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===Personal Scale Weapons=== <font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br> WEAPON NOTES : '''Hold-out''' add +2 to ''Stealth'' to hide on person : '''3RB''' - 3 round burst, requires 3 rounds; adds +1 to ''Shooting'' and damage result. SWAE pg. 67 : '''1/2 Handed''' can be used one or two handed. When fired 1 handed suffer a -1 ''Shooting'' unless you have +1 step over the Min Str required. : '''2 Handed''' requires 2 hands to use. When fired with one hand increase the Min Str by +1 step and suffer a -2 ''Shooting''. : '''Snapshot''' on the round the attacker moves he is -2 ''Shooting'' with weapon. SWAE pg. 66 : '''Shotgun''' do 1d6 at Long range, 2d6 at Medium range, and 3d6 at Close range. +2 ''Shooting''. SWAE pg. 74 '''MELEE WEAPONS'''</br> Medieval and Modern Melee Weapons are purchased per SWA pg. 72. The following Mods can be applied to these melee weapons, depending on description below... *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. TL4, Cost +500. *Power Weapon: The weapon contains a variable burst of energy that’s released on impact. It adds +1d6 to the character’s damage. With a raise on the attack roll, the character’s damage is a d10 instead of a d6. Power weapons function as their base type when drained of energy. The power cell adds 1lb and lasts for 20 successful hits. TL4, Cost +750. *Stun Charge: Blunt weapons can be rigged to deliver a stunning charge of energy. After a target is hit by the weapon (including a Touch Attack), resolve damage. Then the victim must make a Vigor roll or fall prone and Incapacitated. At the start of each subsequent action, he makes a Vigor roll to revive. Success means he revives but is Shaken for the round and can recover on the next as usual A raise means he revives instantly and is not Shaken. An unpowered stun weapon does normal damage. TL3, Cost +350. *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. TL4, Cost +250. '''BALLISTIC FIREARMS''' <font size=1> {| class="wikitable" border="0" | '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str''' || '''Wt''' || '''Cost''' || '''TL''' || '''Notes''' |- | Pocket Pistol || 8/16/32 || 2d4+1 || 1 || 1 || 8 || d4 || 1 || 150 || 2 || Hold-Out |- | Revolver || 12/24/48 || 2d6+1 || 1 || 1 || 6 || d6 || 3 || 200 || 2 || |- | Heavy Revolver || 15/39/60 || 2d8 || 2 || 1 || 6 || d8 || 4 || 350 || 2 || |- | Autofeed Pistol || 12/24/48 || 2d6+1 || 1 || 1 || 18 || d6 || 3 || 250 || 2 || |- | Heavy Autofeed Pistol || 15/30/60 || 2d8 || 2 || 1 || 12 || d8 || 5 || 450 || 2 || 1/2 Handed |- | Hand Cannon || 15/30/60 || 2d10 || 2 || 1 || 5 || d8 || 6 || 500 || 3 || 1/2 Handed |- | Machine Pistol || 12/24/48 || 2d6+1 || 1 || 3 || 30 || d6 || 4 || 400 || 3 || 3RB |- | SMG || 18.46.72 || 2d6+2 || 1 || 3 || 30 || d6 || 6 || 500 || 3 || 3RB, 1/2 Handed |- | Hunting Rifle || 30/60/120 || 2d10 || 1 || 1 || 6 || d6 || 10 || 250 || 2 || Snapeshot, 2-Handed |- | Assault Rifle || 24/48/96 || 2d8 || 2 || 3 || 40 || d6 || 9 || 700 || 3 || 3RB, 2-Handed |- | Sniper Rifle || 50/100/200 || 2d12 || 2 || 1 || 10 || d8 || 16 || 1,000 || 3 || Snapshot, 2-Handed |- | LMG || 40/80/160 || 2d10 || 2 || 3 || 100 || d8 || 24 || 1,500 || 3 || Snapshot, 2-Handed |- | Shotgun Pistol || 5/10/20 || 1-3d6 || 0 || 1 or 2 || 2 || d6 || 6 || 250 || 2 || Shotgun. 1/2 Handed |- | Pump Shotgun || 12/24/48 || 1-3d6 || 0 || 1 || 6 || d6 || 8 || 400 || 2 || Shotgun, 2-Handed |- | Assault Shotgun || 12/24/48 || 1-3d6 || 0 || 3 || 20 || d8 || 18 || 850 || 3 || 3RB, Shotgun, 2-Handed |- |} AMMO NOTES: Standard rounds for a pistols and revolvers costs 10 credits for 50 rounds (1lb); for heavy pistols and SMG cost 15 credits for 50 rounds (1½lb); for hand cannon, assault and hunting rifles cost 25 credits for 50 rounds (2lbs); LMG, sniper rifles and shotgun rounds cost 30 credits for 50 rounds (2½lb). Ballistic rounds are interchangable. '''Special Ammo''' * Man-Stopper Rounds – Any but Shotguns. Dense heavy-core bullets; add +2 damage increase AP by another -1. Increase cost by four time base rounds. * Shaped Capsules Rounds– Any but Shotguns and Palm Pistols. Military grade shape-charged explosive rounds. Adds +1d8 damage (raise adds another d10 instead of d6). Ammo cost is five times base cost and are considered military (illegal) only. * Solid Slug – Shotguns only. No reduction of damage by range increment, Damage is 2d10, AP 2. No bonus to ''Shooting''. Cost is 30 credits per 50 rounds (3lbs). * Sunder Rounds – Shotgun only. As solid slug round but made to breach doors, bypass armor. Military grade explosive ammo. Add +1d10 damage and AP 8 but halves