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===Weapons=== See SWADE Core rulebook for common primative and modern armor, weapon and basic gear. ====Melee Weapons==== <font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br> Future Melee Weapons use the following Mods and costs. </br> '''Molecular Blade''': Edged weapons such as daggers or swords can be given a monofilament, “molecular,” or extremely thin edge, making them far sharper than usual. This gives the weapon +2 damage and adds half its damage die type in AP (+2 AP for a d4, +4 AP for a d8, etc.). Molecular blades require no power. Wealth for daggers and short swords (or similar) -2. all others -3</br> '''Stun Charged''': Blunt weapons can be rigged to deliver a stunning charge of energy. After a target is hit by the weapon (including a Touch Attack that deal no damage but gain +2 to ''Fighting'' rolls to hit), resolve damage. If the target is successful hit it must make a Vigor check -2 (-4 with a raise) or are Stunned (SWADE pg. 106). At the start of each subsequent action, he makes a Vigor roll to revive. Success means he revives but is Distracted and Vulnerable until his next action. With raise means he revives instantly and is not Distracted and Vulnerable. An unpowered stun weapon does normal damage. Wealth +1</br> '''Vibro Blade''': Any bladed weapon, such as a sword or axe, can be fitted with a fine microwire that is made to vibrate at extremely high frequencies. Vibro blades are extremely loud, but adds one die steps damage and increase AP +2 to the weapon’s basic statistics. Unpowered, the blade is a normal weapon of its type. The power cell add 1/4 the basic weapons weight and lasts for one hour of continues use. Wealth for daggers and short swords (or similar) -1. all others -3</br> ====Personal Firearm/Ranged Weapons==== <font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br> {| class="wikitable" border="0" | '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str''' || '''Wt''' || '''Wealth''' || '''Notes''' |- | Stub X Palm Pistol || 8/16/32 || 2d4+1 || 2 || 1 || 8 || d4 || 2 || +1 || Holdout, Silencer |- | S&W 'Zapper' Taser Pistol || 5/10/20 || Stun || 0 || 1 || 6 || d4 || 2 || +2 || Holdout, Stunning |- | Colt Manhunter M7 Auto Pistol || 12/24/48 || 2d6+1 || 2 || 1 || 17 || d6 || 3 || +1 || Caseless |- | S&W Sterline Revolver || 12/24/48 || 2d6+2 || 2 || 1 || 6 || d6 || 3 || +2 || - |- | Glock 'Hand Cannon' Pistol || 15/30/60 || 2d10 || 2 || 1 || 5 || d8 || 5 || -1 || 1½ handed |- | Volkov 'Shrieker' Gyro Pistol || 15/30/60 || 2d8 || 8 || 1 || 8 || d8 || 6 || -2 || 1½ handed, HW, SBT |- | Weiss MXP Machine Pistol || 10/20/40 || 2d6 || 1 || 3 || 24 || d4 || 4 || +0 || Holdout, Suppresser |- | Fusia F3m SMG || 18/36/72 || 2d6+1 || 1 || 3 || 80 || d6 || 8 || -2 || 3RB, 1½ handed, Low-G setting, Suppresser |- | Ingrum-Martin IM3X SMG || 18/36/72 || 2d6+1 || 1 || 3 || 40 || d6 || 6 || -1 || 3RB, 1½ handed, Silencer |- | Volkov 'Trencher' Shotgun Pistol || 5/10/20 || 1-3d6 || 0 || 1 || 2 || d6 || 4 || +1 || 1½ handed, Shotgun |- | Remi-Genn Pump Action Shotgun || 12/24/48 || 1-3d6 || 0 || 1 || 7 || d6 || 7 || +1 || Shotgun, Two-Handed |- | Mossberg 'Wraith' Combat Shotgun || 12/24/48 || 1-3d6 || 0 || 3 || 20 || d8 || 18 || -1 || 3RB, Shotgun, Two-Handed |- | Ruger 15 Hunting Rifle || 24/48/96 || 2d10 || 2 || 1 || 8 || d6 || 8 || +1 || - |- | M-25a Pulse Rifle || 30/60/120 || 2d8+1 || 2 || 3 || 100 || d8 || 14 || -2 || 3RB, Low-G setting, Caseless, Two-Handed |- | M3a Grenade Launcher || 24/48/96 || varies || varies || 1 || 1 || d6 || 2 || +1 || 1½ handed |- | M3 Grenade Launcher || 24/48/96|| varies || varies || 4 || 1 || d6 || 5 || +0 || 1½ handed |- | Ingram-Martin 3XC 'Big Mama' Grenade Rifle || 24/48/96 || varies || varies || 1 || 12 || d6 || 20 || -1 || Two-Handed |- | M-8L Gatline 'Howler' Smartgun || 30/60/120 || 2d8+1 || 2 || 4 || 200 || d10 || 26 || -3 || Smart-Fire System, Snapshot, Two-Handed |- | Fusia 'Gorgon' Gyro Rifle || 30/50/120 || 2d8 || 8 || 1 || 20 || d8 || 16 || -2 || HW, SBT, Two-Handed |- | M52 Flame Gun || Cone || 3d6 || 0 || 1 || 15 || d6 || 16 || +0 || Fire, Two-Handed |- | X-A2 'Ignis' Laser Rifle || 40/80/160 || 2d6 || 2 || 3 || 60 || d6 || 10 || -2 || Cauterization, No Recoil, Snapshot, Two-Handed |- | X-C5 'Höllenfeuer' Sniper Laser Rifle || 60/120/240 || 2d10 || 4 || 1 || 20 || d6 || 20 || -2 || Cauterization, No Recoil, Snapshot, Two-Handed |- | Remi-Gen 'Smasher' Anti-Matheral Gun || 40/80/160 || 4d8 || 20 || 1 || 10 || d10 || 25 || -3 || Caseless, HW, SBT, Snapshot, Two-Handed |- | Argen 'Triple-Betty' Missile Launcher || 75/150/300 || 5d8 || 20 || 1 || 3 || d8 || 24 || -2 || HW, Misssile, MBT, Two-Handed |- | Locheed-Nolen Mortar || 50/100/200 || varies || varies || 1 || 1 || d4* || 50 || -1 || Mortar |- |} PERSONAL FIREARM/RANGED WEAPON DESCRIPTIONS</br> '''Stub X Palm Pistol''': Small 8mm autopistol that is easy to hide on your person with built in silencer.</br> '''S&W 'Zapper' Taser Pistol''': Wireless taser shots to stun foes.</br> '''Colt Manhunter M7 Auto Pistol''': Standard 10mm UTRPF sidearm, generally issued on requires.</br> '''S&W Sterline Revolver''': compact and sleek 10mm revolver.</br> '''Glock 'Hand Cannon' Pistol''': Heavy 20mm auto pistol that looks like a five-cylender heavy revolver with a double trigger for safety.</br> '''Volkov 'Shrieker' Gyro Pistol''': A gyro-pistol that fire a mini-rocket round. Non-standard mini-rockets are also used.</br> '''Weiss MXP Machine Pistol''': Sleek 8mm machine pistol that can be hidden on one person and has a built in suppressor.</br> '''Fusia F3m SMG''': standard issue UTRPF 10mm Caseless SMG for scouts, with a built in suppressor and often includes an intergated underbarrel M3a GL.</br> '''Ingram-Martin IM3X SMG''': This 10mm SMG is a corp security favored weapon has a build in silencer.</br> '''Volkov 'Trencher' Shotgun Pistol''': a two barrel sawed off pistol shotgun with break-barrel reloading. Doubled Barrel and can use those notes on SWADE pg. 105 for this type of shot.</br> '''Remi-Genn Pump Action Shotgun''': Common colonist shotgun. </br> '''Mossberg 'Wraith' Combat Shotgun''': An assualt combat shotgun.</br> '''Ruger 15 Hunting Rifle''': Common 15mm colonist rifle. </br> '''M-25a Pulse Rifle''': This is the standard 10mm caseless UTRPF combat infantry rifle and generally includes a interated underbarrel M3 GL.</br> '''M3a Grenade Launcher''': One-shot mini GL</br> '''M3 Grenade Launcher''': Stander 4-round pump action GL</br> '''Ingrum-Martin 3XC 'Big Mama' Grenade Rifle''': Looking like an oversized 12-cylinder revolver this GL can hold multiple minigranades</br> '''M-8L Gatline 'Howler' Smartgun''': Standard UTRPF 10mm infantry support weapon that generally includes a weapon harness gibble.</br> '''Fusia 'Gorgon' Gyro Rifle''': As the gyro-pistol but holds more rouds.