Difference between revisions of "Weapons"

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(Primitive Ranged/Thrown Weapons)
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== Handguns ==
 
== Handguns ==
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Handguns refer to any weapon that can reasonably be wielded in a single hand by the majority of one or two handed human beings.
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'''Modern Ranged Weapons Key'''
 +
* '''Tech Level''': The basic level of technology required to produce these weapons en-mass.  One lower allows modification and repair without penalty.
 +
* '''Cost''':  The average cost to purchase the weapon.  YMMV
 +
* '''Size''':  Sizes range from eXtra Small (fits in the palm of your hand) to eXtra Large (2 meters or larger).  Weight is a factor in size as well.  XL weapons cannot be wielded in a single hand.  The size of a weapon will determine base [[encumbrance]].
 +
* '''Damage''':  Damage is usually split up into two dice pools that can be read as (number of dice) that produce (amount of damage).  So '3x3' means roll 3 dice that each produce 3 damage on a success.  More information about damage dice can be found in [[Dramatic Scenes]]
 +
* '''Damage TN''':  The base target number for each damage dice rolled.  Success on the attack can raise this to 7 whereas target armor can lower it to 0.
 +
* '''Speed''':  For ranged weapons speed is broken down into (action speed) + (recoil).  Various game factors can effect or use either value but in the end the total ticks for an attack with the listed weapon is generally the combined value.
 +
* '''Reload''':  The total amount of ticks it takes to reload the weapon.  For thrown weapons this assumes the weapon is in some kind of easily accessible sheath/holster.
 +
* '''Range''':  Range is broken down into four categories, with three listed in the chart :  Short/Medium/Long (Extreme is 2x Long)
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* '''Magazine''':  This lists the capacity and type of the magazine.  The types are as follows:  '''r''' = Revolver, '''b''' = Breech load, '''i''' = Internal magazine, '''m''' = Swappable external magazine, '''x''' = Swappable external box, '''f''' = Belt feed, '''p''' = Back pack.
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* '''Ammo''':  This is the type of ammunition required by the weapon.  Weapons with the same listed ammo can swap ammo (though magazines are NOT swappable)
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* '''Special''':  Any special effects for the given weapon.
 
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Revision as of 10:05, 2 August 2014

Overview

Weapons are broken down into various subtypes based on their primary mode of action. Melee weapons require the character to be in melee range (within a couple meters) to be used whereas ranged weapons can function out to their effect ranges. Ranged weapons are further broken down into sub-types as well and categorizes roughly by technology level and form factor. The first republic saw the pinnacle of the industrial war machine and while the second republic did see further advances they were not on the scale the denizens of the 25th century were accustomed to. Slug guns and swords are still the most common weapons amongst those that can afford them.

Melee Weapons

Melee weapons are simpler and less complicated than their ranged counterparts. Cheap and brutally effective when in range, the majority of the 50th centuries armies are equipped with metal melee weapons and little else.

Key

  • Tech Level: The basic level of technology required to produce these weapons en-mass. One lower allows modification and repair without penalty.
  • Cost: The average cost to purchase the weapon. YMMV
  • Size: Sizes range from eXtra Small (fits in the palm of your hand) to eXtra Large (2 meters or larger). Weight is a factor in size as well. XL weapons cannot be wielded in a single hand. The size of a weapon will determine base encumbrance.
  • Damage: Damage is usually split up into two dice pools that can be read as (number of dice) that produce (amount of damage). So '3x3' means roll 3 dice that each produce 3 damage on a success. More information about damage dice can be found in Dramatic Scenes
  • Damage TN: The base target number for each damage dice rolled. Success on the attack can raise this to 7 whereas target armor can lower it to 0.
  • Speed: For melee weapons speed is broken down into (base speed) + (backswing speed). Various game factors can effect or use either value but in the end the total ticks for an attack with the listed weapon is generally the combined value.
  • Special: Any special effects for the given weapon.
Weapon Tech Level Cost Size Damage Damage TN Speed Special
Knife (tool) 2 1 S 2x1/3x3 1 6 (5 + 1) Found in the kitchen
Combat Knife 4 5 S 3x1/3x3 2 6 (5 + 1)
Short Sword/Machete 2 8 M 4x1/4x3 2 8 (6 + 2)
Long/Broad Sword/Scimitar 2 15 L 5x1/5x3 2 10 (7 + 3)
Flamberge/Claymore 2 30 XL 6x1/6x3 2 12 (8 + 4)
Hatchet 2 5 S 1x1/5x3 2 8 (6 + 2)
Small Axe 2 8 M 2x1/6x3 2 10 (7 + 3)
Battle Axe 2 15 L 3x1/7x3 2 12 (8 + 4)
War Axe 2 30 XL 4x1/8x3 2 14 (9 + 5)
Blackjack 1 5 S 4x1/4x3 3 6 (5 + 1) Stun damage
Cudgel 1 8 M 4x1/4x3 3 10 (7 + 3)
Mace 2 15 L 5x1/5x3 3 12 (8 + 4)
War Maul 2 30 XL 6x1/6x3 3 14 (10 + 5)
Jo Staff 1 1 L 6x1/2x3 2 8 (6 + 2)
Bo/Quarterstaff 1 2 XL 6x1/4x3 2 10 (7 + 3) +1 Parry
Spear 2 3 L 6x1/4x3 2 9 (7 + 2) +1 Stop Charge, -1 Parry
Pike 2 5 XL 7x1/5x3 2 11 (8 + 3) +1 Reach, +2 Stop Charge, -2 Parry
Halberd/Glaive 2 10 XL 6x1/6x3 2 13 (9 + 4) +1 Reach

