Weapons: Difference between revisions
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# Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares. | # Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares. | ||
=== Planted Explosives === | === Planted Explosives (Traps) === | ||
A planted explosive is set in place, with a timer or fuse determining when it goes off. No attack roll is necessary to plant an explosive; the explosive sits where it is placed until it is moved or goes off. This is considered a Trap so rules for making traps apply. More rules on traps in the [[Combat|combat]] section. | A planted explosive is set in place, with a timer or fuse determining when it goes off. No attack roll is necessary to plant an explosive; the explosive sits where it is placed until it is moved or goes off. This is considered a Trap so rules for making traps apply. More rules on traps in the [[Combat|combat]] section. | ||
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For a the full list of Explosives with explanations go [[Descriptions of Explosives|here]]. The type of explosive can be found no longer then the tech level shown in the table below. However a Tech level 1 explosive can also show up in any higher Tech level. If the description doesn't specify otherwise this simply increases the number of d6s use to determine damage by 1. The cost is also increased by %50 the base cost per Tech level. | For a the full list of Explosives with explanations go [[Descriptions of Explosives|here]]. The type of explosive can be found no longer then the tech level shown in the table below. However a Tech level 1 explosive can also show up in any higher Tech level. If the description doesn't specify otherwise this simply increases the number of d6s use to determine damage by 1. The cost is also increased by %50 the base cost per Tech level. | ||
=== Grenades/Explosives Table === | === Grenades/Explosives Table === |
Revision as of 23:58, 6 December 2016
Please go to the Full Weapon List for a complete list of examples. | |||
Tech Level 0 | |||
---|---|---|---|
Weapon | Size/Speed Lvls (Total lvl) |
Hit Die | Cost / Proc Diff |
Melee Weapons | |||
Knife | Small/Manual (lvl 1) | 1d4 | $120 / 1 |
Short Sword | Medium/Manual (lvl 2) | 1d6 | $480 / 1 |
Quarter-Staff | Medium/Manual (lvl 2) | 1d6 | $480 / 1 |
Broad Sword | Large/Manual (lvl 3) | 1d8 | $960 / 1 |
Spear | Large/Manual* (lvl 2) | 1d8 | $960 / 1 |
Ranged Weapons | |||
Throwing Knife/Star | Small/Single-Fire (lvl 0) | 1d2 | $35 / 1 |
Simple Bow | Medium/Single-Fire (lvl 1) | 1d4 | $360 / 1 |
Long Bow | Large/Single-Fire (lvl 2) | 1d6 | $1,620 / 1 |
Tech Level 1 | |||
Weapon | Size/Speed | Hit Die | Cost / Proc Diff |
Melee Weapons | |||
Improved Sword | Large/Manual (lvl 3) | 1d8 | $620 / 0 |
Improved Knife | Medium/Manual (lvl 2) | 1d6 | $320 / 0 |
Riot Baton | Medium/Manual (lvl 2) | 1d6 | $320 / 0 |
Ranged Weapons | |||
Improved Bow | Large/Single-Fire (lvl 2) | 1d6 | $800 / 0 |
Pistol | Medium/Manual (lvl 2) | 1d6 | $800 / 0 |
Side Arm | Medium/Semi-Auto (lvl 3) | 1d8 | $1,700 / 1 |
Hunting Rifle | Medium/Single Fire (lvl 3) | 1d8 | $1,450 / 0 |
Sniper Rifle | Large/Semi-Auto (lvl 4) | 1d10 | $4,800 / 1 |
Assault Weapon | Medium/Fully Auto (lvl 4) | 1d10 | $3,450 / 0 |
Simple LMG | Large/Fully Auto (lvl 5) | 1d12 | $6,050 / 1 |
Simple CQB | Small/Super Fast* (lvl 3) | 1d8 | $2,600 / 1 |
Tech Level 2 | |||
Weapon | Size/Speed | Hit Die | Cost / Proc Diff |
Melee Weapons | |||
Advanced Sword | Large/Manual (lvl 3) | 1d8 | $800 / 0 |
Advanced Knife | Medium/Manual (lvl 2) | 1d6 | $400 / 0 |
Energy Baton | Medium/Manual (lvl 2) | 1d6 | $600 / 0 |
Ranged Weapons | |||
Laser Pistol | Medium / Semi-Auto (lvl 3) | 1d8 | $1,610 / 0 |
Laser Rifle | Large/Fully Autoc (lvl 5) | 1d12 | $5,280 / 0 |
Grenade Launcher | Gigantic/Fully Auto (lvl 6) | 2d8 | $16,560 / 0 |
Tangler Gun | Small/Semi-Auto (lvl 2) | ? | $880 / 0 |
Laser QCB | Medium/Super Fast (lvl 5) | 1d12 | $6,280 / 0 |
Laser Sniper Rifle | Gigantic/Semi-Auto (lvl 5) | 1d12 | $7,920 / 1 |
