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Common Weapon Stats
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Most Common Weapons
WEAPON dmg SS ACC WT ROF SHOTS ST RcL
IMI Uzi 9mm 3d-1 10 7 9.5 10 32+1 10 -1
M-16 5d 12 11 8 12* 20 9 -1
* = Selective fire, automatic or semi-automatic.
WEAPON dmg WT Fuse
M67 Frag 5d+2 1 4-5
Other common firearms (See table below pictures for details):
Glock 17, 9 mm
Colt Python Revolver .357M
Ithaca 10 Gauge Shotgun
IMI Uzi 9mm
ABC-M7A3 Riot Control Grenade: "Tear gas grenade"
This has a 2 second delay fuse. It emits a noxious cloud of tear gas for 25 seconds, filling an area 3 yards around the hex it lands in. (See B132 for effects of tear gas or PP. C69-70 for more thorough treatment.) The grenade becomes hot and may ignite flammable materials nearby.
AN-M14 TH3 Incendiary Grenade: "Thermite Grenades"
Used to destroy or disable equipment. Usually placed in a vulnerable spot on a vehicle or other target (not thrown), and then the wielder pulls the pin. 2 second fuse. Heats up to 4000 degrees F for 40 seconds (easily burning through 1/2 inch of steel. Also ignites all flammables within 2 yard radius. Produces its own oxygen so it can be used underwater.
M34 White Phosphorus (WP) Grenade: "Willy Pete"
This grenade scatters burning white phsophorus fragments when it explodes, creating an instant (and dangerous) smoke screen. This "hot smoke" blocks infrared and thermograph detection as well as normal sight, but only lasts 50 to 80 seconds, depending on weather.
Anyone hit by its shrapnel takes 1d/second for the next 20 seconds as the fragment continues to burn (clothes are set on fire). Victim or ally may attempt to brush away the fragments with successful DX roll. Cannot be extinguished by water, but underground dispersement is limited.
M67 Fragmentation Grenade: "Frag Grenade"
A baseball-sized grenade (stats listed above).
M84 Stun Grenade: "Flash-Bang Grenades"
Produces a 1,000,000+ candle flash and a 180-decibel "bang". Anyone within 10 yards not wearing ear protection and heavily darkened lenses may be incapacitated for several seconds. Victim must make HT-5 roll to avoid physical stun (unmodified HT roll if have ear and eye protection).
If stunned, must roll HT-5 (or HT as above) each turn to recover. Critical failure=5 turns before you can roll again.
MASTER TABLE OF WEAPON STATS