Primitive Ranged/Thrown Weapons

These weapons come from ancient history, which means they are prevalent within Fading Suns. They function exactly like any typical ranged weapon, only they're icky and usually silent. Who'd want that?

Primitive Ranged Weapons Key

  • Tech Level: The basic level of technology required to produce these weapons en-mass. One lower allows modification and repair without penalty.
  • Cost: The average cost to purchase the weapon. YMMV
  • Size: Sizes range from eXtra Small (fits in the palm of your hand) to eXtra Large (2 meters or larger). Weight is a factor in size as well. XL weapons cannot be wielded in a single hand. The size of a weapon will determine base encumbrance.
  • Damage: Damage is usually split up into two dice pools that can be read as (number of dice) that produce (amount of damage). So '3x3' means roll 3 dice that each produce 3 damage on a success. More information about damage dice can be found in Dramatic Scenes
  • Damage TN: The base target number for each damage dice rolled. Success on the attack can raise this to 7 whereas target armor can lower it to 0.
  • Speed: For ranged weapons speed is broken down into (action speed) + (recoil). Various game factors can effect or use either value but in the end the total ticks for an attack with the listed weapon is generally the combined value.
  • Reload: The total amount of ticks it takes to reload the weapon. For thrown weapons this assumes the weapon is in some kind of easily accessible sheath/holster.
  • Range: Range is broken down into four categories, with three listed in the chart : Short/Medium/Long (Extreme is 2x Long)
  • Special: Any special effects for the given weapon.
Weapon Tech Level Cost Size Damage Damage TN Speed Reload Range Special
Throwing Knife/Star/Spike 2 1 wing XS 2x1/3x3 3 5 (5 + 0) 2 4 / 6 / 7
Throwing Axe 2 1 wing S 1x1/4x3 2 7 (6 + 1) 4 4 / 7 / 13
Primitive Bow 2 1 crest L 4x1/4x3 2 9 (7 + 2) 8 30 / 60 / 90
Long Bow 3 10 XL 5x1/5x3 2 11 (8 + 3) 8 50 / 100 / 150
Tactical/Hunting Bow 4 15 L 4x1/5x3 2 10 (8 + 2) 7 40 / 80 / 120
Hand Crossbow 3 7 S 3x1/3x3 2 9 (7 + 2) 9 15 / 30 / 45
Hunting Crossbow 3 10 M 4x1/4x3 2 10 (7 + 3) 14 40 / 80 / 120
Heavy Crossbow 3 15 L 5x1/5x3 2 11 (7 + 4) 20 60 / 120 / 180 Ignores 1 point of Deflection
Arbalest 3 18 XL 6x1/6x3 2 12 (7 + 5) 40 90 / 180 / 270 Ignores 2 point of Deflection

Handguns

Handguns refer to any weapon that can reasonably be wielded in a single hand by the majority of one or two handed human beings.

