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Post by Admin on Jan 16, 2014 2:05:53 GMT
I'm going to try to list some of the weapons from the Wars books and how much of an Equipment Bonus they give when shooting. The image is of a F. L. I. C. Attachments:
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Post by Admin on Jan 16, 2014 2:50:06 GMT
Alden Arms Holdout Pistol A favorite among both Maverick gamblers and CISyn infiltrators, this tiny weapon still packs a considerable wallop, especially in the hands of a skilled combatant. It is made of substances designed to fool scanners and visual searches. All Perception checks to notice the weapon without doing a full search suffer a -1 dice modifier. Cost: 150 creds.
Damage Dice: +2 Damage Type: Impact Range: 12 Yards Rate of Fire: Semi-Automatic Magazine: 8 Bullets Size: Small Weight: 1 lb
Archaic Pistol A weapon typical of hundreds of thousands of such antiques on the Rim and in the inner cities of Earth. Primitive and heavy, but simple to maintain and requiring no power source to operate. Spent cartridges can be reloaded time and again, something not true of caseless ammo. Cost: 150 creds and up – some rare antiques can sell for thousands of creds to a collector.
Damage Dice: +3 Damage Type: Impact Range: 18 yards Rate of Fire: Semi-Automatic Magazine: 8 Bullets Size: Small Weight: 1 1/2 lbs
Archaic Rifle More common than pistols, but more highly-prized, archaic rifles of the sort used from the 20th to the 22nd Century abound. Functional, non-collector’s item pieces can be found throughout the Solar System. Cost: 300 creds and up – see Archaic Pistol.
Damage Dice: +5 Damage Type: Impact Range: 28 yards Rate of Fire: Semi-Automatic Magazine: 24 Bullets Size: Large Weight: 7 lbs
Brier Systems Finger Laser The ultimate in holdout weapons, the Brier Systems Finger Laser is the one and only successful personal weapon brought to the market by Brier Systems, though its popularity is enough to keep the corporation’s weapons division in the black. It is a tissue-thin sheath that fits over the end of the wearer’s finger, much like a thimble, and is completely undetectable when worn under a glove. A short spur, no thicker than a hair and only two millimeters long, is inserted into the finger of the wearer, where it makes contact with the wearer’s muscles. This spur allows the wearer to fire the finger laser merely by consciously stiffening his finger. Unfortunately, the delicate construction of the weapon is such that it is utterly burned out after just one use.
A character may wear as many of these weapons as he has fingers, though he may still only fire one of them at a time. The Brier Systems Finger Laser will only work on a flesh and blood finger; a cybernetic hand cannot be used to fire one. Cost: 75 creds.
Damage Dice: +4 Damage Type: Energy Range: 8 yards Rate of Fire: Single Shot Magazine: 1 charge Size: Small Weight: N/A
Colt-Burton Mk 412 This weapon (and countless cheap imitators) is one of the most common in the Outer Rim. A sturdy, reliable and powerful pistol, it is the weapon of choice for most of those with the means to have a choice. Cost: 200 creds.
Damage Dice: +4 Damage Type: Impact Range: 20 yards Rate of Fire: Semi-Automatic Magazine: 15 bullets Size: Small Weight: 3 lbs
Colt-Burton Mk 814 Rifle This is less common than its smaller cousin, the Mk 412, as rifles are less useful in the Rim. Still, it shares the former weapon’s reputation for reliability and is often seen as the armament for mercenary companies operating out of the moons of Saturn or Jupiter. Cost: 400 creds.
Damage Dice: +6 Damage Type: Impact Range: 30 yards Rate of Fire: Semi-Automatic, Automatic Magazine: 40 bullets Size: Large Weight: 6 lbs
Colt-Burton Series V Sniper Rifle Many consider this weapon the finest ever produced by the venerable Earther corporation. With its exceptional range and exceptional damage, it is a favorite of assassins throughout the Solar System. Though it carries a magazine of five bullets, the rifle must be cocked between each shot, effectively limiting the user to one attack per round. Cost: 750 creds.
