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Laser weapons tend to be heavier and bulkier than projectile weapons.
However, they more than make up for this with increased precision and
vast ammunition. They are also extremely expensive and prone to
overheating except in a vacuum.
Changes from Equivalent Firearm:
-
1d4 base damage die (from 1d6), but increase the damage bonus by +1
-
Base cost is equal to the calibre's recoil (as if it were a firearm)
times $1,000 instead of $100.
-
Use the base recoil as the weapon‚s mass. Any modifications that affect
recoil instead affect the weapon‚s mass. If a modification increases
the recoil and the mass, use only the higher of the two increases.
-
the recoil becomes zero
-
Laser weapons can shoot out to five range increments instead of four
(doubling the maximum range)
-
Heat damage rather than Piercing
-
The Blast modification, instead of adding a spherical explosion, adds a
Line attack one square of the gun‚s scale wide and four long,
originating on the first target hit.
-
Semi rate of fire modification for free
-
Cannot take the following modifications:
-
Smoothbore
-
Any magazine modification
-
Shotgun
-
Overheating:
If a 1 is rolled to attack when firing on auto, reroll the die. Another
1 results in an overheat. An overheated laser weapon takes 1d10 rounds
without firing to cool down. Firing an overheated laser before it cools
destroys the weapon, and deals the weapon‚s damage -3 to the wielder.
-
Power:
Laser weapons do not require any ammunition, but instead draw power
from a compact internal battery. The battery is roughly half the
weapon‚s weight, and takes a full-round action to remove. The battery
supplies enough power virtually forever. A laser weapon without a power
pack must be connected to a larger power source (such as a vehicle at
least 3 scales larger than the weapon) to operate.
-
Charge Circuit:
With this modification, the weapon can deliberately overcharge at low
risk. This takes a 1s action to activate, but the gun takes 5s to
charge. You can take other actions in this time. Once charged, the
weapon can remain charged for 1 minute + 1d6 rounds (rolled secretly)
before overheating. The first shot fired while charged deals +2 damage
and, if the weapon has a blast area, it boosts the area by +1 scale.
Charge circuits can be added to laser and plasma weapons, and increase
the cost and weight by +50%. Plasma weapons take quadruple the
ammunition to fire a charge shot. Charge shots cannot be fired on
automatic or burst, or with double-tap or similar ability to increase
rate of fire. The bonus from Charge Circuit does not stack with any
bonus from overcharge or hypercharge.
Plasma weapons are even more expensive than Laser weapons, and fire
slow-moving projectiles of superheated plasma at fairly close ranges.
However, they do tremendous damage and their projectiles are much more
explosive.
Changes from equivalent Firearm:
-
Base cost is equal to the calibre's recoil (as if it were a firearm)
times $2,000 instead of $100.
-
1d10 base damage die (from 1d6)
-
Use the base recoil as the weapon‚s mass. Any modifications that affect
recoil instead affect the weapon‚s mass. If a modification increases
the recoil and the mass, use only the higher of the two increases.
-
The recoil becomes so low it is effectively zero
-
Has a blast of the weapon‚s scale. The blast modification boosts this
scale by +1.
-
Halve the original base range increment
-
Heat damage rather than Piercing
-
Semi rate of fire modification for free
-
Power and Ammunition:
Plasma weapons require both ammunition (in the form of plasma flasks,
which function like a box magazine) and power from internal batteries,
like a laser. Firing a plasma weapon drains ammunition in the same way
that a firearm does.
-
Overheating:
If a 1 is rolled to attack when firing on any setting, reroll the die.
Another roll of 1 results in an overheat. If the weapon was firing on
auto or burst, a result of 1 or 2 on the reroll overheats. On auto 2, a
result of 1, 2, or 3 overheats, on auto 4; 1-4, etc.. An overheated
plasma weapon takes 1d10 rounds without firing to cool down. Firing an
overheated laser before it cools destroys the weapon, and deals the
weapon‚s damage -3 to the wielder.
