Saturday 18 July 2015

Quirky Guns and Weird Ammo

Guns are different depending who manufactured them, and who had them last. This lets you see what's different, and gives advantages/disadvantages for that.

1      Wear and Tear
Determine number of previous owners (1d8) if second-hand. Reduce price for each successive owner, with first owner causing the most significant reduction. For each owner, 30% chance of some user-added modification – use general quirk table, ignoring negative quirks. Add the listed price to the asking price.
Manufacturer
Determine manufacturer and derive number of design quirks and price modification.
Budget Weapons will look cheap and mass-produced. Stamped-metal parts are common. Think rural-area AK-47s and the Sten.
Conventional Weapons are just that. They look how you’d expect. Think M16 or H&K MP5.
Unconventional Weapons push the boundaries of normal design, such as the Mateba or the FN P90.
Exotic Weapons are entirely separated from the design of normal weapons, such as the H&K G11 or Korobov TKB-022.
1d6
Manufacturer Class
Price Modification
1-2
Budget – 1d4 quirks, at least 1 must be mixed or negative.
Unit at 50-75% cost.
3-4
Conventional – 1d4-2 quirks.
Unit at 100% cost.
5
Unconventional – 1d6 quirks.
Unit at 150% cost.
6
Exotic – 1d8 quirks.
Unit at 200% cost.

Quirks (assumes projectile weapons)
Class 0 – Negative Quirk
Class 1 – Mixed Quirk
Class 2 – Positive Quirk
Price reflects the price as an after-market modification, or to correct the issue for negative traits. 1/3 of these prices is parts, the rest is labour.
1d50
Quirk/Modification
Class
Price (Cr)
1
Extended Barrel. Weapon has a significantly lengthened barrel.  Increase ranges by 25%, -2 to use in close quarters. Awkward to move around.
1
100
2
Shortened Barrel. Weapon has a significantly shortened barrel. Decrease ranges by 25%, +1 to use in close quarters.
1
100
3
Increased Calibre. The weapon was designed to use a larger-than-normal calibre. Decrease magazine capacity by 25%, increase damage by 1.
1
100
4
Decreased Calibre. The weapon was designed for a smaller calibre than most in its class. Increase magazine capacity by 25%, decrease damage by 1.
1
100
5
Aim-assist System. Weapon has an advanced computer embedded within the optics, partially aiming the weapon. Weapon fires at +2 to hit. System runs for 12 hours on A-cell, or connects to Assault Suit/Powered Armour.
2
300
6
Shoddy Manufacture. Poor design or maintenance has led to an inferior weapon. Weapon explodes on a natural 1, dealing 1d6 damage to wielder.
0
-
7
Grenade Launcher. Weapon has an underslung grenade launcher with a magazine capacity of 3. Damage as standard grenade, range 200/400.
2
300
8
Micro-flamer. Weapon has embedded micro-flamer. Fuel capacity enough for 3 uses. Range 10/30. Deals 1d6 damage, burns for 1d6 rounds.
2
200
9
Bayonet. Weapon has a standard bayonet attachment. Allows melee attack with damage as knife.
2
25
10
Mono-bayonet. Weapon has a Monoblade bayonet. Allows melee attack with damage as Monoblade.
2
100
11
IR Pointer. Weapon has an infra-red laser pointer. +1 to hit for yourself and allies equipped with night vision.
2
50
12
Shotgun. Weapon has an underslung shotgun designed for breaching doors. Damage/range as normal. 3 magazine capacity.
2
100
13
Micro-laser. Weapon has an underslung micro-laser. Damage as laser pistol, use Projectile weapon skill. Magazine capacity of 2.
2
450
14
Alternate grip. Weapon has a differing grip, most commonly a pistol-grip attachment. +1 to hit.
2
100
15
Folding Stock. Weapon’s stock is replaced with a folding variant, allowing for use in smaller conditions.
2
100
16
Rare Components. This weapon was developed with hard-to-find components, quadrupling the cost of any repairs which need to be made.
0
-
17
Unreliable Safety. This weapons safety may as well not be there. On any natural 1, the weapon discharges, with a 80% of dealing full damage to the wielder.
0
200
18
Sensitive Mechanisms. This weapon is unreliable in dirty conditions. An hours maintenance in atmospheres with dirt, dust etc.
0
300
19
Amphibious. This weapon was designed with amphibious operation in mind, and operates equally well under-water and on land.
2
300
20
Loud. This weapon is incredibly loud, and cannot be silenced. Animals are more likely to flee once it begins to roar and kick.
1
100 (cannot be after-market)
21
Crude. This weapon is larger than usual, and made of easily replicable parts. Maintenance and repair is easier, although it takes up significantly more room and is heavier.
1
-
22
Fragile. This weapon does not stand up to a beating. In a situation where the weapon is damaged, it is more likely to simply break.
0
-
23
Resilient. Whether by design or accident, this weapon continues to work through almost any circumstance.
2
-
24
Laser Sight. Weapon is equipped with a visible laser-pointer. +1 to hit your target for yourself and allies, enemies get +1 to hit you.
1
75
25
Unconventional Magazine. The weapon only accepted an unusual or propriety magazine, which comes at twice the normal cost.
0
-
26
Advanced Optics. Weapon has superior optics for operating within its normal ranges. +1 to hit.
2
150
27
Jam-Prone. Weapon jams on 1-3 on a d20.
0
175
28
Night-Vision Optics. Weapon has optics with light-amplification technology. +1 to hit from optics.
2
400
29
Thermal-Imaging Optics. Weapon has optics thermal imaging technology. +1 to hit from optics.
2
600
30
Suppressor. Weapon has an internal suppressor, significantly muffling the noise and light produced by firing at the price of damage. -1 damage. (minimum of 1)
2
150 (50 for external)

Specialist Ammunition

(max. target ac is 9)
Hollow-point Rounds – 15Cr per 20 rounds. These rounds expand upon contact, causing additional damage. -1 to hit from reduced penetration, +1 damage from expansion. Reduces risk of hull penetration.

Armour Piercing Rounds (Conventional) – 20Cr per 20 rounds. These rounds are designed to defeat more advanced armour types, and allow tech 3 weapons to defeat power-armour. +2 to target AC from armour-piercing, -2 damage from over-penetration and lack of deformation.

Explosive Tipped Rounds – 35Cr per 20 rounds. After penetrating, these rounds detonate to cause considerably increased damage. +1d4 damage from explosives. Loud. Messy.

Incendiary Rounds – 20Cr per 20 rounds. These rounds contain compounds which ignite either upon penetration or in the air. 25% chance of igniting target.

Experimental Ammunition

Armour Piercing Rounds (Depleted Uranium) – 150Cr per 20 rounds. Utilizing a depleted uranium penetrator, these rounds are very effective at pushing through armour. The over-penetration is compensated for by the pyrophoric (air-combusting) properties of depleted uranium, meaning these rounds inflict horrific damage on a target. In addition to this, they also leave toxic soluble uranium-salts within the wound, leading to massive health issues. +3 to target AC due to incredible AP potential, +1 damage from chemical reactions and deposited salts.

Guided Gyrojet Rounds – 200Cr per 20 rounds. These are more like miniature rockets than conventional ammunition. The firing mechanism of the gun provides the initial speed, and the rocket then locks onto a target provided by the user. The round then guides itself towards the target. This requires the use of a weapon with Aim-assist and a computerised suit. (Vacc-suit or powered armour) +3 to hit.

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