Laser Shotgun | Large/Semi-Auto (lvl 4) | 1d12 | $3,520 / 0 |
Laser LMG | Large/Full Auto (lvl 5) | 1d12 | $9,170 / 1 |
Tech Level 3 | |||
Weapon | Size/Speed | Hit Die | Cost / Proc Diff |
Melee Weapons | |||
Plasma Sword | Gigantic/Manual (lvl 4) | 1d10* | $1,920 / 0 |
Ranged Weapons | |||
Plasma Pistol | Large/Semi-Auto (lvl 4) | 1d10* | $3,690 / 0 |
Plasma Rifle | Large/Fully Auto (lvl 5) | 2d8* | $6,010 / 0 |
Plasma QCB | Large / Super-Fast (lvl 6) | 2d10* | $8,640 / 1 |
Rail Gun | Gigantic/Semi-Auto (lvl 5) | 1d12 | $12,960 / 2 |
Plasma Shotgun | Large/Full Auto (lvl 5) | 1d12 | $5,760 / 0 |
Plasma LMG | Gigantic / Full Auto (lvl 6) | 2d8* | $9,910 / 0 |
Plasma Sniper Rifle | Gigantic / Semi Auto (lvl 5) | *2d8 | $8,640 / 1 |
Tech Level 4 | |||
Weapon | Size/Speed | Hit Die | Cost / Proc Diff |
Melee Weapons | |||
Particle Sword | Gigantic/Manual (lvl 4) | 1d12* | $2,240 / 1 |
Superior Knife | Medium/Manual (lvl 2) | 1d8 | $1,120 / 1 |
Ranged Weapons | |||
Gravity Rifle | Large/Fully Auto (lvl 5) | 1d12 | $4,160 / 2 |
Energy Rail Cannon | Gigantic/Full Auto (lvl 6) | 2d8 | $14,120 / 1 |
Singularity Cannon | Gigantic/Super-Fast* (lvl 7) | 2d10 | $46,800 / 3 |
Sonic Beam | Large/Fully Auto (lvl 5) | 1d12 | $7,240 / 1 |
Anti-Matter Pistol | Gigantic/Semi Auto (lvl 5) | 2d8 | $12,460 / 2 |
Anti-Matter Shotgun | Gigantic/Semi Auto (lvl 5) | 2d10** | $23,040 / 2 |
Anti-Matter Rifle | Gigantic/Fully Auto (lvl 6) | 2d10* | $28,080 / 2 |
Please go to the Full Weapon List for a complete list of examples. |
Weapons in Future Path are not static like in other Pen & Paper games. There isn't just a list of different weapons that you have to choose from and cannot branch off of. In Future Path you can choose a weapon from a list if you are in a hurry or simply don't feel particularly creative. However if your fav. side arm from real life isn't on the starting list feel free to create your own using the custom weapon rules set.
Below we will go over what makes up a Future Path Weapon and how to build your own customized weapon. How much damage it can deal. How much it will cost. How difficult it might be to purchase. And all sorts of other characteristics.
Future Path Weapon Tech Levels
Future Path is all about a fantasy universe similar to our own except with an alternate history. So of course we are going to have not only weapons from our past but also our present and all sorts of neat advanced weapons from the future.
The Tech level system which co-insides with the Civilization Tech Level helps to categorize futuristic weapons. The higher the tech level the more advanced technology and science it took to make the weapon. It also means that it is more difficult and expensive to get your hands on it. It will also acquire a character to have the same tech level or higher to work on it. Upgrade it with newer gadgets and so on.
Weapons have a Weapon Level limit depending on the tech level as tech levels also come with a price and a procure difficulty. Learn more about Weapon Levels in the next section.
Tech Levels | Level Limit/Max Hit Die | Extra Procure Diff |
---|---|---|
Tech Level 0 | 4 Levels / 1d10 | +1 |
Tech Level 1 | 5 Levels / 1d12 | 0 |
Tech Level 2 | 6 Levels / 2d8 | 0 |
Tech Level 3 | 7 Levels / 2d10 | 0 |
Tech Level 4 | 8 Levels / 2d12 | +1 |
Basic Weapon Creation
Making rules for creating player made weapons has its advantages and disadvantages. The goal is to make as limitless a supply of weapons as the player's imaginations can handle. However this also means adding an extra level of complexity that players may not always appreciate. In order to compensation we have also made a table of weapons for both ranged and melee and low and high tech levels so you do not have to go create your own if you do not want too.
Another problem with weapon creation rules is that all weapons are made under equal rules. These means that in some cases a Future Path version of a real world weapon may not exactly represent its physical version. These rules are designed with game balance taking precedent over realism.