</br> '''M52 Flamer Rifle''': Standard UTRPF flame thrower rifle.</br> '''X-A2 'Ignis' Laser Rifle''': These delicate firearms are often issued to UTRPF soldiers in zero-g enviroments</br> '''X-C5 'Höllenfeuer' Sniper Laser Rifle''': Standard issue for UTRPF scope/snipers his are bulky but very accurate weapon systems. The scope on these models elimates up to 2 penalties from ranged, cover and called shots.</br> '''Remi-Gen 'Smasher' Anti-Matheral Gun''': A weapon onto itself they fire heavy 20mm soild AP rounds that is mean as an light anti-armor and structure weapon.</br> '''Argen 'Triple-Betty' Missile Launcher''': This three barrel missile launcher is occasionally issued to troops facing armored vehicles (tanks) or aircraft.</br> '''Locheed-Nolen Motor''': This mortor unit is meant to be carried and fired by two-troopers.</br> WEAPON NOTES</br> '''Holdout''': add +2 to ''Stealth'' to hide weapon on person</br> '''Stunning''': This weapon deals no damage. Instead the target must make a Vigor check -2 (-4 with a raise) or are Stunned (SWADE pg. 106). At the start of each subsequent action, he makes a Vigor roll to revive. Success means he revives but is Distracted and Vulnerable until his next action. With raise means he revives instantly and is not Distracted and Vulnerable.</br> '''3RB''' - 3 round burst, requires 3 rounds; adds +1 to ''Shooting'' and damage result. SWAE pg. 67</br> '''Shotgun''': see the Shotgun rules found on SWADE pg. 74 and 105 (but use solid slug ammo notes listed here). </br> '''HW''' - Heavy Weapon: uses the rules found on SWADE pg. 66</br> '''Snapshot''': on the round the attacker moves he is -2 ''Shooting'' with weapon, SWAE pg. 66</br> '''Fire''': Ignores half of all non-sealed armor points (round down), and targets must make a Agility check or catch fire, suffer 2d6 damage each round. Takes an Action and Agility -2 check to put fire out. Rolling on the ground adds +2 and immerses into water automatically succeeds. </br> '''Silencer''': lower noise from ballistic and caseless firearm weapon single shot discharge (ROF 1), others suffer a -4 to listen ''Notice'' checks.</br> '''Suppresser''': lowers noise and muzzle flash from automatic fire of ballistic and caseless firearms (ROF 2+ or 3RB), offers suffer a -2 to ''Notice'' checks.</br> '''Low-G setting''': This weapon system have a low-g setting that can be activated as a Action. While not totally safe, this setting is often employed when on a starcraft as the rounds are unlike to penatrate the outer hull. When active this weapon deals one less dice step of damage (i.e. a weapon that normally inflicts 2d6+1 now deals 2d4+1 damage) and reduces the base AP by 2 (if lower then 0, treat as AP 0). In low-g setting does not cause any penalties to ''Shooting''. In a zero-g setting the ''Shooting'' penalty to lowered to -1 and no penalty base penalty to Stablizing yourself.</br> '''Caseless''': These weapons do not have an 'open' discharge system and as such can be fired in hostile enviroments or even in a vaccum without having the system damage by them. </br> '''Smart''': see CST and Smart systems in Standard UTRPF Gear; see below.</br> '''Cauterization''': Anyone Incapacitated by a cauterizing weapon adds +2 Vigor vs. Bleeding Out</br> '''No-Recoil''': These weapons do not suffer a recoil penalty for multiple attacks in a round. Recoilless weapons are also recoilless and do not impose extra disadvantages when fired in z-g environments.