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=== WEAPONS === '''NEW DAMAGE TYPES''' * '''Ballistic''': this is a special type of piercing weapon damage. Anything resistant to piercing damage is also resistant to ballistic damage. * '''Blast''': Includes Force energy and bludgeoning damage.. * '''Explosive''': Includes Force, Fire, bludgeoning, piercing and slashing damage. * '''Restrained''': a target to must make a Strength save against the weapons ''DC'' or gained the '''''Restrained''''' condition. Struck targets must also make a Dexterity save, same '''DC''', or be knocked prone by the effect. The target can make a new Strength save with the same '''DC''' and with a cumulative +1 to the roll for each additional turn it failed until he succeeds. Success ends the condition. Note that struck target must also remain prone for duration. Large creatures are +2 with the strength save, while Huge are +5, and larger are immune. * '''Stun''': a ‘living’ target must make a Constitution save against the weapon's ''DC'' or gains the '''''Stunned''''' condition. The target can make a new Constitution save at the end of its turn against the same '''DC''' and with a cumulative +2 to the roll for each additional turn that it failed until it succeeds. Success ends the condition. Large creatures are +2 with this save, Huge are +5, and larger creatures are immune. '''NEW WEAPONS PROPERTIES''' * '''AP''' (Armor Penetrating): this weapon ignores Ballistic Hardness and any type of Resistant to damage (against vehicles and materials must also include the Heavy Damage property). * '''Auto''': this weapon has the Autofire option, expending 10 rounds each time it is fired this way. See Autofire houserules. Autofire Only weapons must always fire full auto and Heavy Autofire weapons must always fire full auto using 20 rounds. Heavy Autofire have a base AOE of 15x15ft (but still only deal base Auto damage when focused on one target). Switching modes between single fire and autofire mod takes 15ft of move during the attacker’s round. The weapon must have 10 rounds (20 for heavy auto) remaining and in the autofire mod to use this feature. * '''Burst Fire''': This weapon can fire a three rounds burst of ammunition at once with an range weapon attack. The shooter takes a -2 to its attack roll but adds +1d(x) weapon damage to the damage result if it hits (i.e. a SMG that deals 2d8+2 ballistic damage deals 3d8+2 instead, 5d8+2 with a critical hit). Switching between single fire burst-fire mod takes 15ft of move. The weapon must have 3 rounds remaining and in the burst-fire mod to use this feature. * '''Direct Fire''': These are area of affect weapons that require an attack roll to hit and deal damage in the area. Targets of a direct hit do not gain a saving throw. On a failed weapon attack roll, all targets in the AOE gain Resistance to the damage (¼ damage with a successful Dexterity save). * '''DT''': Double tap. This weapon can fire two rounds of ammunition at once, instead of one with an attack action. The shooter gets a -1 to its attack roll but adds +2 to the damage result if it hits. The weapon must have 2 rounds remaining and in the single fire mod to use this feature. * '''Feed''': means that the each round of ammunition must be loaded into the weapon, one at a time. Each round reloaded requires ½ your Move speed to load. If you spend your Action and Move (Speed 0) you can reload up to 6 rounds at a time. ‘b’ means a break load, where the barrel(s) are hinged much like a door and rotate perpendicularly to the bore axis to expose the breech for reloading; ‘i’ means an internal magazine, generally loaded through a breech at the top of the weapon’s barrel; ‘c’ is a rotating cylinder that between 4 and 6 rounds. Cylinder feeds can purchase a Speed-loader (see