Shotgun | Piercing, Ranged | Rapid Fire | Medium Range | 3 | 4 | 3 | Shells | None |
3 | Sniper Rifle | Piercing, Ranged | Head Shot, Reload, Aim Adv. +1 per turn | Telescopic Range | 4 | 7 | 2 | Bullets | None |
5 | Heavy Cannon | Piercing, Ranged | Explosive Ammo, Rapid Fire, Jam, Two-handed | Long Range | 3 | 12 | 3 | Bullets | 1 |
6 | Auto Cannon | Piercing, Ranged | Incendiary Ammo, Rapid Fire, Jam, Two-handed | Long Range | 3 | 13 | 3 | Bullets | 0 |
3 | Rocket Launcher | Ranged | Reload, Two-handed | Extreme Range | 3 | 12 | 0 | Rockets | by ammunition |
5 | Heavy Cannon | Piercing, Ranged | Explosive Ammo, Rapid Fire, Jam, Two-handed | Long Range | 3 | 12 | 3 | Bullets | 1 |