</br> '''1½ handed''': can be used one or two handed. When fired 1 handed suffer a -1 to ''Shooting'' unless you have +1 step over the Min Str required.</br> '''Two-Handed''': requires 2 hands to use. When fired with one hand increase the Min Str by +1 step and suffer a -2 ''Shooting''.</br> '''Cone''': base range 0 and hits everyone in a Cone template for attacking all targets in area.</br> '''Varies''': these weapons deal damage and have the AP of the mini-grenade or mortor round that they are firing.</br> '''SBT''': Small Burst Template. </br> '''MBT''': Medium Burst Template.</br> '''LBT''': Large Burst Template.</br> '''Missile''': Missile are meant to be fired at armored vehicles (tanks) or aircraft and suffer a -4 ''Shooting'' against anything less then a Size of 4. The firer also suffers a -4 to their ''Shooting'' if the move (Pace 1+) and fire in the same round (like Snapshot but worst). </br> '''Mortar''': this weapon fires mortor rounds. See Grenades for notes on mortor effects. Mortors must be set up in order to be fired (takes 2 rounds for two troopers, 3 rounds for one) in order to be fire and then half a ROF of 1 per 2 rounds (again if there are two troopers, with just one it can fire one round every 3 rounds). </br> BASIC AMMO NOTES</br> A Ballistic firearm can be converted to Caseless with an additional -1 to base cost.</br> Standard Ammunition for Ballistic and Caseless firearms a Wealth check +2 for 50 rounds of all types of pistols and revolvers (not hand cannons) (Wt. 1lb); for SMG and Hunting Rifles same check gains 40 rounds (1lb); for hand cannon, assault rifles, LMG (the Howler for example) and shotgun same check gains 30 rounds (1½lbs). Ballistic and Caseless rounds are not interchangable with any other firearm and only for the weapon they were purchased for (i.e. Machine Pistl, Revolver, etc).</br> Grenade Launchers use mini-grenades. They have the same stats and cost as Hand Grenades (see below) but only weigh 1lb each and use the GL ranges. </br> Standard Gyro Mini-Rocket rounds Wealth -1 for 50 rounds (5lb). Boomer rounds deal 5d6 damage in a LBT, count as Heavy Weapons but lose all AP, Wealth -2 for 50 rounds (5lb). HEAT Seeker rounds deal 3d6 damage no AP and adds +2 to ''Shooting'' checks to hit 'living' targets and vehicles that are powered on. Wealth -1 for 50 rounds (5lbs).</br> Laser Rifle and Laser Sniper Rifles repacement powercell, Wealth -1, and weigh 5lbs each. These powercells are interchanged between the two weapon types.</br> Flame Rifles fuel canister replacements Wealth +1 and weigh 7lbs each.</br> Anti-Material rounds Wealth -1 for a full clip and weigh 6lbs each. They do not come outside of a full sealed clips.</br> Missile replacement Wealth -1 and weigh 6lbs each. Anti-Aircraft rounds deal 5d8 damage with AP 4 and a range of 500/1,000/2,000, within a SBT with the same cost and weight as anti-armor rounds. HE anti-personal missiles deal 4d8 damage, AP 4, within a LBT at the same cost and weight as other missiles. HE are not Heavy Weapons.</br> SPECIAL AMMO FOR BALLISTIC AND CASELESS ROUNDS</br> '''AP'''- Armor Piercing Rounds: change the AP of the rounds to 4 but deal -2 damage. Wealth as standard rounds. </br> '''APHE''' - Armor Piercing High Explosive Rounds: Standard UTRPF rounds for the Pulse Rifle and SMG. These weapons change the AP value to a 4, adds +3 base damage and a Raise on the ''Shooting'' check adds another d10 instead of d6 damage. Wealth +0 for same number of rounds and Military only.