Damage Dice: +5 Damage Type: Impact Range: 50 yards Rate of Fire: Single Shot Magazine: 5 bullets Size: Large Weight: 9 lbs
Crossbow, Modern An ancient design with a few modern improvements. The modern crossbow is constructed of high-strength polymers and alloys giving it remarkable strength and stopping power. It comes with an attached magazine that will hold five bolts, but the crossbow must still be cocked between shots (a move action). Bundles of 20 bolts cost 10 creds and weigh 0.5 kg. Cost: 250 creds.
Damage Dice: +3 Damage Type: Impact Range: 20 yards Rate of Fire: Single Shot Magazine: 6 bolts Size: Medium Weight: 7 lbs
FedGrav Officer’s Pistol This weapon is issued upon graduation from FedGrav OCS, and is worn with pride even by non-combat officers. It is a sleek, well-made laser pistol which is functional as well as stylish. Cost: 350 creds, but it is not normally available for sale.
Damage Dice: +5 Damage Type: Energy Range: 24 yards Rate of Fire: Semi-Automatic Magazine: 20 charges Size: Small Weight: 2 lbs
FedGrav Infantry Laser Rifle Standard issue for light infantry who do not need the power or range of a F.L.I.C., the infantry laser features advanced ‘smart light’ technology that can actually bend the shot by the use of an extended gravitonic wave carried along the beam. This negates half of any Defence bonus due to anything less than total cover. Cost: 800 creds.
Damage Dice: +7 Damage Type: Energy Range: 32 yards Rate of Fire: Semi-Automatic, Automatic Magazine: 36 charges Size: Large Weight: 7 lbs
F.L.I.C. (Fusion Light Infantry Cannon) This weapon is the current front-line heavy weapon issued to CGC soldiers, replacing the earlier M44 plasma gun. Lighter and more powerful, it represents the pinnacle of man-portable rifle technology in the system today, barring some experimental weapons not yet authorized for general use. As strictly military weapons, their private ownership is prohibited in Earth-controlled space. Of course, Earthers consider the entire Solar System to be ‘Earth controlled space’, regardless of what anyone else thinks. Cost: 1,500 creds if they can be found for sale.
Damage Dice: +8 Damage Type: Energy Range: 44 yards Rate of Fire: Semi-Automatic, Automatic Magazine: 60 charges Size: Large Weight: 13 lbs
Gongen ‘Finger of Heaven’ This weapon is the Gongen answer to the Colt-Burton Series V. It relies upon energy damage rather than impact, and may draw a slightly greater number of shots from its internal power cell than the Colt-Burton can from its magazine, but the energy drain from each shot is such that the user must still cycle its power cell between uses. Cost 800 creds.
Damage Dice: +7 Damage Type: Energy Range: 40 yards Rate of Fire: Single Shot Magazine: 8 charges Size: Small Weight: 6 lbs
Gongen Plasma Bolter This is the typical sidearm for the Gongen. A sleek weapon that seems somehow both traditional and high-tech, it fires small packets of plasma that behave more like bullets than like beams. It is a powerful weapon but suffers from a low ammunition capacity. Cost: 350 creds.
Damage Dice: +4 Damage Type: Energy Range: 30 yards Rate of Fire: Semi-Automatic Magazine: 12 charges Size: Small Weight: 3 lbs
Gongen Plasma Rifle The rifle version of the bolter. This weapon is carried by most Gongen frontline combat troops. Cost: 700 creds.
Damage Dice: +6 Damage Type: Energy Range: 40 yards Rate of Fire: Semi-Automatic, Automatic Magazine: 24 charges Size: Large Weight: 9 lbs
Greener 8-gauge Shotgun Shotguns make for exceptionally deadly short-range weapons, and it is not uncommon to see one used as a boarding weapon in the Outer Rim, both by pirates seeking to take a ship and captains seeking to defend one. This particular shotgun comes in single-barrel and double-barrel varieties, as noted in the ‘magazine’ column of the table above. The different prices denote the cost for single-barrel and double-barrel models, respectively.
The recoil from this weapon is so powerful the user is required to make a Dex + Athletics roll after firing it. If the user fires both barrels simultaneously, the user will have a -2 Dice penalty to the roll. Games Masters should remember to take variations in gravity into account when this weapon is used. Cost: 950/1,250 creds.