Firearm accessories). Treat these as Magazines (see Reloads). * '''Flame''': these weapons can set targets on fire. Fire weapons can fire in a Cone (PHB pg. 204) out a number of feet depending on the weapon. Anything the target is struck must make an Intelligence save '''DC8''' (12 for a heavy flamer) + your proficiency bonus (if proficient) + your Dexterity modifier for half damage. Failure not only means full damage but the target has also caught fire. At the beginning of their turn (before they can act) the target suffers 2d6 fire damage. Each round the target can try and put themselves out as an action and making a Dexterity save at the base '''DC'''. The target has advantage on the save if it falls prone to rolls around on the ground. The fire is automatically extinguished if target immerses themselves fully in water. * '''Heavy''': in this setting this feature also applies to anyone with a Strength of 12 or less. * '''Heavy Damage''': weapons ignore Resistance from materials and vehicles. However the attacker suffer Disadvantage if it moves and fires these weapons in the same round. * '''Hold-Out''': are small and easier to hide on one’s person. Character is considered to have Advantage on any Dexterity (Stealth) checks to hide such a weapon on themselves. * '''Knockdown''': If the damage from the weapon is enough to impose the '''''Reeling''''' condition the target is also knocked prone. * '''Loud''': this weapon cannot be quieted by silencers, etc. * '''Painful''': these weapons inflict massive pain onto living creatures with a successful hit. The damage from this weapon counts as double against the target’s Wound Damage Threshold but only to impose the '''''Reeling''''' condition (recovers normally). * '''Reload''': weapons with ammunition require time to reload the magazine clip. If the weapon only says reload it requires your Move to reload the weapon (except for bows and crossbow). If after the shots is listed an ‘m’ (magazine), p (powercell) and b (belt) each requires ½ your Move speed to expend and reload a new clip, cell or belt into the weapon; If you wish to also collect your empty clip or powercell (too recharge it later) it takes your full Move (Speed 0) that round. * '''Shotgun''' (Shot/Flechette rounds): impact with tremendous force at close range but diminish rapidly further out. At half the weapons base range add +1d(x) weapon dice damage (i.e. 2d8 becomes 3d8, etc.) but they inflict only one die damage at long range (i.e. 2d8 becomes 1d8). * '''Silence''': these weapons have built in sound and flash suppressors that offer superior baffling. In order to hear the ‘shots’ requires a Wisdom (Perception) '''DC15''' at disadvantage if within 15ft. * '''Sonic''': these weapons are extremely loud, especially to the target, dealing thunder damage. On a critical hit the target gains the '''''Deafened''''' condition for one minute. * '''Touch''': this weapon requires a simple melee touch attack to hit and attackers gains +2 to melee attack rolls. These weapons do not add Strength or Dexterity modifiers to their damage. * '''Undermount''': These weapons can be mounted under the barrel of another firearm. Generally only under a rifle barrel. If mounted to another weapon you can switch between the two weapons as a free action and they occupy the same space. Any WEAPON can be purchased from the PHB but at four times the price listed in g.p. in neyen (¥). '''Keen Blades''': can be added to any piercing or slashing weapon from the PHB or Katana (see below). The weapon adds +2 to its basic damage and costs 10 times the g.p. value or neyen (¥). Arrow and bolts cost 3¥ each. ====Melee and Ranged (Muscle powers) Weapons==== SIMPLE MELEE WEAPONS</br> '''Brass Knuckles''': are a piece of metal shaped to fit around one’s knuckles to enhance your punching power. They are also easily concealed on ones’ person. If the character has the Brawler feat increase the damage die to 1d6 (or 1d8 for large sized creatures).