Sunday, December 9, 2007

Equipment and Weapons

Equipment
The technological level is steampunk. As such, guns are available along with several other gadgets that are common to the Victorian time period. However, electrical energy storage and power has improved quite a bit, as there is no source of fossil fuel.

Guns
In this civilized age, most guns are illegal. Only law enforcement personel and authorized liscense holders can carry pistols and revolvers. These licenses are only granted to bodyguards, private security, bounty hunters, or those in occupations related to law enforcement. License review is tough, and private citizens carrying weapons is not tolerated. Anyone without a uniform openly displaying firearms, or found concealing firearms without presenting identifcation can be expected to be arrested.

The Saxon Empire and the Confederation typically allow shotguns and rifles in rural areas, however more repressive areas of the Confederation have banned guns altoghether. Civilians are not allowed to own firearms at all in the East.

Use of longarms such as shotguns and rifles in urban areas is only allowed by police and military.

Melee Weapons, Exotic
Name Cost Damage Stun Weight Type Size Availability
Taser Baton 100 2d6 2d6 3 lbs Electrical/Bludgeoning Small Illegal
Taser Staff 250 2d6/2d6 2d6/2d6 5 lbs Electrical/Bludgeoning Large Illegal
Taser Axe 500 2d10 2d6 6 lbs Electrical/Slashing Large Illegal

Ranged Weapons
Name Cost Damage Weight Rate of Fire Type Capacity Load Time Availability
Simple
Grappling Hook 25 - 10 lbs L - - - Civ
Pistols
Pistol 100 3d6 3 lbs S Piercing 8 Move Restricted
Revolver 100 3d8 3 lbs S Piercing 6 2 Swift Restricted
Submachine Gun 300 3d6 3 lbs S,A Piercing 30 Move Mil
Rifles
Shotgun, Single Barrel 100 3d10 8 lbs S Piercing 1 2 Swift Restricted
Shotgun, Double Barrel 150 3d10/3d12 8.5 lbs S Piercing 2 2 Swift Restricted
Rifle 300 3d8 7 lbs S Piercing 5 Move Mil
Repeating Rifle 900 3d8 7 lbs S,A Piercing 10 Move Mil
Heavy
Black Powder Grenade Launcher 1000 - 10 lbs S - 1 Move Mil
Light Machine Gun 2000 3d10 20 lbs A Piercing 100 Move Mil
Heavy Machine Gun 5000 3d12 75 lbs A Piercing Belt Full Mil
Heavy Cannon 10,000 6d10 x2 300 lbs S Bludgeoning, Piercing 1 Full Round x4 Mil
Light Cannon 7,000 3d10 x2 150 lbs S Bludgeoning, Piercing 1 Full Round x3 Mil
Explosives
Lightning Capacitor 750 5d6* 3 lbs - Electrical - - Restricted
Inversion Grenade 250 Special 1 lbs - Bludgeoning - - Mil
Blister Gas Grenade 400 4d6 3 lbs - Poison - - Mil
Smoke Grenade 100 Special* 1 lbs - - - - Restricted
Dynamite 200 3d6 1 lbs - Bludgeoning, Slashing - - Mil
Exotic
Archimedes Flechette 1,000 3d10 10 lbs S Slashing/Piercing 1 Move Mil
Calculus Chakrum 250 1d8/3d6* 2 lbs S Slashing - - Mil
Flamethrower 1,500 3d6* 20 lbs S Fire 4 Full Mil

Equipment
Name Cost Weight Availability
Optical Rangefinder 100 1 lb Civ
Polygraph 1,000 4 lb Civ
Magno-Field Generator 1,500 20 lb Restricted

Special:
All ranged weapons except explosives and heavy weapons only deal half damage to objects with Hardness 10 or greater.

Grappling Hooks
Grappling hooks and lines can be used like nets to initiate grapples at a long distance. See the rules for nets. Grappling hooks tend to be easier to break out of however, because they only have a single line to cut.