Now how do you create your own custom Future Path Weapon!? Here is a summary of steps to help.
- First imagine what type of weapon you actually want. To do that here are a few questions to help you.
- Is the weapon melee or ranged?
- Does the weapon have a real world equivalent?
- Is the weapon archaic in nature? Or perhaps Futuristic? Tech Level?
- Is there anything special about this weapon that makes it stand out among its peers.
- Is there a specific purpose or use for the weapon. IE: Hunting rifle, sniper rifle, urban warfare.
- Now take this weapon idea and try to ask what The Power Level and Speed it has. See below in the Weapon Levels category. Don't worry if things do not appear to completely fit. The Power and Speed levels are relative to the world that they are in. And Style/Arch-Types can further adjust the weapon more to your liking.
- Review the Weapon Styles section and ask yourself if the weapon follows a particular common style. IE: A Hunting Rifle or a Sniper Rifle.
- Review the Weapon Arch Types section and see if your gun fits one of those arch types. IE: What damage does it do? Does it fire a laser or plasma? Does it harness the power of gravity or anti-matter?
- Review the Default Attributes section. Your weapon may require you to take one of these attributes on.
- Finally review the Weapon Cost table as it will tell you exactly what the price of your weapon is including any additional costs for customization.
Above are the steps for making a basic weapon. However there are additional options that allow you to further customize and modify your gun. Espeically useful if the weapon is a high tech level and/or you can masterwork craft a weapon.
- Look at the Advance Customizations category to add future customize the weapon. IE: Adjust its range or give it a special feature.
- You may be interested in Weapon Accessories.
- Look here at options like special amo.
- Lastly there is Gadgets. Technically not part of the weapon itself Gadgets are another level of customization and improvements for any weapon.
Weapon Levels
Weapons have multiple attributes, but perhaps the must significant aspect is its hit die. Weapons have a hit die level as shown in the 'Weapon Levels/Hit Die' Table. The hit die is based on the Weapon Level. The weapon level is determined by the two main characteristics. When added together the 'Power Level' and 'Weapon Speed' make the Weapon Level which in turn decieds things like price and damage die. However the individual Power and Speed levels can also help determine other aspects of the weapon such as its Ammunition amount or Range.
- 4 Power Levels:
- Small - 0 level point
- Medium - 1 level points
- Large - 2 level points
- Gigantic* - 3 level points
The Power level represents the Kinetic/Electric/Thermal/Chemical Energy of the Ammunition. For example, a bullet has Kinetic energy, and the size/speed of the bullet determines its energy. For a more futuristic weapon it could be Electric or Thermal energy instead of just Kinetic, or even a hybrid of different energy types. For an older weapon this would represent the blade size and how easy it is to apply the maximum amount of force. All Gigantic Size weapons are considered 'Clunky'.
- 4 Speeds:
- Single Fire - 0 level points
- Manual - 1 level point
- Semi-Auto - 2 level points
- Fully Automatic - 3 level points
- Super Fast* - 4 level points
This is the speed or rate of fire of which a gun is capable. All Melee is considered Manual, whereas all Archaic ranged weapons are considered Single-Fire. All Super Fast Speed weapons are considered Exotic.
Below is a convent table with all the different combinations and there default values. Under the Advance Weapon Creation section there is a more in-depth explanation of all the customization attributes of a weapon. For starters you can just pick the weapon Power and Speed Level. Later you may pick the Weapon Style if one fits and also a Weapon Arch Type if one fits. Styles and Arch Types effect the different customization attributes of a weapon.
Power => v=Speed=v |
Small | Medium | Large | Gigantic* |
---|---|---|---|---|
Single Fire Level / Hit Die / Feat Req. |
Small/Single-Fire Level 0 / 1d2 / Simple |
Medium/Single-Fire Level 1 / 1d4 / Simple |
Large/Single-Fire Level 2 / 1d6 / Simple |
Gigantic/Single-Fire Level 3 / 1d8 / Advance |
Manual Level / Hit Die / Feat Req. |
Small/Manual Level 1 / 1d4 / Simple |
Medium/Manual Level 2 / 1d6 / Simple |
Large/Manual Level 3 / 1d8 / Simple |
Gigantic/Manual Level 4 / 1d10 / Advance |
Semi-Auto Level / Hit Die / Feat Req. |
Small/Semi-Auto Level 2 / 1d6 / Simple |
Medium/Semi-Auto Level 3 / 1d8 / Simple |
Large/Semi-Auto Level 4 / 1d10 / Advance |
Gigantic/Semi-Auto Level 5 / 1d12 / Advance |
Fully Automatic Level / Hit Die / Feat Req. |
Small/Fully Automatic Level 3 / 1d8 / Advance |
Medium/Fully Automatic Level 4 / 1d10 / Advance |
Large/Fully Automatic Level 5 / 1d12 / Advance |
Gigantic/Fully Automatic Level 6 / 2d8 / Heavy |
Super Fast** Level / Hit Die / Feat Req. |
Small/Super Fast Level 4 / 1d10 / Advance |
Medium/Super Fast Level 5 / 1d12 / Advance |
Large/Super Fast Level 6 / 2d8 / Heavy |
Gigantic/Super Fast Level 7 / 2d10 / Heavy |
*This requires that the weapon take the 'clunky' default attribute | ||||
**This requires the 'exotic' default attribute |
Weapon Styles
You can pick a style to follow. A shutgun or pistol. A Sniper rifle or DMR. You do not need to pick one of these. They are free attributes that your gun can take on. (You cannot have more then one weapon specialization attribute.) Further customization are shown below in the Advance Customizations section.