</br> '''Combat Knife''': an advanced carbon blade that can also be mounted onto a rifle or similar weapon to act as a bayoneted (dealing 1d8 piercing damage with weapon feature two-handed).</br> '''Collapsible Baton''': this club collapses down to an easily concealable and stored sized but when draw can instantly extend out to its normal size (about two feet long on average).</br> '''Solid Core Staff''': these are dense metal core quarterstaffs that can strike with considerable force.</br> '''Shock Gloves''': these gloves deliver a powerful electrical shocks that can stun a target with a touch.</br> '''Shock Stick''': once used exclusively on large farms to prod large animals around, this upgrade model can cause serious harm along with a great deal of pain (Restricted).</br> MARTIAL MELEE WEAPONS</br> '''Katana''': a Japanese longsword that is light enough to count as a finesse weapon.</br> '''Monofilament Sword''': while not true monofilament, this blade is extremely sharp and halves any personal-scale Hardness (not vehicles). You cannot add the Keen Blade modifier to this weapon.</br> MARTIAL RANGED WEAPONS </br> These weapons are “silenced” automatically. The keen blade affect has already been added in as part of the weapon’s upgrades. Both types can include a laser sight upgrade.</br> '''Carbon Crossbow''': made of sleek advanced carbon metal and fitted with sights. If the attacker takes the Aim special action she also ignores penalties for long range with her attack roll.</br> '''Compound Bow''': composed of advanced carbon and fitted with a series of pulleys, cams and levels to enhanced the weapons power. Add you Strength and Dexterity modifer to the weapons damage <font size=1> {| class="wikitable" border="0" | '''SIMPLE WEAPONS''' || '''COST''' || '''DAMAGE''' || '''WT''' || '''PROPERTIES''' ' |- | Brass knuckles || 5¥ || 1d4 bludgeoning || ½ || Finesse, holdout, light |- | Combat knife || 50¥ || 1d6 piercing || 1 || Fibesse, light, undermount |- | Collapsible baton || 25¥ || 1d6 bludgeoning || 2 || Finesse, holdout, light |- | Solid-core staff || 50¥ || 1d8 bludgeoning || 6 || Heavy, versatile (1d10) |- | Shock glove || 100¥ || Stun (15) || 1 || Finesse, holdout, light, reload (10p), touch |- | Shock stick || 200¥ || 1d6 lighting, Stun (15) || 3 || Finesse, light, painful, reload (20p), touch |- | '''MARTIAL WEAPONS''' |- | Katana || 75¥ || 1d8 slashing || 3 || Finesse, versatile (1d10) |- | Monofilament Sword || 1,000¥ || 2d6 slashing || 3 || Versatile (2d8) |- | '''MARTIAL RANGED WEAPONS''' |- | Carbon crossbow || 350¥ || 2d6+1 piercing || 5 || Ammunition (range 150/500), heavy, loading, 2-handed |- | Compound longbow || 500¥ || 1d10 piercing || 3 || Ammunition (range 150/500), heavy, 2-handed |- |} </font size> A new powercell for Shock Gloves costs 20¥ and weighs ¼lb, while the Shock Sticks cell costs 30¥ and weighs ½lb ====Firearms==== LIGHT FIREARMS</br> You are not at disadvantage using a light firearm in melee (as with most ranged weapons). Also for characters with a strength of 12 or less or small-sized creatures, when wielding a heavy light firearm in two-hands are not at disadvantage when making ranged attacks with them.</br> '''Streetline Special''': a very cheap weapon made of composite material (Restricted).</br> '''Colt American L36''': a sleek automatic that is very concealable with a good reputation. Standard models have an intergraded laser sights.</br> '''Colt-Remi Revolver''': reliable but cheap back up sidearm made specifically for security or police for an ankle-holster. </br> '''Fichetti Security 600''': designed as a light sidearm for security. It has a highly effective feeding mechanism that allows it to hold an incredible 30 rounds. Standard models have a laser sights.