Most modifications that can be added to normal firearms can be added to
plasma weaponry, with the following exceptions:
-
Smoothbore
-
Shotgun
-
Box Magazine
-
Cylinder Magazine
-
Linked Magazine
In addition, any modifications to the ammo are intrinsic to the weapon,
not the ammunition (a plasma cannon must be specially built to fire
more explosive bursts, as opposed to firing special plasma). The
following ammo modifications may be added to all shots the weapon
fires:
-
Burst
-
Dragon
There are also a few modifications exclusive to plasma weaponry:
-
Charge Circuit:
With this modification, the weapon can deliberately overcharge at low
risk. This takes a 1s action to activate, but the gun takes a further
5s to charge (meaning it is ready for your next turn). You can take
other actions in this time. Once charged, the weapon can remain charged
for 1 minute + 1d6 rounds (rolled secretly) before overheating. The
first shot fired while charged deals +2 damage and, if the weapon has a
blast area, boosts the area by +1 scale. Charge circuits can be added
to laser and plasma weapons increasing the cost and weight by +50%.
Plasma weapons take quadruple the ammunition to fire a charge shot.
Charge shots cannot be fired on automatic or burst, or with double-tap
or similar ability to increase rate of fire. The bonus from Charge
Circuit does not stack with any bonus from overcharge or hypercharge.
-
Plasma Recharger:
This device can slowly drain power from an external source to refill
the plasma in the plasma weapon‚s flask. It can refill one round per
three seconds active, and drains a power point of the weapon‚s scale to
do so. Activating it or de-activating it is a 0SA. The plasma recharger
weighs 1 kg and costs $750 at scale 0, and increased by the scale
multiplier for higher scales. The recharger need not be mounted on the
gun, just plugged into it (or another plasma flask), so it does not
necessarily need to increase the weapon effort.
Railguns use super-powered electromagnets to propel solid tungsten slugs
at tremendous velocities. This draws on a lot of power and requires an
extremely strong barrel, or opposing pressure of the magnets risks
causing the weapon to explode.
Changes from equivalent Firearm:
-
+2 base damage
-
Fires rounds of a calibre 5 times smaller, although for every other
purpose are treated as firing the original calibre of weapon.
-
Base cost is equal to the calibre's recoil (as if it were a firearm)
times $750 instead of $100.
-
Always fires Tungsten Flechettes, so always have smoothbore barrels.
This results in +50% range and AP 2 rounds.
-
Power and Ammunition:
Rail weapons require both ammunition (in the form of heavy tungsten
darts) and power from internal batteries, like a laser. Firing a
railgun uses ammunition in the same way that a standard firearm does.
The weight of the power cell in addition to the moving parts of a
kinetic energy weapon increases the base weight of the weapon by +50%,
however.
-
Barrel Wear:
Standard railgun barrels are made of high-quality steel. On an attack
roll of 1, roll another d6. On another result of 1, the barrel is
damaged to the point of being unusable. Firing the weapon with a
damaged barrel destroys the weapon, and the damage -3 to the wielder.
Replacing a barrel takes twelve seconds (faster with Rapid Reload and
similar abilities). Replacement barrels cost the weapon‚s base (before
being increased by turning it into a Railgun) cost divided by 2, and
weigh 1/10
th
of the weapon‚s base weight.
-
Special Barrels:
Titanium barrels cost ten times as much, but let you reroll barrel
damage rolls. Adamantine barrels cost 250 times as much, and never
damage themselves.
