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Grudge

Grudge

  On the left side of this table was the Melee Weapons table link is Weapons, second post from the top. Mistake happened when I was doing "Auto" OOC

 

Ranged Weapons
Taser

In the Ranged

Section by

Popular demand

Attack: 1d10+Mod (Dex)+Training

Range: 10 ft

Weight: 1 lb

 

Damage:1d6 (non-lethal) StunAfter a successful hit target is stunned for a round. If the target has augmented parts or works on electricity it receives additional traits, augmented limbs seize for 2 rounds, augmented organs have 50% to stop working, and robots and shells receive additional 1d6 damage. On crit, the pilot of the shell also receives 1d6 damage.
Stun Pistol I change the name to remove the association with Stun Gun because they have only Stun feature in common. Attack: 1d10+Mod (Dex)+Training

Range: 30 ft

Weight: 1 lb

Damage:2d6 (non-lethal)+ training

StunAfter a successful hit target is stunned for a round. If the target has augmented parts or works on electricity it receives additional traits, augmented limbs seize for 2 rounds, augmented organs have 50% to stop working, and robots and shells receive additional 1d6 damage. On crit, the pilot of the shell also receives 1d6 damage.

Magazine: 30 bullets

Shock Shotgun Prohibited, not even security should have one since its (non-lethal) status is questionable. Usually available at VERY high-risk prisons and facilities Attack: 1d10+Mod (Dex)+Training

Range: 20 ft

Weight: 4 lb

Damage:5d6 (non-lethal?)+ training

StunAfter a successful hit target is stunned for a round. If the target has augmented parts or works on electricity it receives additional traits, augmented limbs seize for 2 rounds, augmented organs have 50% to stop working, and robots and shells receive additional 1d6 damage. On crit, the pilot of the shell also receives 1d6 damage.

AoEMaximum Effect is reached at 20 ft where is able to hit 3 people standing next to each other (15 ft wide) with full effect. At 15 ft .2 people (10 ft wide) Any closer and it loses AoE (one person eats all pellets).

Longer Distances increase AoE but decrease damage.

25-30 ft- 5 people (20-25 ft wide) 3d6
35-40 ft- 7 people (30-35 ft wide) 2d6

It goes no further, Stun active at all distances

Capacity: 4 Shells

Shock Rifle Prohibited anywhere except the military where is used as a mid-range Sniper Rifle. Equipable with Scope, suppressor unnecessary. Assassin favorite Attack: 1d10+Mod (Dex)+Training

Range: 100 ft

Weight: 4 lb

Damage:10d6+ training

StunAfter a successful hit target is stunned for a round. If the target has augmented parts or works on electricity it receives additional traits, augmented limbs seize for 2 rounds, augmented organs have 50% to stop working, and robots and shells receive additional 1d6 damage. On crit, the pilot of the shell also receives 1d6 damage

AP+5Within its optimal range (50-100 ft.), its hardened tip can penetrate up to 5 armor before delivering the shock. Below and above the optimal range AP falls by 1 for every 10 ft (Example: 30 ft AP+3, 120 ft AP+3

Capacity: 1 Bullet

Pistol Usually, the first response when things go pearshaped. Mostly because it can not damage Hubs. As you can imagine blowing a few holes into your habitat zone on, say, Europa would be bad. Attack: 1d10+Mod (Dex)+Training

Range: 30 ft

Weight: 1 lb

Damage:2d6+ training Capacity: 15+1 Bullets
Shotgun Same as a pistol, but denotes the second step in the playbook. Escalation. Attack: 1d10+Mod (Dex)+Training

Range: 20 ft

Weight: 4 lb

Damage:4d6+ training

AoEMaximum Effect is reached at 20 ft where is able to hit 3 people standing next to each other (15 ft wide) with full effect. At 15 ft .2 people (10 ft wide) Any closer and it loses AoE (one person eats all pellets).

Longer Distances increase AoE but decrease damage.

25-30 ft- 5 people (20-25 ft wide) 2d6
35-40 ft- 7 people (30-35 ft wide) 1d6

 

Stopping PowerIf you hit the target that is moving or charging toward you, you stop them to 0 ft per second for a round. If you hit a target that is 10 ft or closer they are knocked prone if they are possible to be knocked prone (some things are not). Targets that can't be knocked prone are moved back 10 ft instead

SlugShotguns can be loaded with slugs instead of shells. They lose AoE but gain 2d6 damage. Also, gain +10 ft reach for everything including the Stopping Power trait. However, they can shoot through any window, most inside walls, and (most importantly) walls to the tunnels that connect Hubs, large ones. To avoid Hub depressurization Life Support would seal that tunnel from both sides, no matter how many people are still inside.