Expand
No Style: The Weapon design is of no precise purpose. |
Expand
Hunting Rifle: A two handed projectile weapon commonly used to hunt wildlife. Not used in professional militaries. |
Expand
Personal Firearm: This is a commercially available weapon for civilian self-defense or hobbyist. Usually a pistol. |
Expand
Side Arm: This is a military grade pistol designed as a secondary weapon for troops in combat situations. |
Expand
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. |
Expand
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. |
Expand
Close Quarters Specialized Weapon: Any weapon considered to be designed especially for Urban warfare, especially indoors and close combat situations. |
Expand
Chemical Thrower(Flame Thrower): Any weapon that sprays a weapons-grade chemical gas or liquid for a burning or other negative effect. |
Expand
DMR Specialized Weapon: Any weapon considered to be used for DMR. (Designated Marksmen Rifle). |
Expand
Assault Specialized Weapon: Any weapon considered to be designed specifically for general purpose military combat. (it couldn't be easily described as fitting any other specialization and it would have to be currently in use as a standard weapon of military near the location it's being sold(same planet/solar system). |
Expand
Light Machine Weapon: Any weapon that is considered to be used as a Support class weapon. |
Expand
Melee Weapon: Any weapon that is expressly used for melee combat. Such as a club or sword can be considered the 'Melee Weapon' Style. |
Expand
Throwing Weapon: Any weapon that is expressly used by throwing it. |
Expand
Archaic Ranged Weapons: These are either old style ranged weapons or modern replica of them. |
Expand
Specialized Attack Weapon: These are weapons where the main purpose is to perform some technique on the enemy. |
Weapon Arch Types
Below are weapon arch types. These are different types of commonly used weapon systems such as the Laser or Plasma weapon. The default base type is Kinetic which is also the default weapon damage type of all weapons. Changing the Weapon Base is one way to adjust the damage type. However a weapon can inflect damage of different types using customization or special amo.
If the weapon doesn't qualify for one of the disadvantages then a customization point has to be spent to convert the weapon to that Style.
ExpandKinetic Base: (Tech 0 thru 4) This is the default weapon type. No advantages or disadvantages. |
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ExpandLaser: (Tech 2 thru 4) This style is only for ranged weapons. |
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ExpandEnergy: (Tech 2 thru 4) This uses pure electric energy to add a kick to the damage dealt. |
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ExpandPlasma: (Tech 3 thru 4) This weapon uses the 4th state of matter to deal extreme damage to targets. |
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ExpandGravity: (Tech 3 thru 4) This uses one of the 4 fundamental forces of physics to deal difficult to avoid damage |
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ExpandParticle: (Tech 3 thru 4) Similar to plasma except this weapon uses sub-atomic particles. The reaction is similar to chemical damage. |
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ExpandAnti-Matter: (Tech 4) This uses the extremely volatile substance that is anti-matter. |
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Default Attributes
Default attributes are attributes that can be freely declared or are earned under the right circumstances. For example if you pick your weapon to be Super-Fast the weapon instantly becomes exotic. Some of these default attributes can be effected by customization points. You will learn more about earning and spending customization points on weapons in the sections below.
Default Attributes are earned biased on there criteria. Certain attributes or power/speed levels may force a weapon to take on a Default Attribute.
ExpandTable: List of attributes that may apply to a weapon. |
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Weapon Cost
Each Customization Point spent on an Weapon increases the price of the weapon by 25% of the weapons base price round to the nearest $5. The base price is the price indicated by the Weapon Level + any price increase for Tech Level. This does not include the Procure Difficulty Price increase. This increase is added after all other price modifications are considered.
The table below shows all the base costs for all Weapon Levels for all Tech Levels for both Melee and Ranged. It also includes the customization point cost.
