Editing
Eclipse Fate: Gravity's Rainbow: Weapons
(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!
== Weapon types == The Eclipse Phase universe employs several different types of weapon, with specific advantages and drawbacks. The generic types are as follows: * Kinetic: slug throwers, standard damage, multiple ammo types, recoil * Railgun: +2 addn. damage, ignore armour, limited ammo, recoil, no smart ammo, Out of Power compel * Laser: recoilless, +2 armour, Out of Power compel * Plasma: single shot, +8 addn. damage, cooldown after 2 shots, Out of Power compel * Seeker: micromissile, grenade damage, limited ammo, recoil, no smart ammo * Spray: sprays area effect jets of liquid/powder/nanites * Stunner: recoilless, stress/conseq. stun only, Out of Power compel '''Ammo''' Ammo capacity is provided for players and GMs who want to get very exact about this point. However, after 5 successive rounds of burst fire or full auto/suppressive fire, GMs or players can always compel the Out of Ammo aspect, taking 1 round to reload unless bought off with a Fate point. Multiple ammo types are available, as follow (cost in brackets): * Accushot (smart): course corrects, +2 to Attack, no wind/drag/gravity Aspects (+2) * AP: -2 to target armour (+2) * Bug, bugs/tracks/monitors target (+2) * Capsule: delivers chemical or other payload (+1) * Flux: reprogrammable to damage or stun (+2) * Hollow point: +1 damage, +1 to target armour (+1) * Homing (smart): locks on to target, +4 to Attack (+3) * Jammer: jams target, Tech +2 (+2) * Laser-guided (smart): homes on painted target, +2 to Attack (+2) * Plastic: stuns (+1) * Proximity (smart): grenade area damage (+3) * Regular (+0) * Seeker (smart): locks on to target, +4 to Attack, grenade area damage (+3) * Splash: paints/splashes target, no damage (+1) * Zap: stuns (+2) '''Stunts''' * Sniperscope: +2 to Attack after 1 round wait to line up; range 1 extra zone * Penetrative: -2 to target armour * Suppressive fire: successful CA creates barrier to movement in zone/s in front; number of shifts = Difficulty vs Athletics * Stunning: attacks stun only * Flame: success with style ignites target; suppressive fire '''Mods''' Weapons can be modded, for additional Stunts or other advantages, by the right skill roll.
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