Editing
SWADE.SF.Bughunters
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====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>
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information