Template:Weapon Styles: Difference between revisions
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| '''Close Quarters Specialized Weapon''': Any weapon considered to be designed especially for Urban warfare, especially indoors and close combat situations | | <div class="toccolours mw-collapsible mw-collapsed"> | ||
'''Close Quarters Specialized Weapon''': Any weapon considered to be designed especially for Urban warfare, especially indoors and close combat situations. | |||
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*Advantages: | |||
** Gain the 'Fully Unload' ability. | |||
** The critical multiplier is now increased by one. | |||
*Disadvantages: | |||
** The weapons range is reduced to 75ft. | |||
** Your weapon is more likely to be considered illegal. | |||
** The price of the weapon is also increased by $1,000 | |||
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| '''Chemical Thrower(Flame Thrower)''': Any weapon that sprays weapons grade | | <div class="toccolours mw-collapsible mw-collapsed"> | ||
'''Chemical Thrower(Flame Thrower)''': Any weapon that sprays a weapons grade chemical gas or liquid for a burning or other negative effect. | |||
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*Advantages: | |||
** The default damage type is chemical. | |||
*Disadvantages: | |||
** The damage type can only be changed to Thermal. | |||
** The range is down to -1 at 25ft. The max range is only 75ft. | |||
** Ammunition amount is halved. | |||
** Reload Speed is a full round action to reload. | |||
** The damage die is reduced by one. | |||
* Misc: | |||
** '''Rules Modification''': 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). | |||
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| '''DMR Specialized Weapon''': Any weapon considered to be used for DMR. (Designated Marksmen Rifle). Disadvantages: | |<div class="toccolours mw-collapsible mw-collapsed"> | ||
'''DMR Specialized Weapon''': Any weapon considered to be used for DMR. (Designated Marksmen Rifle). | |||
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*Advantages: | |||
** The weapon gains the 'Switch Firing Modes' ability. | |||
** The weapon's ranged penalty decreases by 1/2 now. | |||
*Disadvantages: | |||
** Cannot gain a 'Enhanced Combat Options' or 'Fully Unload'. | |||
** The weapon is more likely to be considered illegal. | |||
** The weapon price is increased by $1,000 | |||
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| '''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). | | <div class="toccolours mw-collapsible mw-collapsed"> | ||
'''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). | |||
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*Advantages: | |||
** The weapon can either have 'Enhanced Combat Options' or 'Switch Firing Modes'. | |||
*Disadvantages: | |||
** The price of the weapon is increased by $250 | |||
** The weapon is more likely to be considered illegal. | |||
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| '''Light Machine Weapon''': Any weapon that is considered to be used as a Support class weapon | | <div class="toccolours mw-collapsible mw-collapsed"> | ||
'''Light Machine Weapon''': Any weapon that is considered to be used as a Support class weapon. | |||
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*Advantages: | |||
** Gains the 'Suppression Fire' ability | |||
** Triples the amount of ammunition | |||
** Gains the 'Custom Ammunition' ability. | |||
*Disadvantages: | |||
** The weapon is more likely illegal. | |||
** The price is $1,250 more. | |||
** Ammunition rounds cost twice as much. | |||
** No 'Burst Fire' ability or 'Enhanced Combat Options'. | |||
** Has the 'clunky' attribute. | |||
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| '''Melee Weapon''': Any weapon that is expressly used for melee combat. Such as a club or sword can be considered the 'Melee Weapon' Style. | | <div class="toccolours mw-collapsible mw-collapsed"> | ||
'''Melee Weapon''': Any weapon that is expressly used for melee combat. Such as a club or sword can be considered the 'Melee Weapon' Style. | |||
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*Advantages: | |||
** Can gain the 'versatile' attribute with only one negative point instead of two. | |||
*Disadvantages: | |||
** The weapon cannot have a faster speed then manual. | |||
** Cannot take on any special special attributes associated with firing a weapon. | |||
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| '''Archaic Ranged Weapons''': These are either old style ranged weapons or modern | |<div class="toccolours mw-collapsible mw-collapsed"> | ||
'''Archaic Ranged Weapons''': These are either old style ranged weapons or modern takes of them. | |||
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*Advantages: | |||
** They get a single customization point that cannot be spent on Range,Accuracy Bonus,Damage Bonus or Reload Speed. | |||
*Disadvantages: | |||
** Cannot have a speed faster then 'Single-Fire' | |||
** Reload Speed can never be increased from Standard Action. (A Feat can be used for that) | |||
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| '''Specialized Attack Weapon''': These are weapons | |<div class="toccolours mw-collapsible mw-collapsed"> | ||
'''Specialized Attack Weapon''': These are weapons main purpose is to preform some technique on the enemy. | |||
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*Requirements: This required a Tech 2 or higher weapon. | |||
*Misc: | |||
** '''Rules Modification''': They can be used to preform techniques listed on the [[Techniques]] page. The weapon level is considered to be Technique Level + 2. The different attributes of the weapon are from the rules for the Technique if a Level character the same level as the Weapon Level is using that Technique. If the technique is effected by levels then the Masterworked rules add 'levels' to the gun to improve the techniques abilities. | |||
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Revision as of 23:58, 22 November 2016
Hunting Rifle: A two handed projectile weapon commonly used to hunt wild life. Not used in professional militaries.
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Personal Firearm: This is a commercially available weapon for civilian self defense or hobbyist. Usually a pistol.
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Side Arm: This is a military grade pistol designed as a secondary weapon for troops in combat situations.
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Shotgun: A gun usually designed to be fired from the shoulder, which uses the energy of a fixed shell to fire a number of small spherical pellets called shot, or a solid projectile called a slug.
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Sniper Rifle: Is a portable, high precision, shoulder-fired rifle, for military or law enforcement use, designed to ensure more accurate shooting at longer ranges than other weapons.
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Close Quarters Specialized Weapon: Any weapon considered to be designed especially for Urban warfare, especially indoors and close combat situations.
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Chemical Thrower(Flame Thrower): Any weapon that sprays a weapons grade chemical gas or liquid for a burning or other negative effect.
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DMR Specialized Weapon: Any weapon considered to be used for DMR. (Designated Marksmen Rifle).
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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).
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Light Machine Weapon: Any weapon that is considered to be used as a Support class weapon.
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Melee Weapon: Any weapon that is expressly used for melee combat. Such as a club or sword can be considered the 'Melee Weapon' Style.
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Archaic Ranged Weapons: These are either old style ranged weapons or modern takes of them.
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Specialized Attack Weapon: These are weapons main purpose is to preform some technique on the enemy.
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