</br> '''Hammerli 620S''': A sleek and stylish revolver with intergraded Smartgun link.</br> '''Yamaha Sakura Fubuki''': features an all-electric firearm with no moving parts and automatic firing capacity. The standard model comes with an intergraded Smartgun link.</br> '''Ares Viper Silvergun''': sleek auto-pistol with sound suppressor and laser sight (Restricted)</br> '''Colt Manhunter''': popular with law-enforcement has an intergraded under the barrel laser sight.</br> [[File:SR.D5.Predator.jpg | 300px | right]] '''Ares Predator''': all-time favorite of mercenaries, runners and security it has an intergraded Smartgun link.</br> '''Ruger Super-Warhawk''': a bulky heavy revolver popular with law-enforcers and hunters.</br> '''Ceska Black-Scorpion''': a compact, light machine pistol with intergraded laser sights (Restricted).</br> '''Steyl TMP''': a light weight machine pistol of polymer-composites and laser sights (Restricted).</br> '''Ares Thunderbolt''': a heavy machine pistol that Lone Star has an exclusive contract with Ares for their police units. Includes an intergraded Smartgun link (Restricted).</br> '''Remington Roomsweeper''': this sawed-off, pistol grip shotgun can be concealed under a trench coat.</br> '''SR-5 Vesker''': a cheap folding stock light SMG with intergraded laser sight (Restricted).</br> '''HK MP-5 TX''': this concealable SMG has a silencer and under the barrel laser sight (Restricted).</br> '''Ingram Smartgun X''': SMG with intergraded Smartgun link, popular with mercenaries. (Restricted)</br> '''Defiance EX Shocker''': Also called a “lemon squeezer” fires up to four darts with wires out to 30 feet.</br> '''Yamaha Pulsar''': fires capacitor darts that eliminate the wires of older models. '''Ares Tangler''': looking like an oversized flare gun this pistol fires a fast hardening aerosol super-achieves that wraps around the target to effectively trap they for a short term.</br> '''Ruger Screamer''': a small, hand-held sonic stunner it is very loud when fired.</br> <font size=1> {| class="wikitable" border="0" | '''LIGHT FIREARMS''' || '''COST''' || '''DAMAGE''' || '''RANGE''' || '''WT''' || '''PROPERTIES''' |- | Streetline Special || 250¥ || 2d4 ballistic || 40/200 || 2 || DT, holdout, light, reload (8m) |- | Colt American L36 || 450¥ || 2d4+1 ballistic || 40/200 || 2 || DT, holdout, light, reload (15m) |- | Colt-Remi Revolver || 300¥ || 2d4+1 ballistic || 40/200 || 2 || DT, feed (6c), holdout, light, loud |- | Fichetti Security 600 || 550¥ || 2d6 ballistic || 50/250 || 3 || Burst, DT, light, reload (30m) |- | Hammerli 620S || 650¥ || 2d6+1 ballistic || 50/250 || 2 || DT, feed (6c), holdout, light, loud |- | Yamaha Sakure Fubuki || 850¥ || 2d6 ballistic || 50/250 || 3 || Autofire, burst, DT, light, reload (20m) |- | Ares Viper Silvergun || 900¥ || 2d6+1 ballistic || 50/250 || 4 || Burst, DT, reload (40m), silent |- | Colt Manhunter || 650¥ || 2d8 ballistic || 60/300 || 4 || DT, heavy, reload (18m) |- | Ares Predator || 1,100¥ || 2d8+2 ballistic || 60/300 || 5 || DT, heavy, reload (14m) |- | Ruger Super-Warhawk || 600¥ || 2d10 ballistic || 60/300 || 5 || AT, DT, feed (6c), heavy, loud |- | Ceska Black-Scorpion || 750¥ || 2d6 ballistic || 40/200 || 4 || Autofire, burst, DT, light, holdout, reload (30m) |- | Steyl TMP || 700¥ || 2d6 ballistic || 40/200 || 4 || Autofire, burst, DT, light, holdout, reload (40m) |- | Ares Thunderbolt || 1,500¥ || 2d8+2 ballistic || 60/300 || 6 || AP, burst, heavy, relaod (12m) |- | Remington Roomsweeper || 400¥ || 2d8 ballistic || 20/80 || 5 || DT, feed (2i), heavy, knockdown, loud, shotgun |- | SR-5 Vesker || 650¥ || 2d6 ballistic || 80/400 || 4 || Autofire, burst, DT, relad (30m) |- | HK-MP5 TX || 850¥ || 2d6+1 ballistic || 80/400 || 4 || Burst, DT, holdout, reload (20m), silence |- | Ingram Smartgun X || 1,200¥ || 2d6+2 ballistic || 80/400 || 6 || Autiofire, burst, DT, reload (40m) |- | Defiance EX Shock || 500¥ || Stun (15) || 10/40 || 1 || Light, reload (4m), silent |- | Tamaha Pulser || 550¥ || Stun (18) || 10/40 || 2 || Light reload (4m), silent |- | Ares Tangler || 250¥ || Restrained (15) || 20/80 || 4 || Feed (1i), loud |- | Ruger Screamer || 750¥ || Sonic, Stun (15) || 15/50 || 4 || Light, loud, reload (8p) |- |} </font size> HEAVY FIREARMS</br> All of the following weapons are automatically two-handed.</br> '''AK-97 Carbine''': an extremely reliable light assault carbine, popular the world over (partly due to being cheap). However its’ lighter rounds do not have the punch of heavier assault weapons. Includes an intergraded laser sight (Restricted).</br> '''HK-227S''': popular with many security personal, this heavy SMG has an intergraded Smartgun link and sound suppressor (Restricted).</br> '''Uzi III''': worthy descendent of the legendary Israeli SMG weapon, includes a intergrated laser sight (Restricted).</br> '''AK-98 Assault Rifle''': cheap, reliable and popular with the cost conscious, this assault rifle is not flashy. It includes intergraded laser sights (Restricted).</br> '''FN HAR''': another reliable and popular light assault weapon with security personal it includes an intergraded laser sight system (Restricted).</br> '''Ares-Alpha''': designed specifically for Ares Firewatch squads, the Ares Alpha assault rifle is very popular on the shadowy streets of the world. It includes an Ares Antioch-2 intergraded grenade launcher (weight and price already included) and Smartgun link (Military).</br> '''HK XM30''': this is a modular “weapon platform” comes with a sleek carry case with all the different barrels, attachments and ammunition magazines needed. The design allows for two of the weapons to be intergrades at the same time (one under, one over barrel configuration). It takes 1 minute (10 rounds) to “switch” between one weapon barrel and ammo clip, but can have two “ready” at any time. Add the weight of both 'barrels' intergrated at the time to determine the weapons weight. The case and all weapon systems weighs 29lbs. All systems have an intergraded Smartgun link (Military).</br> [[File:SR.D5.Sniper.jpg | 300px | left]] '''Ruger 100''': a favored weapon of many professional hunters, it has a built in Image Scope.</br> '''PJSS Behemoth Gun''': this double barrel heavy rifle is popular with those whom hunt the biggest and meanest para-animals around (Restricted).</br> '''Walter MA-21''': a military sniper rifle it comes with an intergraded sound suppressor (Disadvantage on Perception checks, '''DC15'''), Image scope and Smartgun link (Military).</br> '''Ranger Arms SM-4''': this sniper rifle includes an image scope and intergraded laser sight and advanced sound suppressor (Disadvantage on '''DC15''' Perception checks). It can also be completely disassembled in 2 Full Rounds and fits into a standard briefcase (price included, weight 4lbs) (Military).</br> '''Mossberg AM-CMDT''': an full-auto combat shotgun. (Restricted)</br> '''Remington 990''': a popular shotgun with law enforcement and for home defense.</br> '''Ingram White Knight LMG''': a light, man-portable machinegun with Smartgun link (Military).</br> '''Aztechnology Tangler''': looking like an oversized shotgun that fires tangler rounds of a fast hardening aerosol super-achieves that wraps around the target to effectively trap them.