Modern Ranged Weapons Key

  • Tech Level: The basic level of technology required to produce these weapons en-mass. One lower allows modification and repair without penalty.
  • Cost: The average cost to purchase the weapon. YMMV
  • Size: Sizes range from eXtra Small (fits in the palm of your hand) to eXtra Large (2 meters or larger). Weight is a factor in size as well. XL weapons cannot be wielded in a single hand. The size of a weapon will determine base encumbrance.
  • Damage: Damage is usually split up into two dice pools that can be read as (number of dice) that produce (amount of damage). So '3x3' means roll 3 dice that each produce 3 damage on a success. More information about damage dice can be found in Dramatic Scenes
  • Damage TN: The base target number for each damage dice rolled. Success on the attack can raise this to 7 whereas target armor can lower it to 0.
  • Speed: For ranged weapons speed is broken down into (action speed) + (recoil). Various game factors can effect or use either value but in the end the total ticks for an attack with the listed weapon is generally the combined value.
  • Reload: The total amount of ticks it takes to reload the weapon. For thrown weapons this assumes the weapon is in some kind of easily accessible sheath/holster.
  • Range: Range is broken down into four categories, with three listed in the chart : Short/Medium/Long (Extreme is 2x Long)
  • Magazine: This lists the capacity and type of the magazine. The types are as follows: r = Revolver, b = Breech load, i = Internal magazine, m = Swappable external magazine, x = Swappable external box, f = Belt feed, p = Back pack.
  • Ammo: This is the type of ammunition required by the weapon. Weapons with the same listed ammo can swap ammo (though magazines are NOT swappable)
  • Special: Any special effects for the given weapon.
Weapon Tech Level Cost Size Damage Damage TN Speed Reload Range Magazine Ammo Special
Palm Pistol 3 50 XS 3x1/3x3 1 10 3 + 2/shot 7 / 14 / 28 4 .22 Caliber
Light Revolver 3 100 S 4x1/4x3 1 10 3 + 2/shot 10 / 20 / 30 6 .32 Caliber
Revolver 3 200 S 5x1/5x3 1 10 3 + 2/shot 12 / 24 / 36 6 .40 Caliber
Heavy Revolver 3 250 M 6x1/6x3 1 10 3 + 2/shot 13 / 26 / 39 6 .47 Caliber Dirty fucking Harry
Assassin's Pistol 4 75 XS 3x1/3x3 1 9 7 6 / 12 / 18 15 .22 Caliber
Light Autofeed Pistol 4 150 S 4x1/4x3 1 9 7 9 / 18 / 27 15 .32 Caliber
Autofeed Pistol 4 250 S 5x1/5x3 1 9 7 11 / 22 / 33 6 .40 Caliber
Heavy Revolver 4 300 M 6x1/6x3 1 9 7 12 / 24 / 36 6 .47 Caliber ... And the fact that I've got "Desert Eagle point five O"...


Shotguns

Weapon Tech Level Cost Size Damage Damage TN Speed Reload Range Magazine Ammo Special
Sawed Off Shotgun 3 50 M 5x1/5x3 2 10 2 + 1/shot 6 / 11 / 15 2b 20 Gauge Can fire both barrels as a single action. Promote 4 dice.
Double Barrel Shotgun 3 75 L 6x1/6x3 2 10 2 + 1/shot 10 / 18 / 24 2b 20 Gauge Can fire both barrels as a single action. Promote 4 dice.
Light Hunting Shotgun 4 100 L 6x1/6x3 2 11 2 + 1/shot 10 / 18 / 24 7i 20 Gauge
Hunting Shotgun 4 150 L 6x1/6x3 2 12 3 + 2/shot 15 / 27 / 35 6i 12 Gauge
Tactical Shotgun 4 250 L 6x1/6x3 2 12 7 14 / 25 / 33 6m 12 Gauge
Heavy Shotgun 4 300 XL 6x1/6x3 2 13 2 + 1/shot 18 / 33 / 45 2b 10 Gauge Elephant gun

Rifles

Weapon Tech Level Cost Size Damage Damage TN Speed Reload Range Magazine Ammo Special
Lever-Action Rifle 3 150 L 4x1/4x3 1 12 3 + 2/shot 40 / 80 / 120 7i .32 Caliber
Heavy Lever-Action Rifle 3 250 L 6x1/6x3 1 12 3 + 2/shot 27 / 55 / 80 6i .47 Caliber
Light Hunting Rifle 3 125 L 5x1/5x3 1 9 3 + 2/shot 50 / 100 / 200 6i 5.56mm
Hunting Rifle 3 175 XL 6x1/6x3 1 10 3 + 2/shot 100 / 200 / 400 5i 7.62mm
Heavy Hunting Rifle 4 250 XL 6x1/6x3 1 11 3 + 2/shot 125 / 250 / 500 4i 8.3mm
Tactical Carbine 4 175 L 6x1/6x3 1 9 7 40 / 80 / 160 20m 5.56mm
Imperial Carbine 4 250 XL 6x1/6x3 1 10 7 80 / 160 / 320 10m 7.62mm
Sniper Rifle 4 450 XL 6x1/6x3 1 11 7 150 / 300 / 600 8m 8.3mm 10x Day/Night scope w/ Rangefinder
Anti-Materiel Rifle 4 600 XL 6x1/6x3 2 13 7 200 / 400 / 800 5m 13mm Ignores 2 points of deflection, 15x Day/Night scope w/ Rangefinder