</br> '''Gel Rounds''': this ammo deal non-lethal damage (i.e. does not kill a target and Wounds make a recovery roll every 6 hours), but deal -1 damage per die (including Aces, etc.). Wealth as standard rounds.</br> '''Man-Stopper Rounds''': Dense heavy-core bullets; add +2 damage. Wealth +1 for same number of rounds. </br> '''Stick-n-Shock Rounds''': base damage to target, but converted to “electrical” damage and target must make a Vigor check -2 or be Distracted and Vulnerable until end of its next round. Wealth +1 for same number of rounds.</br> SPECIAL SHOTGUN ROUNDS</br> '''Solid Slug Shot''': No reduction of damage by range increment, Damage is 2d10, AP 2. No bonus to ''Shooting''. Wealth as standard rounds but weight 2lbs for 30 rounds.</br> '''Sunder Rounds''': Explosive rounds made to breach doors, bypass armor, etc. Treat as Solid Slug rounds but add +1d10 damage, change AP to 8 but halves base Shotgun range (round down). Also a Raise on the ''Shooting'' check adds another d10 instead of d6 damage. Wealth check +1 and weigh 2½lb for 30 rounds.</br> OTHER FIREARM WEAPON ACCESSORY AND UPGRADES</br> '''Silencer Attachment''': lower noise from ballistic and caseless firearm weapon single shot discharge (ROF 1), others suffer a -4 to listen ''Notice'' checks. Wt. +1lb, Wealth +1</br> '''Suppressor Attachment''': lowers noise and muzzle flash from automatic fire of ballistic and caseless firearms (ROF 2+ or 3RB), offers suffer a -2 to ''Notice'' checks. Wt. +2lb, Wealth -1</br> '''Motion Predictor''': complex target-tracking cogitator. Eliminates 2 ranged penalties for any moving target (Pace 2+) due to range, cover, called shots, illuminations and recoil. Wt. +2lb, Wealth -2 </br> ====Grenades, Explosives and Other Chemicals==== <font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br> GRENADES</br> Hand Grenades when thrown range of 5/10/20, using ''Athletics'' skill and all weigh 2lbs each. If shot from a grenade launcher use weapon’s range and change weight to 1lb each. Military grade Mini-Grenades (and GL) are also Caseless allowing the weapon to remain sealed. For Mortor Rounds change name from Grenade to Mortor, increase weight to 6lbs each and add +2dx damage dice (i.e. a Frag Mortor would deal 5d6 damage). All have an area-of-effect of a LBT if not already. If there is a gas it lingers twice as long. If a mortor round causes damage then add HW if not already. Increase the wealth cost down a additional -2.</br> '''Concussion Grenade''': Damage 2d8, AP 8, LBT. Wealth +2 for 3 grenades</br> '''Frag Grenade''': Damage 3d6, AP 4, MBT, HW. Wealth +1 for 3 grenades</br> '''High Explosive Grenade''': Damage 3d10, LBT. Wealth +0 for 3 grenades </br> '''Anti-Armor Grenade''': Damage 3d6, AP 16, SBT, HW. Wealth -2 for 3 grenades</br> '''Photon Flash Grenade''': LBT, Notes -targets in area must make an Agility -2 (-4 with raise) check or be ‘Blind’ (-6 to all vision based skills & checks) for 2d4 rounds. Wealth +0 for 3 grenades</br> '''Flame Burst Grenade''': Damage:3d8, MBT, Notes -Ignores half non-sealed armor points (round down), targets in area must make a Agility check or catch fire, suffer 2d6 damage each round. Takes an Action and Agility -2 check to put fire out. Rolling on the ground adds +2 and immerses into water automatically succeeds. Wealth -1 for 3 grenades</br> '''Smoke Grenade''': LBT, Notes -produces thick smoke for 1 minute plus 1d6 rounds. Penalty -4 to all non-IR vision based ''Notice'' and Shooting checks into and out of the area. Wealth +4 for 3 grenades. </br> '''Thermal Smoke Grenade''': LBT, Notes -produces thick smoke for 1 minute plus 1d6 rounds. Thermal-signature to confuse IR, Penalty -4 to all Vision based ''Notice'' and ''Shooting'' checks into and out of the area. Wealth +2 for 3 grenades.