</br> <font size=1> {| class="wikitable" border="0" | '''HEAVY FIREARMS''' || '''COST''' || '''DAMAGE''' || '''RANGE''' || '''WT''' || '''PROPERTIES''' ' |- | AK-97 Carbine || 600¥ || 2d8 ballistic || 80/400 || 6 || Autofire, burst, reload (20m) |- | HK-227S || 1,200¥ || 2d8 ballistic || 80/400 || 7 || Autofire, burst, DT, reload (30m), silent |- | Uzi III || 1,000¥ || 2d8 ballistic || 80/400 || 7 || Autofire, burst, DT, reload (40m) |- | AK-98 Assault Rifle || 950¥ || 2d8 ballistic || 100/500 || 10 || Autofire, burst, heavy, reload (40m) |- | FN HAR || 1,200¥ || 2d8+1 ballistic || 100/500 || 11 || Autofire, burst, reload (40m) |- | Ares-Alpha || 2,000¥ || 2d8 +1 ballistic || 100/500 || 16 || Autofire, burst, heavy, reload (30m) |- | HK XM30 (a) assault rifle || 4,500¥ || 2d8+1 ballistic || 100/500 || 10* || Autofire, burst, heavy, reload (30m) |- | (b) grenade launcher || -- || by grenade || 100/500 || 6* || Heavy, loud, reload (6i) |- | (c) shotgun || -- || 2d8 ballistic || 50/200 || 7* || Heavy, loud, reload (10m), shotgun |- | (d) light machingun || -- || 2d8+1 ballistic || 100/500 || 18* || Autofire only, heavy, loud, reload (50m) |- | (e) sniper rifle || -- || 2d10 ballistic || 200/700 || 14* || AP, DT, heavy, reload (12m) |- | Ruger 100 Hunter || 950¥ || 2d10 ballistic || 150/600 || 12 || Fedd (8i), heavy, loud |- | PJSS Behemoth Gun || 1,100¥ || 2d12+2 ballistic || 150/600 || 18 || AP, feed (2i), heavy, loud |- | Walter MA-21 || 1,800¥ || 2d12 ballistic || 300/1,000 || 16 || AP, DT, heavy, reload (15m) |- | Ranger Arms SM-4 || 1,600¥ || 2d10+1 ballistic || 300/1,000 || 14 || AP, DT, reload (9m), silence |- | Mossberg AM-CMDT || 1,000¥ || 2d8 ballistic || 50/200 || 16 || Autofire, Burst, heavy, knockdown, loud, reload (20m), shotgun |- | Remington 990 || 450¥ || 2d8 ballistic || 50/200 || 9 || Feed (8i), knockdown, loud, shotgun |- | Ingram White Knight LMG || 1,500¥ || 2d8 ballistic || 100/500 || 19 || Autofire only, heavy, loud, reload (50c) |- | Aztchnology Tanger || 600¥ || restrained (15) || 40/150 || 12 || Feed (6i), loud |- |} </font size> HEAVY WEAPONS</br> These weapons always include the heavy, loud and two-handed weapon properties</br> '''Ares Gatlin LMG''': A six barrel man portable light-machinegun with a backpack magazine (Military).</br> '''Stoner-Ares M202 MMG''': This is a semi-portable medium machine gun normally mounted onto a vehicle or medium sized drone. Otherwise attacks are at Disadvantage without a weapon gimbal-stabilizer sling or minimum strength of 19 and even then if the attacker moves and fires it is at disadvantage (Military).</br> '''Ultimax HMG-2''': A heavy, high calliber machinegun that can only be used from a fixed sitting position (tripod) or it can be mounted onto a medium sized vehicle or heavy drone (Military).</br> '''Panther Assault Cannon''': The assault cannon comes equipped with a Smartgun link and fires special rounds that are more commonly found in light assault tanks (no standard rounds). Firing this weapon is at Disadvantage without a weapon gimbal-stabilizer sling or minimum strength of 19 and even then if the attacker moves and fires in the same round it is at still at disadvantage (Military).</br> '''Ares Antioch-2''': classic grenade launcher. Can be undermounted of a rifle +250¥ (Military).</br> '''Arms-Tech MGL-12''': this hand-held grenade launcher looks something like an oversized 12-round cinder revolver-like rifle (Military).</br> '''Aztechnology Striker''': a light-weight disposable one-shot missile launcher (Military).</br> '''Misubishi Yakusoku MRL''': a reusable missile launcher that allows for 4 separate missiles shots. It comes with an intergraded Image scope. Missile reloads cost $750 and weigh 4lbs each (Military).