Shotguns
Shotguns are short-ranged assault weapons, and therefore have the range of a pistol. They do not rely on stocks like rifles do, and therefore can be used to make attacks of oppurtunity. Shotguns are inaccurate weapons, and cannot fire at long range.
Shotguns deal half damage when deflected.

Rifles
Rifles (S) are accurate weapons, and you take no penalty for firing at short range. Reduce penalties for medium & long range by one step.

Lightning Capacitor:
Also known as "Bottled Lightning", these highly volatile cylindrical cells are typically used in power banks to energize homes, factories and other facilities within a stable powergrid. Because they are incredibly dangerous, they are typically only handled by trained engineers. In military vehicles, the powerbox is often one of the most heavily armored components. Capacitors have been used by soldiers as last ditch explosives, as the electrical discharge is quite fatal, and particularly effective against machines or metal armor.
A lightning capacitor discharges a single bolt of lightning 10 squares long and 2 squares wide, dealing 5d6 damage. The character wielding the capacitor rolls an attack roll against the reflex save of all characters and objects along the line of effect, dealing half damage if he misses. He gains +4 to attack against characters in metal armor or metallic vehicles and creatures. If the wielder rolls a 1, he is included in the area of effect.

Archimedes Flechette:
A militarily dubious weapon, this ingenious device is a gun that fires several tiny bladed propellers from the barrel via an electrical charge. Against unarmored targets, the effect is bloody and devastating. Popular lore states that they are particularly effective against creatures of the supernatural. The sound they make is particularly distinctive, a shrill electrical whine followed by a menacing buzz.
For the purposes of range, the Archimedes Flechette is a heavy weapon.
+4 damage against targets without a reflex bonus to armor.
The wounds caused are particularly horrendous, and a character rendered unconscious by this weapon heals at half the normal rate.
An Archimedes Flechette deals half damage when deflected

Optical Rangefinder:
Using the latest in optics, these monocles are being found more and more frequently on today's battle fields. They are typically incorporated into helmets or headbands, allowing soldiers a more distant view of the battlefield. Also available in binocular packages. +2 Bonus to Perception Checks.

Polygraph
Tapping into body signals, this device assists the user in detecting if someone is lying or not. These devices tend to be unreliable, and are not used in most courts. +2 Bonus to Perception checks to detect lies.

Magno-Field Generator:
By harnessing the principles of electrodynamics, this portable device creates an incredibly strong 30 foot wide electromagnetic field. It is quite capable of redirecting bullets and handgrenades, although when used for combat purposes, they don't last for very long. A typical Magno-Field Generator is about the size of a milk crate, weighing 60 pounds.
A Magno-Field Generator pulls metal objects within 6 squares toward it with a strength of 20. Once per round, a character holding a metal object win against an opposed strength check, or he is disarmed and the objects flies toward the generator, sticking fast. A character otherwise unable to relinquish the object is hurled toward the generator, and takes 1d6 take on impact, and is stuck. Removing a stuck object or character requires a DC 15 strength check. Metallic projectiles passing within 10 squares of the Magno-Field Generator automatically hit the generator instead of their intended target. Grenades do splash damage as appropriate. A Magno-Field Generator has a hardness of 10 and 100 hitpoints.

Magnetic Inversion Grenade:
Using the principal of the Magno-Field Generator, this non lethal weapon is designed to disarm opponents or pull them off balance. It uses a precision timing mechanism for maximum effect.
Make an attack roll. Compare this with the Fortitude Defense of all targets in the 2 square blast radius. If your roll is higher, and the target is wielding a metallic weapon, then the target is disarmed, and the weapon flies toward the center of the blast radius. If the target is wearing metal armor, then the target is flung through the air and lands prone at the center of the radius, taking 1d6 damage for each square traveled, if he hits a solid object (Likely, the floor)

Smoke Grenade:
This grenade creates thick white smoke within a 2 square radius, granting concealment.