Weapon Levels => v=Tech Levels=v |
lvl 0 (1d2) - | lvl 1 (1d4) x4 | lvl 2 (1d6) x4 | lvl 3 (1d8) x2 | lvl 4 (1d10) x2 | lvl 5 (1d12) %50 | lvl 6 (2d8) %50 | lvl 7 (2d10) %25 | lvl 8 (2d12) %25 |
---|---|---|---|---|---|---|---|---|---|
($15/$45) | ($60/$180) | ($240/$720) | ($480/$1,440) | ($960/$2,880) | ($1,440/$4,320) | ($2,160/$6,480) | ($2,700/$8,100) | ($3,374/$10,125) | |
Tech lvl 0 +$0 +Custom Cost |
$15 / $45 +$5 / +$10 |
$60 / $180 +$15 / +$45 |
$240 / $720 +$60 / +$180 |
$480 / $1,440 +$120 / +$360 |
$960 / $2,880 +$240 / +$720 |
- / - | - / - | - / - | - / - |
Tech lvl 1 +$5 +Custom Cost |
$20 / $50 +$5 / +$10 |
$80 / $200 +$20 / +$50 |
$320 / $800 +$80 / +$200 |
$620 / $1,600 +$160 / +$400 |
$1,380 / $3,200 +$345 / +$800 |
$2,020 / $4,800 +$505 / +$1,200 |
- / - | - / - | - / - |
Tech lvl 2 +$10 +Custom Cost |
$25 / $55 +$5 / +$15 |
$100 / $220 +$25 / +$55 |
$400 / $880 +$100 / +$220 |
$800 / $1,760 +$200 / +$440 |
$1,600 / $3,520 +$400 / +$880 |
$2,400 / $5,280 +$600 / +$1,320 |
$3,700 / $8,280 +$925 / +$2,070 |
- / - | - / - |
Tech lvl 3 +$15 +Custom Cost |
$30 / $60 +$5 / +$15 |
$120 / $240 +$30 / +$60 |
$480 / $960 +$120 / +$240 |
$960 / $1,920 +$240 / +$480 |
$1,920 / $3,840 +$480 / +$960 |
$2,880 / $5,760 +$720 / +$1,440 |
$4,320 / $8,640 +$1,080 / +$2,160 |
$5,400 / $10,800 +$1,350 / +$2,700 |
- / - |
Tech lvl 4 +$20 +Custom Cost |
$35 / $65 +$10 / +$15 |
$140 / $260 +$35 / +$65 |
$560 / $1,040 +$140 / +$260 |
$1,120 / $2,080 +$280 / +$520 |
$2,240 / $4,160 +$560 / +$1,040 |
$3,360 / $6,240 +$840 / +$1,560 |
$5,040 / $9,360 +$1,260 / +$2,340 |
$6,300 / $11,700 +$1,575 / +$2,925 |
$7,875 / $14,625 +$1,970 / +$3,655 |
The '/' between costs is (Melee/Ranged) as Melee has a different cost then Ranged. |
Advance Weapon Creation
There are more things that can be done too customize a weapon in Future Path. There are multiple characteristics and they can be effected positively and negatively.
To make changes a Player needs to spend Customizations points. Customization points are gained by Tech Level, Masterworked Level, and by taking negative attributes.
- Tech Level Customization Points: Your Tech Level determines how many customization points to start with. Tech level 0 you get 0 points to spend. Tech level 2 you get 2 points to spend.
- Master worked Customization Points: Each Masterworked level provides an additional point. +1 Masterwork provides 1 customization point. The maximum Masterwork level is 5.
- Earning Points by taking negative attributes: Taking a negative in a certain attribute earns you a Negative point. 2 Negative points can be turned into a Customization point. Some attributes you cannot take negatives in or they take more points to level up or provide more negative points. Each attribute should state any special cases if they apply.
Just like for Character in Future Path here there is a focus on bringing out the strengths and weaknesses of weapons. Weapons can either be plain/simple or be focused for a specific task with clear disadvantages and advantages.
Below all the attributes that can help you customize your weapon there is a list of "Weapon Arch-Types". You can view these options as a sort of template for different styles of weapons. However it is best to review all the options here to understand the arch-types better.