</br> <font size=1> {| class="wikitable" border="0" | '''HEAVY WEAPONS''' || '''COST''' || '''DAMAGE''' || '''RANGE''' || '''WT''' || '''PROPERTIES''' |- | Ares Gatlin LMG || 2,500¥ || 2d8 ballistic || 80/400 || 30 || Heavy autofire only, reload (200b) |- | Stoner-Ares M202 MMG || 4,000¥ || 3d8 ballistic || 200/800 || 34 || Autofire only, reload (100b) |- | Ultimax HMG-2 || 8,000¥ || 3d10 ballistic || 200/800 || 54 || AP, autofire only, reload (200b) |- | Panther Assult Cannon || 4,500¥ || 4d8 ballistic || 100/500 || 26 || AP, heavy damage, reload (15c) |- | Arms Antioch-2 || 600¥ || grenade || 100/500 || 5 || Feed (4i), undermount |- | Ares-Tech MGL-12 || 1,400¥ || grenade || 100/500 || 11 || Feed (12i) |- | Aztechnology Strike || 900¥ || 4d10 explosive || 500/1,500 || 8 || AP, direct fire (AOC 10ft), heavy damage |- | Misubishi Yakusoku MRL || 2,300¥ || 4d10 explosive || 500/1,500 || 28 || AP, direct fire (AOE 10ft), feed (4i), heavy damage |- |} </font size> [[File:SR.D5.Weapons.jpg | 400px | right]] FIREARM AMMUNITION</br> For pistols, machine pistols, revolvers and SMG it costs 75¥ for 100 rounds and weighs around 8 lbs. New clips cost 10¥ each and weight ¼lb when empty. Speed-loading Revolver cylinders cost 25¥ and weigh ½lb each. Replacement powercells and fulling loaded mags for the Defiance EX Shock and Tamaha Pulser weight ¼lb each and cost 15¥. Powercells for the Rugar Scream cost 25¥ and weigh 1lb each. Tangler rounds cost 8¥ and weigh ¼lb each. Carbines, light machine guns (light Gatlin), rifle and shotgun (shell) rounds cost 100¥ for 100 rounds and weigh 12 lbs. Magazines clip cost 15¥ and weights ¼lb empty, boxes cost 30¥ and weigh 1lb empty. Sniper and hunting rifles, medium and heavy machinegun rounds cost 150¥ for 100 and weigh 15lbs. Magazine clips are 25¥ and weight ¼lb empty. Assault Cannon clips are sold fully loaded (no separate rounds) with a 15 round clip weighs 5lbs and costs 200¥ each.</br> '''Armor Piercing Rounds''': ignores Ballistic Hardness, but deals -2 base damage. Double the base ammunition cost (Restricted).</br> '''Hollow-Point Rounds''': increase the Damage of the firearm by +1 die step (i.e. 2d6 because 2d8), but treats Ballistic Hardness as double for damage reduction. Add 50% to the ammunition cost.</br> '''APDS Rounds''': increase the damage by +1 die step (i.e. 2d6 becomes 2d8) and ignores Ballistic Hardness. Increase the price of such ammunition by eight times the base cost (Military).</br> '''Explosive Rounds''': add +1d(x) additional base weapon damage die to total damage (i.e. 2d6 because 3d6) but chance of explosion when exposed to extreme heat/fire, 1-in-6 chance. This causes all the ammo to ‘cook’ off dealing double base damage to the weapons’ wielder and destroying the weapon. Triple the base ammunition cost (Military).</br> '''Gel Rounds''': deals ¼ damage (after ballistic hardness) with a hit but target is at Disadvantage on all attack rolls and ability and skill checks until the start of your next turn. If you roll a critical hit the target also gains the '''''Stunned''''' condition until the start of your next turn instead of extra damage. Add 50% to the ammunition cost.</br> '''Slug Rounds (Shotgun only)''': lose all shotgun properties except knocking target’s prone when it imposes Reeling, double both ranges and increase weapon dice for damage by plus one step (2d8 becomes 2d10). Add 50% to the base ammunition cost.</br> '''Stick-n-Shock Rounds''': base damage, but converted to “lightning” damage and target makes an Intelligence save '''DC''' against the damage dealt (maximum DC20) or gain the '''''Reeling''''' condition. Increase the ammunition costs by six times the base cost (Restricted).</br> '''Shredder Rounds (Shotgun only)''': as shotgun slug rounds except ½ range (instead of double) and add the AP and Heavy Damage properties. Triple the base ammunition cost (Restricted).</br> ====Grenades and Explosives==== Hand grenades count as Simple Weapons for proficiency and are thrown with a range of 30/90.