Name
|
Damage Type
|
Damage
|
Range inc.
|
Mass (kg)
|
Ammo Mass (kg)
|
Magazine
|
Recoil
|
Calibre
|
Rate of Fire
|
Cost
|
Laser Pistol
|
Heat
|
1d4 + 9
|
10m
|
1kg
|
None
|
Infinite
|
None
|
Laser
|
Semi
|
$1,000
|
Laser Rifle
|
Heat
|
1d4 + 12
|
20m
|
6kg
|
None
|
Infinite
|
None
|
Laser
|
Semi, Burst
|
$6,000
|
Laser Carbine
|
Heat
|
1d4 + 12
|
20m
|
8kg
|
None
|
Infinite
|
None
|
Laser
|
Semi, Auto
|
$4,500
|
Laser Sniper
|
Heat
|
1d4 + 12
|
35m
|
3.3 kg
|
None
|
Infinite
|
None
|
Laser
|
Semi
|
|
Laser Cannon
|
Heat
|
1d4 + 16
|
40m
|
24kg
|
None
|
Infinite
|
None
|
Laser
|
Semi
|
$24,000
|
Autolaser
|
Heat
|
1d4 + 12
|
20m
|
24kg
|
None
|
Infinite
|
None
|
Laser
|
Auto 3
|
$15,000
|
Plasma Pistol
|
Heat
|
1d10 + 8 Blast 1m
|
5m
|
1.5kg
|
Neg.
|
8 Box
|
Neg.
|
Plasma
|
Semi
|
$3,000
|
Plasma Gun
|
Heat
|
1d10 + 12 Blast 2m
|
10m
|
6kg
|
0.3kg
|
10 Box
|
Neg.
|
Plasma
|
Semi
|
$12,000
|
Plasma Cannon
|
Heat
|
1d10 + 12 Blast 4m
|
20m
|
16kg
|
0.8kg
|
10 Box
|
Neg.
|
Plasma
|
Semi
|
$32,000
|
Plasma Falconet
|
Heat
|
1d10 + 16 Blast 4m
|
20m
|
24kg
|
0.8kg
|
8 Box
|
Neg.
|
Plasma
|
Semi
|
|
Rail Rifle
|
Piercing
|
1d6 + 14 AP2
|
30m
|
6kg
|
Neg.
|
10 Box
|
6
|
.32 Dart
|
Single
|
|
Here are a list of example futuristic laser, plasma, and rail weapons.
Future Armour
|
Name
|
Defence
|
Mass
|
Cost
|
Era
|
Coverage
|
Ad. Mail Shirt
|
+12
|
12 kg
|
$60,800
|
Future
|
Torso
|
Ad. Breastplate
|
+13
|
13 kg
|
$80,000
|
Future
|
Torso
|
Ad. Full Mail
|
+12
|
18 kg
|
$110,000
|
Future
|
Full
|
Ad. Full Armour
|
+14
|
24 kg
|
$80,000
|
Future
|
Full
|
Cerametal Vest
|
+9
|
6 kg
|
$5,250
|
Future
|
Torso
|
Cera. Armour
|
+9
|
12 kg
|
$10,500
|
Future
|
Full
|
Modern Armour
|
|
|
|
|
|
Name
|
Defence
|
Mass
|
Cost
|
Era
|
Coverage
|
Stab Vest
|
+3
|
3 kg
|
$1,000
|
Modern
|
Torso
|
Ballistic Vest
|
+7
|
6 kg
|
$5,000
|
Modern
|
Torso
|
Combat Vest
|
+9
|
16 kg
|
$10,500
|
Modern
|
Torso
|
Riot Gear
|
+3
|
6 kg
|
$2,000
|
Modern
|
Full
|
Combat Helmet
|
+7
|
1 kg
|
$1,250
|
Modern
|
Head
|
St. Breastplate
|
+7
|
13 kg
|
$1,500
|
Modern
|
Torso
|
Armour Modifications
|
Name
|
Defence
|
Mass
|
Cost
|
Era
|
Coverage
|
Space Skin
|
„
|
+6 kg
|
+$10,000
|
Future
|
„
|
-
Adamantine Armour:
With metal as the new strongest material around, armour vaguely
resembling archaic styles (although thoroughly modern in design) become
more common among the extremely wealthy.