Attributes list (Not all apply to every weapon):
- Critical Range:
ExpandThe Crit Range of the Weapon |
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- Critical Damage:
ExpandThe Crit Damage Multiplier |
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- Weight:
ExpandThe Weight and thus clumsiness of the gun. |
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- Range:
ExpandThe average distance before accuracy becomes a problem: |
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ExpandEffective Range as per Power Level: |
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- Ammunition Amount:
ExpandNumber uses for you have to reload a magazine/clip. |
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- Reload speed:
ExpandA Move action (See Combat for more info). |
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- Damage Type:
ExpandThe damage type of the weapon. |
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- AP Damage (DR Damage):
ExpandThe weapon can now reduce some of the DR the target may have. |
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- Hit Die Increase:
ExpandThe weapon can use a different level of hit die. |
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- Masterwork Construction:
ExpandDetermines how well the weapon is constructed. |
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- Accuracy:
ExpandThe likelihood that the weapon will inflict some amount of lethal damage each time is used. |
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- Bonus Damage:
ExpandA bonus to the total of the Weapon Die roll. |
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- Bonus Ability:
ExpandGives the weapon an ability or special attribute. |
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ExpandTable: Bonus Abilities. |
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Ammunition
Ammunition cost is based on what the Weapon power level is. The price is based on how much it costs on average to buy enough for a full magazine of the weapon.
Power Level | Avg. $ | Bonus $ for special amo |
---|---|---|
Small | $5 | + $10 |
Medium | $10 | + $20 |
Large | $15 | + $50 |
Gigantic | $50 | + $100 |
There are different types of special amo. Not all weapons can use special amo. The use of special amo is a Weapon Ability. Special Amo can do a variety of things. The list below is different Special Amo types are available and there prices. Special Ammunition prices are calculated by adding the Special Amo price increase show in the above 'Ammunition Stats' chart and then adding the custom price associated below if it specifies.
Damage Type Change: There are 4 damage types Ranged weapons can use. Kinetic/Electric/Thermal(Radiation)/Chemical. The default weapon damage type is Kinetic. |
Bonus Damage: The amo is in someway changed to provide the most about of possible damage to the target. This can range from +1 point of damage to +5. The price is calculated by: Base Price + Bonus price + $10 * Bonus Damage amount = Cost. |
Bonus Damage by Type: The amo packs an additional package of either Kinetic/Electric/Thermal(Radiation)/Chemical damage. The damage is determined by a dice roll. The Hit die level starts with 1d4 (Level 1) and goes as high has 1d10 (Level 4). The price is calculated by: Base Price + Bonus price + $20 * Hit Die Level = Cost. |
Bonus Chance to do Damage: The amo is more likely to hit the target effectively. This requires a minimal of Tech Level 2 in order to craft and the likelihood of this appearing in a society that is Tech 1 or below is low. The bonus is applied to the accuracy check. It can go from +1 to +5. The price is calculated by: Base Price + Bonus price * Accuracy Check Bonus = Cost. |
DR Bonus: The amo can shred through armor more effectively. Negating DR. The can go from -1 to Armor DR to -10. However anything past -5 requires Tech Level 2 or higher to craft. The price is calculated by: Base Price + (Bonus Price * the DR Bonus) = Cost. |
Explosives (Grenades/Traps)
These weapons explode or burst, dealing damage to individuals or objects within an area. The area can be either circular in nature or a cone shape.
Explosives can be thrown or set off in place, depending on the type of explosive device. Dynamite and hand grenades are examples of these weapons.
All explosives must be detonated. Some, such as grenades, include built-in detonators. (Pulling the pin on a grenade is a free action.) Others require timers or other devices to set them off. Detonators are covered in Weapon Accessories.
Explosives require no proficiency to use normally.
Thrown Explosives (Grenades)
Make a ranged attack against a 5ft square area. The accuracy check is against the squares AC. The AC is: 5 + Range Penalties. The Range Penalty is for ever 10ft after the first 10ft add an additional 5 AC. So 1 - 10ft would be +0, 11 - 20ft would be +5 and so on. The Character is able to add there Dex modifier too the ranged attack like normal. And for every 2 points in Str modifier a Character has the Character can extend the starting throwing range by another 10ft. So if a Character with a Str Mod of +2 and a Dex Mod of +2 attempts to through an explosive to a target 40ft away the target AC would be 15 and the Character would get a +2 to the accuracy roll.
When a Character throws the explosive he/she can either miss or hit.
- Hit: Individuals in the target square and all adjacent squares within the damage area are dealt damage.
- Miss:
- First, roll 1d8 to determine the miss direction of the throw. 1 - Falls short (straight line towards the thrower). 2 through 8 - Count around the target individual or grid intersection in a clockwise direction.
- Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.
- Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.
Planted Explosives (Traps)
A planted explosive is set in place, with a timer or fuse determining when it goes off. No attack roll is necessary to plant an explosive; the explosive sits where it is placed until it is moved or goes off. This is considered a Trap so rules for making traps apply. More rules on traps in the combat section.
When a planted explosive detonates, it deals its damage to all targets within the damage area of the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage.
For a the full list of Explosives with explanations go here. The type of explosive can be found no longer then the tech level shown in the table below. However a Tech level 1 explosive can also show up in any higher Tech level. If the description doesn't specify otherwise this simply increases the number of d6s use to determine damage by 1. The cost is also increased by %50 the base cost per Tech level.
