HERO System (5th ed.)
Franklin's House Rules for Weapon Familiarities
All original work herein is copyright © by Franklin W. Cain. All rights reserved. (Last updated: 27 January 2007)
Skills ( List ) . . . Agility | Intellect | Interaction . . . Background ( List ) . . . Languages . . . Transport Familiarity | Weapon Familiarity . . . Martial Arts

General Info

Weapon Familiarity is now a specialized form of Professional Skill. As such, Weapon Familiarities now benefit from the Jack of All Trades skill enhancer.

If you spend more than the minimum cost for a category (or if you buy a category included in a common group you've already bought), you can use this category's Weapon Familiarity as a Complementary Skill in the appropriate circumstances.

Energy Weapons

In the HERO System, there is usually no need to have extra Weapon Familiarities just to cover energy weapons. In other words: Captain Kirk's Mark I phaser, Han Solo's blaster pistol, and Dirty Harry's .44 Magnum revolver would all be covered by the same skill ("WF: Pistol").

I do have one exception to this rule, however. Since cannon and artillery can be used for indirect fire, and since lasers cannot be so used, I have split up the big guns between energy and non-energy.

Vehicular Weapons and Emplaced Weapons

If you already have a Weapon Familiarity for the unmounted version of the weapon type (e.g., Heavy Weapons), then you do not need to buy a new version of the Weapon Familirity for the vehicle-mounted version of the weapon type. Likewise, if you already have a Weapon Familiarity for the free-standing version of the weapon type (e.g., Heavy Weapons), then you do not need to buy a new version of the Weapon Familirity for the emplaced version of the weapon type.

Long-Range Weapons

For those weapons having an effective range well beyond the maximum range of normal human sight, or which are so large that they can be fired only by a team working together, the character(s) must use Systems Operations (instead of the usual OCV-vs.-DCV combat roll).

Categories (and Groups)

Melee Weapons and Hand-to-Hand Combat

These are the Weapon Familiarites for melee and hand-to-hand combat.

Common Hand-to-Hand   Uncommon Hand-to-Hand [2]
Common Melee Weapons

Common Oriental Melee Weapons

  Uncommon Melee Weapons [2]

(Default Melee Weapons)

Missile Weapons and Archaic Weapons

Common Missile Weapons   Uncommon Missile Weapons [2]
Archaic Firearms   Siege Warfare

Guns (...Lots of Guns)

These are the Weapon Familiarites for modern (and post-modern) firearms (and related weaponry).

Common Small Arms   Uncommon Small Arms [2]
Common Heavy Weapons   Uncommon Heavy Weapons [2]

Notes:

  1. This category of Weapon Familiarity is default (i.e., every character automatically has this skill at no cost).
  2. This is an uncommon group of Weapon Familiarities. As such, it cannot be purchased as a group. Instead, each category of Weapon Familiarity within this group must be purchased separately.
  3. Staff is an uncommon melee weapon type in historical European cultures, but a common melee weapon type in historical Oriental cultures.
  4. This category of Weapon Familiarity requires the use of Systems Operation (instead of the usual OCV-vs-DCV combat roll) in order to be fired.
  5. This category of Weapon Familiarity may or may not require the use of Systems Operation, depending on the size of the weapon and/or its usual operating range.


http://fcain.tripod.com/h5skills/weapon.html
All original work herein is copyright © by Franklin W. Cain. All rights reserved. (Last updated: 27 January 2007)