Capacity: 6 Shells/Slugs

Submachine Gun Final legal Security weapon, employed when shit really hits the fan. Attack: 1d10+Mod (Dex)+Training

Range: 30 ft

Weight: 3 lb

Damage:1d6+ training

BurstSubmachine Guns don't have a single-fire option just Burst and Auto, so be careful with ammo. 😛

Burst fires 3 bullets (if available) every time you pull the trigger. Unfortunately, due to the recoil, it doesn't mean all bullets will hit the target. Fortunately, on the other side, Submachine guns have a small recoil. Also unlike Auto results for Burst are automatically calculated. It -1 for every subsequent bullet after the first one. So for example you shoot 1d10+Dex+training and get 11. The first bullet would be 11, the second 10, and the 3rd 9.

AutoAuto works differently than Burst because it keeps shooting as long as you have a finger on the trigger and bullets in the mag (duh)
It has pro's and cons. Pro being while accuracy depends on training you can lead your bullets and adjust (shoot lower if you see bullets go too high and vice versa) also you can shoot at multiple targets. Con accuracy is also luck based since there are more rolls involved, also it chews through ammo. Or to be more precise 80 bullets per round if we take basic by now relatively old MP5 (MP5SD shoots a bit slower, MP5K a bit faster but all can chew through 30 bullets per magazine in 6 sec round.

I works like this. If you blast on full auto say how many bullets go where. Example: Malcolm peeks and notice two guys and recognizes the danger of being caught in a pincer movement he leans out of the cover and showers a primary target with 10 bullets releases the trigger and quickly spays 3 more toward his buddy just to make him think twice about moving.

Now he rolls a normal attack and multiplies it by the number of bullets per target. well take 11 again, then multiply it by the number of bullets 110 for the primary 33 for the buddy. This is the main difference on auto we use percentage so Malcom roll 1d100 twice, and say gets 65% for the first one and 38% for the second one. That is the number of successful hits for each guy. Bless us we have calculators now and know that 65% of 110 is 71.5 and 38 from 33 is 12.54. We round up .5 and above and down .4 and below. So guy number 1 ate 72 damage, guy number two 13. By the way, don't worry after you roll the percentage die required number of times I'll do the rest.

Grudge

Grudge

  On the left side of this table was the Melee Weapons table link is Weapons, second post from the top

 

Ranged Weapons
Taser

In the Ranged

Section by

Popular demand

Attack: 1d10+Mod (Dex)+Training

Range: 10 ft

Weight: 1 lb

 

Damage:1d6 (non-lethal) StunAfter a successful hit target is stunned for a round. If the target has augmented parts or works on electricity it receives additional traits, augmented limbs seize for 2 rounds, augmented organs have 50% to stop working, and robots and shells receive additional 1d6 damage. On crit, the pilot of the shell also receives 1d6 damage.
Stun Pistol I change the name to remove the association with Stun Gun because they have only Stun feature in common. Attack: 1d10+Mod (Dex)+Training

Range: 30 ft

Weight: 1 lb

Damage:2d6 (non-lethal)+ training

StunAfter a successful hit target is stunned for a round. If the target has augmented parts or works on electricity it receives additional traits, augmented limbs seize for 2 rounds, augmented organs have 50% to stop working, and robots and shells receive additional 1d6 damage. On crit, the pilot of the shell also receives 1d6 damage.

Magazine: 30 bullets

Shock Shotgun Prohibited, not even security should have one since its (non-lethal) status is questionable. Usually available at VERY high-risk prisons and facilities Attack: 1d10+Mod (Dex)+Training

Range: 20 ft

Weight: 4 lb

Damage:5d6 (non-lethal?)+ training

StunAfter a successful hit target is stunned for a round. If the target has augmented parts or works on electricity it receives additional traits, augmented limbs seize for 2 rounds, augmented organs have 50% to stop working, and robots and shells receive additional 1d6 damage. On crit, the pilot of the shell also receives 1d6 damage.

AoEMaximum Effect is reached at 20 ft where is able to hit 3 people standing next to each other (15 ft wide) with full effect. At 15 ft .2 people (10 ft wide) Any closer and it loses AoE (one person eats all pellets).

Longer Distances increase AoE but decrease damage.