Shotgun base range (round down). Ammo cost 150 credits for 50 rounds (4lbs) and are considered military (illegal) only. </font size> '''ENERGY WEAPONS'''</br> All energy weapons are TL4 and Plasma weapons are late TL4/early TL5 <font size=1> {| class="wikitable" border="0" |- | '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str''' || '''Wt''' || '''Cost''' || '''Notes''' |- | Palm Laser || 10/20/40 || 2d6 || 1 || 3 || 20 || d4 || 1 || 450 || Hold-out |- | Laser Pistol || 25/50/100 || 2d6+1 || 1 || 3 || 60 || d4 || 550 || 2 || |- | Laser Carbine || 30/60/120 || 2d6+2 || 1 || 3 || 80 || d4 || 750 || 6 || 1/2 Handed |- | Laser Rifle || 40/80/160 || 2d6+2 || 1 || 3 || 100 || d6 || 8 || 950 || 3RB, 2-Handed |- | Sniper Laser Rifle || 60/120/240 || 2d10 || 1 || 1 || 20 || d6 || 14 || 3,000 || Snapfire, 2-Handed |- | Gatlin Laser || 30/60/120 || 3d6 || 1 || 4 || 800 || d8 || 30 || 8,000 || Snapfire, 2-Handed |- | Blaster Pistol || 12/24/48 || 3d6 || 3 || 1 || 12 || d6 || 4 || 800 || 1/2 Handed |- | Blaster Rifle || 20/40/80 || 3d8 || 3 || 1 || 30 || d8 || 12 || 1,500 || 2-Handed |- | Heavy Blaster Rifle || 24/48/96 || 3d10 || 4 || 1 || 10 || d10 || 28 || 3,000 || Heavy Weapon, Snapfire, 2-Handed |- | Plasma Rifle || 20/40/80 || 3d10 || * || 1 || 20 || d12 || 54 || 10,000 || Heavy Weapon, Snapfire, 2-Hand, see below |- | Flamer || Cone || 3d6 || * || 1 || 15 || d6 || 18 || 600 || Cone Template range, 2-Handed |- |} : * these weapons ignore Armor Points vs. unsealed (environmental or vacuum) armor. AMMO NOTES: Power cells for Palm Laser Wt. ¼lb and cost 35 credits, Laser Pistol Wt. ¼lb and cost 50 credits, Laser Carbines Wt. ½lb and cost 80 credits, Laser Rifle and Sniper Rifles Wt. 1lb and cost 100 credits, Gatlin laser Wt. 10lb and cost 500, Blaster Pistols Wt. 1lb and cost 75 credits, Blaster Rifles Wt. 3lb and cost 125 credits, Heavy Blaster Rifle Wt. 20lb and cost 400 credits, Plasma Rifles Wt. 30lb and cost 750 credits each, a Flamer fuel-cell wt. 5lbs and costs 50 credits. Power cells are not interchangable. Too recharge a power sell at most high-tech stations takes about 1 hour per pound of the cell and costs 6 credits per hour at a public station. </font size> [[File:SWN.rifle.jpg]] ENERGY WEAPON NOTES :'''Cauterization''': all energy weapons cause cauterization and targets add +2 Vigor vs. Bleeding Out :'''Laser Weapons''': Laser weapons do not suffer a recoil penalty for multiple attacks in a round (except Gatlin Lasers). Lasers are also recoilless and do not impose extra disadvantages when fired in z-g environments. :'''Plasma''': Plasma weapons are still experimental and unsafe to be fire around unprotected (deals ½ base damage to everyone within a SBT unless in full sealed Battle Dress). Plasma weapons ignore armor points from any totally non-sealed suits or vehicles and deal damage in SBT around the target area. Plasma weapons tend to overheat; whenever an attacker rolls a 1 on their Shooting die (regardless of Wild die), he suffer ½ the basic damage. It takes one round of not firing to cool down to be safe to fire again, otherwise suffer full damage if fired before then. Plasma guns count as Heavy Weapons. Wielders should wear a minimum of Battle Dress armor to operate safely. '''EXOTIC FIREARMS''' <font size=1> {| class="wikitable" border="0" |- | '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str''' || '''Wt''' || '''Cost''' || '''TL''' || '''Notes''' |- | Gryrojet Pistol || 15/30/60 || 2d8 || 8 || 1 || 8 || d8 || 8 || 900 || 3 || Heavy Weapon, 1/2 Handed |- | Gryrojet Rifle || 30/60/120 || 2d8 || 8 || 1 || 20 || d8 || 14 || 2,000 || 3 || Heavy Weapon, 2-Handed |- | Needler Pistol || 10/20/40 || 2d4 || 0 || 1 || 30 || d4 || 3 || 500 || 4 || Hold-Out |- | Needler Rifle || 16/32/48 || 2d4 || 0 || 1 || 50 || d4 || 7 || 750 || 4 || 1/2 Handed |- |} AMMO NOTES *Gyrojet base ammo cost 60 and weighs 2 for a pistol clip and cost 125 and weigh 5 for rifles. '''''Boomer''''' rounds deal 5d6 damage in a LBT, count as Heavy Weapons but lose all AP, cost triple the base ammo cost. '''''HEAT Seeker''''' rounds deal 3d6 damage no AP and adds +2 to ''Shooting'' checks to hit 'living' targets and vehicles that are powered on. Cost as base ammo. Gyrojet are military grade weapons. *Needler pistols ammo weigh ½ and cost 150 for a full clip and needler rifles wt. 1 and cost 300. Needer rounds are toxic and if causes at least a Shaken result, living targets must make a Vigor -2 (-4 if attacker got a raise) or suffer a Wound. On their next round must roll again vs. a Wound with the same penalties. Illegal. </font size>
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