-
Refined Steel Breastplate:
This armour represents what the stats
would
be if someone in the modern era made a serious effort to create steel
body armour mimicking archaic designs but using modern technology.
-
Cerametal Armour and Vest:
Cerametal is an advanced synthetic ceramic material that makes
extremely strong, solid plates. Cerametal is also a very poor conductor
of heat and electricity, so the wearer gains a +3 defence bonus (that
stacks with the armour‚s regular bonus) against all energy-based
attacks. Cerametal is the standard armour worn by soldiers in the
future.
-
Stab Vest:
A stab vest is a light Kevlar vest worn by police officers to protect
them from knives, and provide at least a modicum of defence against
firearms. Stab vests sacrifice defence for mobility and comfort.
-
Ballistic Vest:
A ballistic vest is what most people think of when they hear the term
"bullet-proof vest." It is worn by tactical units expecting danger.
-
Combat Vest:
A combat vest is an extremely heavy, uncomfortable piece of protective
equipment worn by soldiers of wealthy nations. It is made mostly of
Kevlar, like a Ballistic vest, but with added protection at the
shoulders, neck, and groin. A Combat vest has heavy ceramic inserts
over critical areas for increased protection.
-
Riot Gear:
This full-body gear comes with a visored helmet to protect against all
manner of improvised projectiles. It is similar to a Stab Vest, except
it covers the whole body. Riot gear is worn by police when they want to
quell a particularly violent riot. In extreme cases, Riot Gear is worn
with a Ballistic Vest.
-
Space Skin
: This futuristic space suit can be built into armour or worn by itself.
This protects the wearer from the elements of space, grants a +6
equipment bonus to fortitude checks against temperature, and makes the
wearer immune to dangerous gasses and dusts. The cost and weight do not
include air tanks (see the modern equipment list) or common additions
such as a thruster pack, radio, and flashlight. Such extra equipment is
not included in armour effort (whether the armour is light or medium)
calculations.
Name
|
Cost
|
Damage
|
Reach
|
Range Inc
|
Weight
|
Damage Type
|
Specials
|
Family
|
Chainsword
|
$2,000
|
1d12
|
Standard
|
„
|
4 kg
|
Slashing
|
Loud (listen DC -5)
|
Specialized Unique
|
Heavy Chainsword
|
$4,000
|
1d12+4
|
Standard
|
„
|
8 kg
|
Slashing
|
Loud (listen DC -7)
|
Specialized Unique
|
Beam Sword
|
$15,000
|
1d10+10
|
Standard
|
„
|
0.5 kg
|
Heat
|
No strength
|
Specialized Blade
|
-
People don‚t use great big coins made of precious metals anymore, and
neither should your characters. To reflect this, we don‚t use the cp,
mk, sp, and gc abbreviations when dealing with modern equipment.
Use the $ sign instead. When converting the prices over, the rule of
thumb is that $1.00 = 1 sp. This reflects the fact that things have
gotten significantly cheaper since the pseudo-middle ages of the
fantasy setting. These aren't any specific real-world dollars (such as
American, Australian, or Canadian dollars). They're just dollars. Don't
worry about exchange rates too much.
Some items have, due to rarity value, gotten
more
expensive over time than less expensive. Equipment from the fantasy
list that is not typically found in modern times has 10x or more than
the listed cost.
Beam Sword:
This unusual weapon doesn‚t look like much (just a complicated metal
handle) until it is activated. Activating it can be drawn while
drawing, or as a 1s action (0SA with Quick Draw or a similar ability).
Once activated, a beam sword appears as a glowing energy blade of any
colour (varies from sword to sword). You do not add your strength to
attacks with beam swords. Beam swords cannot be parried or blocked
except by weapons or shields that can defend against energy attacks.