Damage Dice: +4 (9-Again ability) Damage Type: Impact Range: 6 yards Rate of Fire: Single Shot Magazine: 1 or 2 Size: Large Weight: 8 lbs
M44 Heavy Plasma Gun For nearly a century, the M44 was the defining heavy weapon of the Earth army. It went through many subtle modifications, but the basic design was unchanged for decades. It was considered the ‘Brown Bess’ of the 23rd and much of the 24th Centuries, a weapon which generations of soldiers knew and loved. The transition to the F.L.I.C. was not merely an upgrade of technology – it was the passing of an era. The tens of thousands of remaindered M44s made their way into reserve armories, museums… and the Outer Rim, where the reliable and powerful weapon sees service wherever heavy firepower is needed. Cost: 800 creds.
Damage Dice: +6 Damage Type: Energy Range: 30 yards Rate of Fire: Semi-Automatic, Automatic Magazine: 50 charges Size: Large Weight: 15 lbs
Maverick Zip Gun Much like Maverick Whiskey (see below), the Maverick Zip Gun is not an actual manufactured weapon, but rather something thrown together out of spare parts when there is no ‘real’ weapon to be had. Ugly and ungainly, it is intended to last for a single fight and cannot be recharged. Because of its unorthodox and jury-rigged construction, it can only fire once per round, as its scavenged power cell requires that much time to cycle between each shot. Constructing a Maverick Zip Gun requires an Int or Wits + Craft or Engineering roll. Cost: 100 creds.
Note: Although the description lists Maverick Zip Guns as having a magazine of 10, this is merely the average. Such a weapon could have a capacity of anywhere from one to 20 shots before burning out.
Damage Dice: +4 Damage Type: Energy Range: 10 yards Rate of Fire: Single Shot Magazine: 10 shots Size: Small Weight: 3 lbs
Spassky Quickfire Spassky Weaponworks is less reputable than Colt-Burton, but they are popular among Mavericks for their modular designs which make interchanging parts simple. The ‘standard’ Quickfire is a typical laser pistol. Cost: 450 creds.
Damage Dice: +4 Damage Type: Energy Range: 24 yards Rate of Fire: Semi-Automatic Magazine: 20 charges Size: Small Weight: 2 lbs
Spassky Quickfire, Modified This is a typical ‘quick fix’ modification to the Quickfire, making it a full-auto weapon which is quite lethal for the few seconds that its 20 charges last. A typical Maverick will have two such weapons on him, spraying the room with one and then using the other on semi-automatic mode to take out the survivors. Cost: 600 creds.
Damage Dice: +4 Damage Type: Energy Range: 24 yards Rate of Fire: Semi-Automatic, Automatic Magazine: 20 charges Size: Small Weight: 2 lbs
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Post by Admin on Jan 17, 2014 12:35:16 GMT
This is still a work in progress...
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Post by Admin on Jan 17, 2014 21:20:06 GMT
Armor
Leather Jacket Rating: 1 Energy / 1 Impact Strength Needed: 1 Speed Penalty: 0 Cost: 50 creds
Leather and Metal Rating: 1 Energy / 2 Impact Strength Needed: 1 Speed Penalty: 0 Cost: 75 creds
Flexiplas Vest Rating: 3 Energy / 2 Impact Strength Needed: 1 Speed Penalty: 0 Cost: 120 creds
Hardplas Vest Rating: 4 Energy / 4 Impact Strength Needed: 2 Speed Penalty: -1 Cost: 200 creds
Plas Suit Rating: 5 Energy / 4 Impact Strength Needed: 2 Speed Penalty: -1 Cost: 250 creds
Gongen Light Armor Rating: 5 Energy / 5 Impact Strength Needed: 2 Speed Penalty: -2 Cost: 400 creds
CGC Scout Armor Rating: 6 Energy / 5 Impact Strength Needed: 3 Speed Penalty: -3 Cost: 500 creds
Gongen Battle Armor Rating: 7 Energy / 9 Impact Strength Needed: 4 Speed Penalty: -4 Cost: 700 creds
CGC Trooper Armor Rating: 8 Energy / 10 Impact Strength Needed: 4 Speed Penalty: -5 Cost: 900 creds
CGC Elite Armor Rating: 10 Energy / 10 Impact Strength Needed: 2 Speed Penalty: -3 Cost: 1,200 creds
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