Automatics

Weapon Tech Level Cost Size Damage Damage TN Speed Reload Range Magazine Ammo Special
Machine Pistol 4 250 S 4x1/4x3 1 9 7 12 / 24 / 36 20m .22 Caliber
Submachinegun 4 350 M 6x1/6x3 1 10 7 24 / 36 / 48 25m .32 Caliber
Assault Carbine 4 450 L 5x1/5x3 1 10 7 40 / 80 / 160 30m 5.56mm
Battle Rifle 4 550 XL 6x1/6x3 1 11 7 80 / 160 / 320 20m 7.62mm
Squad Assault Weapon 4 750 XL 6x1/6x3 1 10 11 80 / 160 / 320 100x 5.56mm
Light Machinegun 4 750 XL 6x1/6x3 1 11 15 100 / 200 / 400 100f 7.62mm
Heavy Machinegun 4 1250 XL 6x1/6x3 2 13 15 150 / 300 / 600 100f 13mm Cannot be hip-fired.

Advanced Convential Weapons

Weapon Tech Level Cost Size Damage Damage TN Speed Reload Range Magazine Ammo Special
Automatic Shotgun 5 750 XL 4x1/4x3 2 10 11 10 / 18 / 24 20x 20 Gauge Has all automatic fire modes, but double recoil penalty.
M41b Pulse Rifle 5 1450 L 6x1/6x3 2 10 7 30 / 60 / 120 30m 10mm Exploding tip, caseless
Gauss Rifle 5 2000 XL 5x1/5x3 2 15 9 200 / 400 / 800 5m 3.5mm Ignores 3 points of deflection


Energy Weapons

Weapon Tech Level Cost Size Damage Damage TN Speed Reload Range Magazine Ammo Special
Palm Laser 5 250 XS 4x1/4x3 2 8 11 5 / 10 / 15 7m Micro Fusion Cell
Laser Pistol 5 350 S 6x1/6x3 2 8 11 10 / 20 / 30 15m 2x Micro Fusion Cell
Laser Rifle 5 600 L 5x1/5x3 2 8 11 15 / 30 / 60 15m Fusion Cell
Automatic Laser Rifle 6 1000 L 5x1/5x3 2 8 11 15 / 30 / 60 20m Fusion Cell Automatic fire
Assault Laser 5 900 XL 5x1/5x3 2 8 20 20 / 40 / 80 45p Fusion Pack
Squad Assault Laser 6 1500 XL 5x1/5x3 2 8 20 20 / 40 / 80 55p Fusion Pack Automatic Fire.
Blaster Pistol 7 500 S 4x1/4x3 2 10 11 10 / 15 / 20 10m 2x Micro Fusion Cell
Blaster Rifle 7 1100 L 6x1/6x3 2 10 11 20 / 30 / 40 15m Fusion Cell
Blaster Shotgun 7 1500 L 5x1/5x3 3 10 11 12 / 20 / 26 7m Fusion Cell


'Cuz Fire

Weapon Tech Level Cost Size Damage Damage TN Speed Reload Range Magazine Ammo Special
Light Incinerator 5 200 L 4x1/4x3 2 8 11 5 / 9 / 12 15m Methane Fuel Cell +1 Attack, 3x1@(attack success) DoT every 4 ticks, reducing TN by 1 every application of damage. Armor absorb halved.
Heavy Incinerator 5 300 XL 6x1/6x3 2 8 11 8 / 12 / 15 100p Methane Fuel Pack +1 Attack, 3x1@(attack success) DoT every 4 ticks, reducing TN by 1 every application of damage. Armor absorb halved.
Light Flamethrower 5 150 L 5x1/5x3 2 8 11 10 / 20 / 30 10m Jellied Petrol Cell +2 Attack, 3x1@(attack success) DoT every 4 ticks, reducing TN by 1 every application of damage. Armor absorb halved.
Heavy Flamethrower 4 400 XL 5x1/5x3 2 8 11 15 / 30 / 45 100p Jellied Petrol Pack +2 Attack, 3x1@(attack success) DoT every 4 ticks, reducing TN by 1 every application of damage. Armor absorb halved.