Beam swords can be used to parry energy weapon attacks. Obviously, the
weapon‚s material doesn‚t add bonus damage to beam sword attacks. The
only advantage an adamantine beam sword has over a regular one is that
it is harder to damage the handle.
-
Plasma Blade:
This modification can only be added to slashing or piercing weapons
melee. Plasma blades deal +7 points of Heat damage, which does not
stack with any bonus damage from the weapon‚s material. Plasma weapons
cannot be parried or blocked except by weapons or shields that can
defend against energy attacks. Plasma blades can be used to parry
energy weapon attacks (with the proper techniques, of course). Plasma
blades cost one hundred times as much as the original.
-
Sonic Weapon:
This modification may only be added to slashing or piercing melee
weapons. Sonic weapons vibrate at hypersonic frequencies. They make a
characteristic loud and sharp screech whenever they hit anything
(listen DC of -1). At the point of contact, they become superheated.
Sonic weapons deal +5 damage, but cost ten times as much as the
original weapon.
In general, gear such as weapons and armour is made of iron by default.
This is by far the most common material in use.
Although steel has been around since ancient times, at the advent of the
industrial revolution, the quality of steel made a sharp jump. Steel
prior to this era uses the same stats as iron due to its poorer
quality.
Durability
: 7
Armour Defence Bonus:
: +2
Density Multiplier
: 1x
Cost:
$10/kg. Any item previously made out of iron is assumed to be made out
of Steel in the modern era, and generally has no price increase.
This lightweight metal is as strong as steel, while only weighing little
more than half as much. Due to the decreased mass, bludgeoning weapons
deal one die lower damage when made of titanium. Titanium piercing or
slashing weapons deal +1 damage and become Armour-Piercing 1.
Durability
: 7
Armour Defence Bonus:
+2
Density Multiplier
: 0.6x
Cost:
$100/kg
Synthetic diamonds are created for industrial and military purposes,
being extremely hard and capable of holding a razor sharp edge. Unlike
natural diamonds, synthetic diamonds are black and opaque. Synth
diamonds can be made to use any tool or weapon with an edge. Diamond
piercing or slashing weapons deal +3 damage and become Armour-Piercing
2.
Durability:
6
Density Multiplier
: 1x
Cost:
$2,000/kg
Adamantine, is the strongest known substance in existence. It is a
heavy, dark gray lustreless metal created artificially at prodigious
expense on the plane of Æther. It is capable of holding an edge nearly
as sharp as a diamond‚s. Adamantine piercing or slashing weapons deal
+2 damage and become Armour-Piercing 2.
Adamantine is extremely difficult to work with, adding +4 to the DC to
construct or repair anything created from adamantine.
Durability
: 13
Material Bonus
: +6
Density Multiplier
: 1x
Cost:
$25,000/kg
Cerametal is an advanced alloy of titanium, nickel, tungsten and steel
in a super-strong synthetic ceramic material. Cerametal is extremely
resistant to extreme temperatures. Unlike most special materials,
Cerametal isn‚t used as a substitute for iron in armour or weapons, but
instead is used to make its own type of armour (Cerametal vests and
full armour).
Cerametal objects and creatures wearing cerametal ƒbased armour gain +3
defence against all energy damage types (such as heat, electricity,
cold, etc.).
Durability
: 9 (+3 vs. energy)
Density Multiplier
: 0.75x
Cost:
$50/kg
Name
|
Durability
|
Paper, Cloth
|
-3
|
Glass, Ice
|
-2
|
Dirt, Mud
|
-1
|
Soft Leather
|
-1
|
Treated Leather
|
1
|
Silver, Gold, Lead
|
2
|
Wood
|
3
|
Aluminum
|
3
|
Bronze
|
5
|
Stone
|
5
|
Iron
|
5
|
Refined Steel
|
7
|
Titanium
|
7
|
Cerametal
|
9
|
Mithril
|
12
|
Adamantine
|
13
|
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