</br> '''Stun/Shock Grenade''': MBT, Notes -everyone within area must make a Vigor -2 or be knocked unconscious for 1d4 minutes. After that Shaken but can recover normal after that. Wealth +1 for 3 grenades.</br> '''Tear Gas''': LBT, Notes -gas lasts 2d6 rounds. Vigor -4 or Distracted and Vulnerable for 1d6 minites. When outside are targets can make a Vigor -4 each round to recover. Also acts as a Smoke Grenade that creates obscuring smoke. Wealth +1 for 3 grenades</br> UTILITY CHEMICALS & OTHER EXPLOSIVE</br> '''Glue Sprayer''': an almost instantly hardening super-glue sealant (if it matters STR d12+4). The sprayer comes with 10 applications before it is required to be refilled. Wt. 3lbs, Wealth +1 (refilling the applier +2) </br> '''Explosive Paste''': Damage 4d6, AP 8, SMT. Comes in a small canister this spray-on-paste can be detonated with an included timer or remotely (up to 50”). Takes a Standard action to set with ''Repair'' check (can also be set to form a MBT with a seperate ''Repair'' check). Wt. 1lb, Wealth -1</br> '''Plastic Explosives''': Damage 4d6, AP 4, SBT, Wt. 1lbs.; requires a ''Repair'' check. Can be combined. For 2lbs. Damage 6d6; for 3lbs. Damage 8d6, MBT and HW; for 4lbs. Damage 10d6, LBT, HW. Each additional +2lbs adds +1d6 damage. If the esplosive is enought to create a Burst Template install can make a seperate ''Repair'' check to change that to a Blast Temple (in the direction they wish). Remote detonator and Timers cost 50¥ each with a range of 500” (1,000 yds) or set up to two hours timer. Wt. 1lb, Wealth -1</br> '''Thermite Burning Bar''': Damage 4d6, AP 4, HW. Causes continuous damage for 4 rounds. A super-hot burning brick that when exposed to the air it started to heat up and does burning damage. Its’ surface is adhesive and can be stuck to most locks, etc. and takes a Standard action and ''Repair'' skill check to set property. Wt. 1lb, Wealth -1</br> '''Charge Pack''': a simple explosive shackles meant to be ‘set’ (pull fuse) and thrown (Range 5/10/15). Detonates in 3 rounds after fuse pulled. Damage 4d8, AP 5, HW, MBT. Wt. 10lbs, Wealth -2 </br> '''XR-Bomb''': Damage 6d10, AP 12, HW, base ''Repair'' check and can be set for any Burst Template (Small, Medium, Large or Cone with a seperate ''Repair'' skill check), time from 1 round to 2 hours. A peal-back adhesive strip for the XR explosive bomb charge designed to quickly adhere to almost any surfaces. Wt. 10lb, Wealth -2</br> '''Mines''': Anti-vehicle mines causes 5d10 damage, AP 20, but are only set off by at least 1,000 pounds of pressure. Anti-personnel mines detect movement and detonate for 4d6 damage in a MBT. Both require a ''Repair'' check to set. Finding a mine requires a ''Notice'' check –4, and removing it is saftely a ''Repair'' check at –2. Wt. 15lbs and Wealth -2 each for anti-vehicle or 5lb for anti-personal, Wealth -1 each. </br>
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