Taser Weapons:
Tasers have not yet developed to the point of mass-use, they are far too crude and volatile. Most nations have banned the use of them by law- enforcement officials and soldiers, citing that they are crude and ineffective. They are most often found in the hands of mercenaries and thugs working on lightning harvesting vessels and power markets.

Taser Staff:
A crude, cruel weapon typically used in poorer countries by soldiers with little regard for their own health. These weapons consist of a small capacitor attached through various means to the ends of a metal pole, with nonconductive contact areas arranged for handling the weapon. These weapons can deliver stun or lethal damage. A Taser staff deals electrical damage, and ignores damage reduction. If the weapon is damaged or submerged in water, the capacitor discharges, dealing 2d6 damage to the wielder
A Taser staff has a hardness of 10 and 15 hitpoints.

Taser Baton:
Much like the taser staff, this is a simple baton hooked up to a small capacitor. Unlike the taser staff, this weapon is used more often as a torture device, as it leaves no marks and is incredibly painful. A Taser baton weapon deals electrical damage, and ignores damage reduction. If the weapon is damaged or submerged in water, the capacitor discharges, dealing 1d6 damage to the wielder.
A Taser baton has a hardness of 10 and 10 hitpoints

Taser Axe:
A popular weapon among the crazed, taser axes feature a jury-rigged electrical system and a wooden handle to theoretically protect the user from shock. In testing, the volatility of the attaching capacitator causes any discharges to leap at the wielder anyway.
A Taser weapon deals electrical damage, and ignores damage reduction. If the weapon is damaged or submerged in water, the capacitor discharges, dealing 1d6 damage to the wielder.
A Taser axe has a hardness of 10 and 20 hitpoints

Calculus Chakrum
An old idea made new. This circular blade is attached to an automatic gyroscopic stabilization system powered by a small capacitor. The miniurized caclulus engine can direct the Chakrum to return or detonate on impact. Soldiers often note the distinct humming sound it makes.
If configured to return, the chakrum deals 1d8 damage, if configured to detonate, it deals 3d6 damage in a 2 square radius. In this case, use the standard rules for area of effect weapons. The detonation cannot can be deflected.
Due to internal gyroscopics and finely tuned aero-dynamics, a Calculus Chakram has the range of a rifle.

Blister Gas Grenade
This is a highly illegal weapon used only by the military in the most desperate of situations. Contact with the skin causes bloody blisters, and inhalation causes these blisters internally. This is often fatal.
This grenade discharges a mustard gas compound in a 2 square radius. Make a single attack roll and compare it with the Fortitude defense of every target within the blast radius, a successful attack deals full damage, an missed attack deals half. A target with Evasion takes half damage from a successful attack, and no damage on a miss. The mustard gas dissipates after 1 round. This attack is a poison.

Dynamite:
This common explosive is used for construction purposes, and legal to own with the proper liscenses.
Dynamite takes a swift action to light, and has a 2 square radius. Dynamite is a very stable and studied explosive, granting a +2 when being used in demolition checks.

(Heavy Weapon) Black Powder Grenade Launcher:
The latest in insane ideas, this wide muzzled weapons fire grenades of anytype with a blackpowder charge, much like a cannon. It is notoriusly prone to misfiring.
Takes a move action to load, and holds one grenade. When the user rolls a 1, the weapon discharges prematurely, dealing the grenades damage to everyone within the radius, with an attack roll of 15.

Flamethrower:
A dirty, volatile but effective weapon that is quickly finding a home on the battlefield. The flamethrower is typically employed against entrenched forces and targets in heavy armor.
As per the Star Wars flamethrower, however this new technology is particularly volatile. When wielding a flamethrower, if you are critically hit, the fuel tank explodes, dealing you 4d6 fire damage in addition to the damage incured by the attack. Everyone within 2 squares with also suffers this damage, at an attack roll of 15. (Resolve it as a normal area attack)

No comments: