Technoweapon Rules
Technoweaponry, having its own inherent damage and not relying on the
power of the user, is handled as a smaller brother to vehicular weaponry.
The gunslinger rolls one of his dice (with any applicable bonuses for Weaponskill).
In most cases, the target can dodge, but cannot block (unless holding an
active forcefield or something similar up). If the shot hits (and the target
does not dodge), half of the number of hits by which the attack roll was
made (or half the hits rolled) are added to each damage die. On a maximum-hit
roll, damage is doubled instead, if this is more harmful. A shot made by
one hit is a graze; damage is halved after being counted. You cannot go
for a nonlethal hit when using a technoweapon, though you may attempt to
cripple a limb.
Types of Shots
Aimed Shot: User may only fire one shot this round, and must
not have been hit by an attack - however, user gains accuracy bonus listed
with the weapon. User gains an additional +d5 for every turn spent aiming,
up to +d15 for long-term aiming.
Burst: User may fire up to the RoF of the weapon in question;
every shot after the first is at a penalty equal to Recoil * the number
of shots before it. (For instance, most weapons have an RoF of three -
the second shot would get a penalty equal to that listed under Recoil,
the third would get double this penalty, and so on.) Any shot that is reduced
below 15 by Recoil penalties is considered a miss; however, shots are considered
as what has been rolled for purposes such as critical hits or misses, or
for damage on shots that do hit.
Snap Shot: A snap shot may be taken at any time that the user
has the gun drawn and is ready to shoot! This can only be done once per
turn, but can allow the user to interrupt someone else's action (he's -what-?!
Shoot the damned mage!) with up to his RoF in shots. Snap shots are at
-d10 (minimum d20), but are sometimes necessary in bad situations. Snap
shots -can- be aimed shots - for instance, this might be used for a gun-to-the-head
scenario. Obviously the unfortunate victim would not get a dodge, while
the hostage-taker might use said victim as a bullet shield.
Technoweapon Template
Name: Weapon's full name, including identifiers such as caliber,
used to identify it.
Price: Price bought new from the manufacturers at a time it is
in common use.
Perception: How easy it is to spot on a person by casually looking
- +2 if the person is holding it, though seeing the object does not assume
you know what it is.
Accuracy: The amount this weapon adds to your sides to determine
if you hit, if you take the time to aim. Aiming basically requires that
nobody have hit you between this attack and the last turn. You can aim
into successive turns - up to three turns of aiming will provide a +d5
per turn.
Damage: The basic damage the weapon inflicts.
Range: The distance at which the weapon inflicts half damage;
usually about 10 * range is the distance at which the weapon is completely
inert, the bullet stops traveling, the beam ends, etc. Important mainly
from GM's point of view. (I don't care if you have super-telescopic sights
and have a clear shot over 12 parsecs, you cannot assassinate the Alphan
ambassador from here!)
RoF: Rate of Fire. Most weapons can be fired 3 times in a combat
turn without too many problems, even if they are single-shot weapons; however,
Recoil penalties occur for every shot after the first.
Recoil: This is the amount that the weapon moves when fired -
your perfect first shot may be slightly better than the twenty-four other
shots that the machine gun took this round. Recoil of X/Y means that every
group of Y shots (including the first group!) is at a penalty of X.
Ammunition: The type of ammo it takes, and how much it can hold
- for a power cell, this is how many shots per power cell.
Other Notes: Other things you should know about the weapon.
Example Technoweapon: Sureshot Special
Name: Sureshot Special (Tass's .38 automatic)
Perception: -1 (-1 to notice during a casual look)
Accuracy: +d5 (+d10 to hit if time to aim available.)
Damage: 2d4 (2d4
Range: 125 yards
RoF: Single shot - up to 3 shots per turn.
Recoil: -5 per shot after the first (Any shot after the first
is considered as if it were -5 for purposes of hitting the target.)
Ammo: .38 bullet; 10 bullet clip + 1 bullet ready in the chamber.
Other Notes: A modified pistol designed by Tass himself - clip
tends to jam (critical miss - 50% chance / GM whim that clip has jammed
- clip must be removed and replaced (takes 1d6 / 2 combat rounds - any
fractions mean that the user can still fire a quick shot on the last round.)
