Template:Weapon Styles: Difference between revisions

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| '''Hunting Rifle''': Any weapon declared as a Hunting Rifle can freely choose this Style. Disadvantages: The range cannot be higher then Large but also automatically gets Large range. The weapon cannot use special ammunition. And cannot customize damage types/bonus/DR. Gains the Two Handed default attribute. Advantages: Extra Use before reloading. Reduced cost -$150 and procure difficulty -1. Extra negative point to spend customizing.
| '''Hunting Rifle''': Any weapon declared as a Hunting Rifle can freely choose this Style. Disadvantages: The range cannot be higher then Large but also automatically gets Large range. The weapon cannot use special ammunition. And cannot customize damage types/bonus/DR. Gains the Two Handed default attribute. Advantages: Extra Use before reloading. Reduced cost -$150 and procure difficulty -1. Extra negative point to spend customizing.

Revision as of 22:07, 22 November 2016

Table: Weapon Styles

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Hunting Rifle: Any weapon declared as a Hunting Rifle can freely choose this Style. Disadvantages: The range cannot be higher then Large but also automatically gets Large range. The weapon cannot use special ammunition. And cannot customize damage types/bonus/DR. Gains the Two Handed default attribute. Advantages: Extra Use before reloading. Reduced cost -$150 and procure difficulty -1. Extra negative point to spend customizing.
Personal Firearm: This is basically a commercially available weapon for civilian self defense or hobbyist. Disadvantages: The range cannot be higher then Small but is also automatically given Small. The weapon cannot use special ammunition. And cannot customize damage bonus or DR. Advantages: Reduced cost -$150 and procure difficulty -1. Extra negative point to spend customizing. Removes the 'Two Handed' Default requirement if it applies.
Side Arm: This is a military grade pistol designed as a secondary weapon for troops in combat situations. Disadvantages: Looses 1 customization point. The range cannot be higher then Medium but is also automatically given Medium. The cost is increased by $100 and procure difficulty by +1. Advantages: The weapon gets a +1 bonus too Base Damage.
Shotgun: Any weapon declared as a shotgun can freely choose this Style. Disadvantages: Pellet ammo will reduce the range of the weapon to 30ft. 31-60ft takes a double disadvantage to accuracy and looses two hit die level if the weapon still hits a target. The advantages however is that the weapon goes up a hit die level (if the tech level allows it) and a single accuracy roll is used to determine if all targets within the area of a 30ft cone starting at the character. To learn about cone areas in combat go here. For all targets that got hit they receive half damage unless they are hit within 10 feet then they take full damage. The Shotgun can also use slugs. With slug ammo the range increment is 'Small' or 100ft. The damage die is still up a level. The range penalty is also double.
Sniper Rifle: Any weapon declared as a sniper Rifle can freely choose this attribute. Disadvantages: The weapon cannot benefit from a speed higher then semi-auto. The weapon's procure difficulty is increased by 1 and its price is doubled. Advantages: The weapon's range is instantly tripled. The accuracy penalty for going over the weapon's range is decreased by half. The Crit Range is now increased by one.
Close Quarters Specialized Weapon: Any weapon considered to be designed especially for Urban warfare, especially indoors and close combat situations, can be freely gain this attribute. Disadvantages: The weapons range is reduced to 100ft. Your weapon is more likely to be considered illegal. The price of the weapon is also increased by $1000. Advantages: You gain the 'Fully Unload' ability. The Crit Multiplier is now increased by one.
Chemical Thrower(Flame Thrower): Any weapon that sprays weapons grade chemicals burning or otherwise. Disadvantages: The default damage type is Chemical and it can only be changed to Thermal. The range is down to -1 25ft. Max range is 75ft. So if you upgrade range to 'Small' it is 75ft instead of 100ft. Ammunition is halved and by default takes a full round action to reload. The damage die is reduced by one. Advantages: The weapon can be used to target an individual or a 5ft square. If the target is an enemy and they hit the damage is dealt but a 1d3 is also rolled (1d6 halved). This roll determines for how many rounds the damage will continue. This round of damage doesn't count as the first round. If the target is an area then the user doesn't have to roll for accuracy and can choose to keep spraying onto adjacent 5ft squares for each ammunition they have left. Any person that steps into the 5ft square that has been spared for the next 1d3 rounds gets damaged. If a critical is scored then roll 1d3 twice or the multiplier for Critical Damage (x2 thru x4).
DMR Specialized Weapon: Any weapon considered to be used for DMR. (Designated Marksmen Rifle). Disadvantages: Weapon cannot gain a 'Enhanced Combat Options' or 'Fully Unload'. Also the weapon is more likely to be considered illegal. The price of the weapon is also increased by $1000. Advantages: The weapon gains the 'Switch Firing Modes' ability. The weapon's ranged accuracy decreases by 1/2 now.
Assault Specialized Weapon: Any weapon considered to be designed specifically for general purpose military combat. (it couldn't be easily description as fitting any other specialization and it would have to be currently in use as a standard weapon of a military near the location its being sold(same planet/solar system). Disadvantages: The weapon is more likely to be considered illegal. The price of the weapon is also increased by $250. Advantages: In some places (depending on GM) the weapon due to is mass production may actually be cheaper. The player can choose between 'Enhanced Combat Options' ability or 'Switch Firing Modes'.
Light Machine Weapon: Any weapon that is considered to be used as a Support class weapon or light machine gun can freely choose this option. Disadvantage: The weapon is more likely illegal. The price is $1250 more. Amo mags cost twice as much. No 'Burst Fire' ability or 'Enhanced Combat Options' options. Has the 'clunky' attribute. Advantage: Gains the 'Suppressive Fire' ability. Triples the amount of uses each Mag has. Gains the 'Custom Ammunition' ability.
Melee Weapon: Any weapon that is expressly used for melee combat. Such as a club or sword can be considered the 'Melee Weapon' Style. Disadvantage: The weapon cannot have a faster speed then manual and cannot take on any special attributes associated with firing a weapon or ranged combat. Advance: Can gain the versatile attribute with only one negative point instead of two.
Archaic Ranged Weapons: These are either old style ranged weapons or modern versions of them. Disadvantage: They cannot have a speed faster then 'Single-Fire' and the reload speed can never be increased. Advantage: They get a single customization point however that point cannot be spent on the following: Range/Accuracy Bonus/Bonus Damage/Reload Speed.
Specialized Attack Weapon: These are weapons that do no or little damage but there main purpose is to preform some technique on the enemy. The most common are Combat Techniques but Tech 2 and higher weapons can be used to preform techniques listed in the Techniques page.