Template:Weapon Styles

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Table: Weapon Styles

No Style: The Weapon design is of no precise purpose.

  • Advantages:
    • None
  • Disadvantages:
    • None
  • Requirements:
    • None

Hunting Rifle: A two handed projectile weapon commonly used to hunt wild life. Not used in professional militaries.

  • Advantages:
    • Ammunition Amount +1
    • Reduced cost of -$150
    • Reduced Procure Difficulty of -1
    • Extra Negative point for customizing.
    • Automatically gets the same range of Large.
  • Disadvantages:
    • Range cannot be higher then Large.
    • Weapon cannot use special ammunition.
    • Cannot customize damage type/bonus damage/AP damage.
    • Gain the Two Handed default attribute.

Personal Firearm: This is a commercially available weapon for civilian self-defense or hobbyist. Usually a pistol.

  • Advantages:
    • Extra negative point to spend customizing.
    • Gains the Versatile Bonus Ability
    • Reduce cost of -$150
    • Reduce Procure Diff -1
    • Gains the range of Small
  • Disadvantages:
    • The range cannot be higher then Small
    • The weapon cannot use special ammunition
    • The weapon cannot customize bonus damage or AP damage.

Side Arm: This is a military grade pistol designed as a secondary weapon for troops in combat situations.

  • Advantages:
    • Automatically given the Medium range.
    • Gains a +1 to Base Damage.
    • Gains the Versatile Bonus Ability
  • Disadvantages:
    • The range cannot be higher then Medium
    • Price increase by $100
    • Procure Diff increase +1
    • Looses 1 customization Point.

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.

  • Advantages:
    • Damage die is increased by one Weapon Level. (This doesn't effect the actual weapon level of the gun just the damage die)
  • Disadvantages:
    • Pellet/shot ammo will reduce the range of the weapon to 30ft. A slug is normal range for the Power Level of the weapon.
  • Misc:
    • Rules Modification: Pellet/shot ammo changes the rules for this weapon. If you use Slug ammo this weapon acts like a normal weapon of its power level. Pellet however changes the range to just 30ft. To hit a target at 31-60ft the wielder takes double disadvantage to accuracy and looses two hit die level. You cannot hit a target beyond 60ft. If within the 30ft then all targets within a 30ft cone starting at the character get it. 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. If the weapon is using a Slug the range is the same for the weapon power level. However range penalty is doubled.

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.

  • Advantages:
    • Weapon's effective range is tripled.
    • The accuracy penalty is decreased by half.*
  • Disadvantages:
    • The weapon cannot benefit from a speed higher then semi-auto.
    • The weapon's procure diff is +1
    • The price is increased by %50.
  • Misc:
    • Accuracy Penalty Summary: Each increment past the initial 'effective' range of a weapon the Character has to take a disadvantage that subtracts from there role. Normally the player would roll the Advantage die (for example a d6) and then subtract that from there accuracy check. In this case they would roll a d6 and subtract halve round down from the accuracy check. If the Character has advantage then instead of the disadvantage canceling out the advantage the player adds half of there Advantage roll to the accuracy check. To learn about advantages/disadvantages go here or Range increments go here.

Close Quarters Specialized Weapon: Any weapon considered to be designed especially for Urban warfare, especially indoors and close combat situations.

  • 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

Chemical Thrower(Flame Thrower): Any weapon that sprays a weapons grade chemical gas or liquid for a burning or other negative effect.

  • 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.
    • This weapon is considered 'Clunky' at Tech levels 0,1,2 and 'Exotic' at Tech levels 3,4.
  • 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).

DMR Specialized Weapon: Any weapon considered to be used for DMR. (Designated Marksmen Rifle).

  • 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

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).

  • 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.

Light Machine Weapon: Any weapon that is considered to be used as a Support class weapon.

  • 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.

Melee Weapon: Any weapon that is expressly used for melee combat. Such as a club or sword can be considered the 'Melee Weapon' Style.

  • 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.

Archaic Ranged Weapons: These are either old style ranged weapons or modern takes of them.

  • 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)

Specialized Attack Weapon: These are weapons main purpose is to preform some technique on the enemy.

  • 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.