Generic Firearm Rules
Basic handguns cause the following damage:
.22: 1d6
.38: 2d4
.45: 2d6
.50: 3d6
Shotgun: 1d10 per barrel, +d2 to hit for single barrel, +d5 to hit for
double, low range but can hit small groups in close proximity.
Multiple Shots
Shooting more than once at a target is certainly possible; some weapons
are required to fire at high rates of fire.
Pistols, and anything else that requires the user to pull a single
trigger, tend to have a maximum RoF (Rate of Fire) of 3.
The RoF becomes the number of dice used. However, every die after the
first takes a penalty from the Recoil of the weapon, cumulatively. For
example:
TestDummy is a pretty good marksman (just believe us for now), and has
an effective d50 when using his handgun. He shows off by firing at three
targets in quick succession.
TestDummy rolled this on 3d50: 50 24
20.
However, his pistol has a Recoil of -5; under the above rules, the second
die would be an effective 19 (1 hit - merely grazes the target), and the
third die would effectively be 10 (a miss), for purposes of whether it
hit or not, and how much damage it inflicted. For purposes of dodging,
though, the shot is considered as rolled (dodging the second bullet would
require a roll vs 24.)
Bullet Types
Bullets can be made of other materials besides lead; vampire hunters
will want our special wood bullets, while werehunters will want our silver
bullets. Bullets are sold in boxes of 50, and shells in boxes of twenty.
Normal bullets are lead... a .22 bullet costs $.05, a .38 or 9mm bullet
costs $.10, a .45 bullet or shotgun shell costs $.25, and a .50 bullet
costs $.50, in KIB currency (Shirans).
Incidentally, marbles cost the same as a .38 bullet.
Special Bullets/Bullet Materials
Note: Some beings are weak to specific types of materials, which is
why these bullets were invented.
Bullet Type Cost
Effects
Iron
*5
+2 damage, increased damage against faerie folk.
Silver
*6
Popular were-suppression bullet.
Plastic
*.5
"Mercy" bullets. Half damage.
Wood
*4
Vampire hunter's delight. -2 dmg to normal creatures, double damage to
vamps.
Hollow-Point *3
Half damage before armor; double damage after armor.
Armor-Piercing *3
Double damage before armor; half damage after armor.
Technoweapons to follow - stay tuned!
Standard Blaster Pistol
Name: Blaster Pistol
Price: $2,000
Perception: +0
Accuracy: +d15
Damage: 2d8
Range: 300 yards
RoF: Single shot - up to 3 shots per turn.
Recoil: -5 per shot after the first.
Ammo: Mark One power unit; provides 20 shots.
Other Notes: Hotshot setting - can burn four shots worth of energy
to inflict 4d8 damage.
Remington 870
Name: Remington 870 12g Shotgun
Price: $285
Perception: +7
Accuracy: +d12
Damage: 1d10 - Hit Many.
Range: 25 yards
RoF: Single shot - up to 3 shots per turn.
Recoil: -8 per shot after the first.
Ammo: 12g shells - 7 in extended magazine + 1 in chamber.
Other Notes: Popular with police departments and security crew.
Gains a +d2 to hit whenever fired, due to the spreading out of the blast.
The Broomgun
Name: Broomgun (12g 4-barreled shotgun)
Price: Unknown - only one in known use belongs to Tass.
Perception: +6
Accuracy: +d10
Damage: 1d10 - Hit Many.
Range: 20 yards
RoF: Single shot up to 4 shots per turn / two-barreled, up to
2 shots / quad-barrel blast, one shot
Recoil: -5 per shot after the first / -5 to first blast, -10
to second blast / -10 to hit.
Ammo: 12g shells - 1 per barrel, four barrels.
Other Notes: Tass's weapon of choice for quickly handling opposition.
Gains a +d2 to hit in singlefire, +d5 in doublefire, and +d10 in quadfire
mode, because of the wide fanning of the blast - this tends to cancel out
recoil penalties..
MAC-10
Name: Ingram M10 SMG (Submachine gun)
Price: $500
Perception: +3
Accuracy: +d15
Damage: 2d6
Range: 180 yards
RoF: 10 shots per turn
Recoil: -5 per group of 4 shots.
Ammo: .45 bullets - 20 shots per magazine.
Other Notes: Handy for quickly clearing a room, but only two
turns worth of bullets makes it less than handy for handling long-term
engagements.