25-30 ft- 5 people (20-25 ft wide) 3d6
35-40 ft- 7 people (30-35 ft wide) 2d6

It goes no further, Stun active at all distances

Capacity: 4 Shells

Shock Rifle Prohibited anywhere except the military where is used as a mid-range Sniper Rifle. Equipable with Scope, suppressor unnecessary. Assassin favorite Attack: 1d10+Mod (Dex)+Training

Range: 100 ft

Weight: 4 lb

Damage:10d6+ training

StunAfter a successful hit target is stunned for a round. If the target has augmented parts or works on electricity it receives additional traits, augmented limbs seize for 2 rounds, augmented organs have 50% to stop working, and robots and shells receive additional 1d6 damage. On crit, the pilot of the shell also receives 1d6 damage

AP+5Within its optimal range (50-100 ft.), its hardened tip can penetrate up to 5 armor before delivering the shock. Below and above the optimal range AP falls by 1 for every 10 ft (Example: 30 ft AP+3, 120 ft AP+3

Capacity: 1 Bullet

Pistol Usually, the first response when things go pearshaped. Mostly because it can not damage Hubs. As you can imagine blowing a few holes into your habitat zone on, say, Europa would be bad. Attack: 1d10+Mod (Dex)+Training

Range: 30 ft

Weight: 1 lb

Damage:2d6+ training Capacity: 15+1 Bullets
Shotgun Same as a pistol, but denotes the second step in the playbook. Escalation. Attack: 1d10+Mod (Dex)+Training

Range: 20 ft

Weight: 4 lb

Damage:4d6+ training

AoEMaximum Effect is reached at 20 ft where is able to hit 3 people standing next to each other (15 ft wide) with full effect. At 15 ft .2 people (10 ft wide) Any closer and it loses AoE (one person eats all pellets).

Longer Distances increase AoE but decrease damage.

25-30 ft- 5 people (20-25 ft wide) 2d6
35-40 ft- 7 people (30-35 ft wide) 1d6

 

Stopping PowerIf you hit the target that is moving or charging toward you, you stop them to 0 ft per second for a round. If you hit a target that is 10 ft or closer they are knocked prone if they are possible to be knocked prone (some things are not). Targets that can't be knocked prone are moved back 10 ft instead

SlugShotguns can be loaded with slugs instead of shells. They lose AoE but gain 2d6 damage. Also, gain +10 ft reach for everything including the Stopping Power trait. However, they can shoot through any window, most inside walls, and (most importantly) walls to the tunnels that connect Hubs, large ones. To avoid Hub depressurization Life Support would seal that tunnel from both sides, no matter how many people are still inside.

Capacity: 6 Shells/Slugs

Submachine Gun Final legal Security weapon, employed when shit really hits the fan. Attack: 1d10+Mod (Dex)+Training

Range: 30 ft

Weight: 3 lb

Damage:1d6+ training

BurstSubmachine Guns don't have a single-fire option just Burst and Auto, so be careful with ammo. 😛

Burst fires 3 bullets (if available) every time you pull the trigger. Unfortunately, due to the recoil, it doesn't mean all bullets will hit the target. Fortunately, on the other side, Submachine guns have a small recoil. Also unlike Auto results for Burst are automatically calculated. It -1 for every subsequent bullet after the first one. So for example you shoot 1d10+Dex+training and get 11. The first bullet would be 11, the second 10, and the 3rd 9.

AutoAuto works differently than Burst because it keeps shooting as long as you have a finger on the trigger and bullets in the mag (duh)
It has pro's and cons. Pro being while accuracy depends on training you can lead your bullets and adjust (shoot lower if you see bullets go too high and vice versa) also you can shoot at multiple targets. Con accuracy is also luck based since there are more rolls involved, also it chews through ammo. Or to be more precise 80 bullets per round if we take basic by now relatively old MP5 (MP5SD shoots a bit slower, MP5K a bit faster but all can chew through 30 bullets per magazine in 6 sec round.

I works like this. If you blast on full auto say how many bullets go where. Example: Malcolm peeks and notice two guys and recognizes the danger of being caught in a pincer movement he leans out of the cover and showers a primary target with 10 bullets releases the trigger and quickly spays 3 more toward his buddy just to make him think twice about moving.

Now he rolls a normal attack and multiplies it by the number of bullets per target. well take 11 again, then multiply it by the number of bullets 110 for the primary 33 for the buddy. This is the main difference on auto we use percentage so Malcom roll 1d100 twice, and say gets 65% for the first one and 38% for the second one. That is the number of successful hits for each guy. Bless us we have calculators now and know that 65% of 110 is 71.5 and 38 from 33 is 12.54. We round up .5 and above and down .4 and below. So guy number 1 ate 72 damage, guy number two 13. By the way, don't worry after you roll the percentage die required number of times I'll do the rest.

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