Grenades/Explosives Table
Weapon: This column is the weapon name or basic type.
Damage: The damage dealt by the weapon expressed by Hit Die. Example: 1d6. There is also extra incremental damage that can happen for a certain amount of turns after hit by the weapon. For example extra chemical/thermal damage for 1d4 would be expressed like so: 1d6 +(1d4). Incremental damage is expressed in parentheses.
Damage Type: There are 4 damage types that weapons have. Kinetic/Electric/Thermal(Radiation)/Chemical.
Throw-able: This is either Yes or No. No means that the explosive can only ever be used if planted somewhere first. Yes means that the explosive can be used as a grenade or be customized by a Character with the correct skills as a planted explosive.
Range Increment: This is the range that the explosive has a damaging effect. It is the number of 5ft squares out of the target square that objects may receive damage.
Size: Tiny/Small/Med is the sizes. Anything Large would not be Throw-able. Med takes a -4 to accuracy.
Weight: This column gives the weapon's weight.
Procure Diff: Please review the rules for procure difficulty.
Cost: This is the purchase cost to acquire the weapon. This number reflects the base price and doesn't include any modifier for purchasing the weapon on the black market.
Please note that '?' and/or '-' means that extra rules may apply. The Weapon Column should have links to the weapon descriptions.
Tech Level 0 | |||||||||
---|---|---|---|---|---|---|---|---|---|
Weapon | Damage | Damage Type | Throw-able | Area Type | Range Increment | Size | Weight | Procure Diff | Cost |
Greek Fire Grenade | 2d6 | Thermal | Yes | Circle | (1)5ft | Small | 3 lbs | +1 | $50 |
Gun Powder Explosive(With shrapnel) | 2d6(3d6) | Kinetic | No | Circle/Cone | (1)5ft | Small | 2 lbs | +0 | $45 |
Tech Level 1 | |||||||||
Weapon | Damage | Damage Type | Throw-able | Area Type | Range Increment | Size | Weight | Procure Diff | Cost |
Fragmentation Grenade | 4d6 | Kinetic | Yes | Circle | (1)5ft | Tiny | 1 lbs | +0 | $400 |
C4/Semtex | 4d6 | Kinetic/Thermal | No | Circle/Cone | (2)10ft | Small | 1 lbs | +1 | $800 |
Dynamite | 3d6 | Kinetic | No | Circle | (2)10ft | Small | 1 lbs | +0 | $300 |
Molotov Cocktail | 1d6 +(1d4) | Thermal | Yes | Circle | (1)5ft | Small | 1lbs | +0 | $15 |
Thermite Grenade | 5d6 | Thermal | Yes | Circle | (2)10ft | Small | 2 lbs | +1 | $800 |
White Phosphorus Grenade | 6d6 | Thermal/Chemical | Yes | Circle | (1)5ft | Small | 2 lbs | +1 | $850 |
Smoke Grenade | - | - | Yes | Circle | (4)20ft | Small | 1 lbs | +0 | $100 |
Tear Gas Grenade | - | - | Yes | Circle | (3)15ft | Small | 1 lbs | +1 | $150 |
Concussion Grenade | - | - | Yes | Circle | (1)5ft | Small | 1 lbs | +1 | $200 |
Tech Level 2 | |||||||||
Weapon | Damage | Damage Type | Throw-able | Area Type | Range Increment | Size | Weight | Procure Diff | Cost |
EMP Explosive | 5d6? | Electric | Yes | Circle | (2)10ft | Medium | 2 lbs | +1 | $600 |
Fireflash Explosive | 4d6 +(1d4) | Thermal/Chemical | Yes | Circle | (2)10ft | Small | 1 lbs | +1 | $1,000 |
Tangler Explosive | - | - | Yes | Circle | (1)5ft | Small | 2 lbs | +0 | $400 |
Tech Level 3 | |||||||||
Weapon | Damage | Damage Type | Throw-able | Area Type | Range Increment | Size | Weight | Procure Diff | Cost |
Dis-solver Explosive | (2d6) | Chemical | Yes | Circle | (2)10ft | Small | 2 lbs | +1 | $1,000 |
Gravimetric Explosive | 6d6 | Kinetic | Yes | Circle | (3)15ft | Med | 3 lbs | +2 | $1,500 |
Stunner | - | - | Yes | Circle | (3)15ft | Tiny | 0.5 lbs | +1 | $800 |
Tech Level 4 | |||||||||
Weapon | Damage | Damage Type | Throw-able | Area Type | Range Increment | Size | Weight | Procure Diff | Cost |
Cryonic Explosive | 8d6 | Thermal | Yes | Circle | (2)10ft | Small | 2 lbs | +3 | $3,400 |
Psionic Wave Explosive | 5d6? | - | Yes | Circle | (3)15ft | Small | 1 lbs | +3 | $2,500 |
Singularity Implosion Device | 12d6 | - | Yes? | Circle | (3)15ft | Med | 4 lbs | +4 | $10,000 |
Weapon/Explosive Accessories
- These rules are going to change. They will be associated with rules for gadgets which is incomplete.
These are items you can add too your weapon that are not necessary considered gadgets. They can add minor improvements to the way a character interacts with the weapon.
Object | Size | Weight | Cost |
---|---|---|---|
Magazine | Tiny | 0.5 lb. | $15 |
Holster, Hip | Tiny | 1 lb. | $35 |
Holster, Concealed | Tiny | 0.5 lb. | $40 |
Illumination | Tiny | 0.5 lb. | $85 |
Laser sight | Tiny | 0.5 lb. | $25 |
Scope, Standard | Tiny | 0.5 lb. | $70 |
Scope, Electro-Optical | Small | 3 lb. | $250 |
Speed loader | Tiny | 0.5 lb. | $45 |
Suppressor, Pistol | Tiny | 1 lb. | $550 |
Suppressor, Rifle | Small | 4 lb. | $1000 |
These accessories below are used for setting traps with explosives or uses to help carry and effectively use explosives as grenades.
Object | Size | Weight | Tech Level | Cost |
---|---|---|---|---|
Grenade Pouch | Small | 0.1 lbs | 0 | $15 |
Molly Pockets | Small | 0.1 lbs | 1 | $25 |
Automatic Retrieval | Medium | 5 lbs | 2 | $450 |
Detantors/Sensors for planting explosives | ||||
Wire | Tiny | 1 lb. | 0 | $10 |
Blasting Cap | Tiny | 0.5 lb. | 1 | $20 |
Radio Controlled | Tiny | 0.5 lb. | 1 | $30 |
Timed Detonator | Tiny | 0.5 lb. | 1 | $30 |
Weight Sensor | Tiny | 0.5 lb. | 1 | $40 |
Light Sensor | Tiny | 0.5 lb. | 1 | $40 |
Thermal Sensor | Tiny | 0.5 lb. | 1 | $50 |
Biological Sensor | Tiny | 0.5 lb. | 2 | $250 |
Gravity Sensor | Tiny | 0.5 lb. | 3 | $500 |
Melee/Martial Arts Combat
"I do not need a weapon. I am a weapon!" - Martial Artist... before being shot.
Combat with fists is a little different then traditional Melee weapons. However here are some rules for combat via "fist-a-cuffs". Also known as an unarmed strike.
First to determine the Hit Die we need to determine the Weapon Power and Speed. However with the organic body the faster one is the less likely they are to have body type for massive muscles and vice-a-verses. So the higher you are at one level the higher the limit is for the other level.
Unlike other Melee weapons a characters fists are not always manual. They are ranked based on the Characters Dexterity score.
- 10-13(0-1) : Single-Fire - No Limit
- 14-15(2) : Manual - No Limit
- 16 -17(3) : Semi-Auto - No Limit
- 18-19(4) : Fully-Auto - Large
- 20-21(5) : Super-Fast - Medium
The Power level of a Character's punch is based on the Strength Modifier.
- 10-15(0-2) : Small - No Limit
- 16-17(3) : Medium - Fully-Auto
- 18-19(4) : Large - Semi-Auto
- 20-21(5) : Gigantic - Manual
The Hit Die is the total of the two combined. Also the Character can add his Str Mod just as in any Melee attack. However the damage rolled is considered Non-lethal and still has to go through DR if there is anything. To review Non-lethal please visit the Combat page.
To convert the damage from Non-Lethal to Lethal the Character must wear gloves that can provide damage. Such as metal gloves or Powered Gloves. This will reduce the Hit die of the Character's punch by one level but convert the Damage to Lethal. So if a Character has a Str Mod of +2 and a Dex Mod of +3 His Non-Lethal damage would be 1d8+2. However if he wears metal gloves his Hit Die would be 1d6+2. If the Character's Non-lethal Hit Die Level is already Level 0 (1d2) it simply will not go any lower. So the lethal damage will also be 1d2.
- Exceptions
Alien races may have exceptions too this rule.
Melee/Martial Arts Combat Accessories
Weapon | Tech Level | Bonus Damage | Cost/Proc Diff |
---|---|---|---|
Metal Gloves | Tech Lvl 1 | +1 | $100 / 0 |
Powered Gloves | Tech Lvl 2 | +2 | $300 / 1 |
High Feq Cloves | Tech Lvl 3 | +3 | $2,500 / 2 |