</br> Grenade Launchers have a range of 100/500. These grenades must be specially made to be fired from a grenade launcher. They cost twice as much as a normal grenade of the same type. These grenades have the two setting as normal grenades but they can also be set with air-burst. Air-Burst allows the weapon to explode in the air where the operator can still see and ignore the indirect penalty if the attacker wishes (he still has to guess where the weapon is going to explode). This requires a '''DC12''' Intelligence (Mechanics) check to set property and uses 15ft of movement.</br> [[File:SR.D5.Genade.jpg | 350px | left]] Explosive packs are heavy explosives with a detonation timer included. Generally they can be set from one to ten rounds (6 to 60 seconds) with a '''DC15''' Intelligence (Mechanics) skill check. You can’t really throw these effectively, but in an emergency you could with a range of 30ft and this roll is at disadvantage (as if a long range attack).</br> '''Concussion''': light explosive using air pressure as well as shrapnel to disrupt enemy lines.</br> '''Smoke''': after detonation a smoke grenade fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anything farther then 5ft away is considered Heavy Obscure conditions within the area. Anyone just inside or on the opposite side of the smoke have ¾ cover. This smoke last 1d4 minutes. Wind can disperse the smoke faster.</br> '''Fragmentation''': deadly antipersonnel explosives with hundreds of steel flechettes. (Military)</br> '''Flash-Bang''': powerful, blinding light and sound grenades. Targets’ that fail their save are blinded and deafened until the end of your next turn. (Restricted)</br> '''Riot''': releasing powerful tear gas to disperse crowds and disorient attackers. It also causes obscure and cover as smoke grenades. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Failed save results in living creatures gaining the Poisoned condition and having their Movement halves (round to the nearest 5ft). These conditions lasts for 1d4 minutes. The gas also lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions as above. (Restricted)</br> '''Tangler''': these grenades release fast hardening aerosol super-achieves that wraps around all targets within the area of affect to effectively trap they for a short term.</br> '''EMP''': doesn’t inflict any damage, instead releases an electromagnetic burst to disrupt electronics. Device holder's Intelligence saving throw vs. the '''DC'''. Failure means that the devices stops functioning for 1d4 minutes. Drones, computers, security systems, etc. within the area require an Intelligence saving throw vs. the DC or suffer the same result. Vehicle operators make an Intelligence save while Huge vehicles and larger, are immune against grenades. Vehicles that failed are at a disadvantage for all operations for 1d4 minutes. With a Mechanics skill check as an Action, against the DC of the grenade save will reactive the device. (Restricted)</br> '''White Phosphorus''': these military issued grenades have been outlawed by most of the world’s governments. Use the grenades '''DC''' instead of what listed under weapon properties above and the targets are at Disadvantage to saves to put out the flames until they fall prone and roll around on the ground (and that means they can make a normal save) and only gain advantage if immerses in water. (Military & Illegal for non-government).</br> '''Charge Pack''': explosive bomb and fairly simply timer (advantage with Mechanics check) (Military).</br> '''Mining Pack''': pre-made/mixed mining explosives mostly used to move dirt and rock (Restricted).</br> '''Anti-Armor Pack''': specialized bomb with adhesive pull-stripe, sticks to almost any surface (Military)</br> <font size=1> {| class="wikitable" border="0" | '''GRENADE''' || '''COST''' || '''DAMAGE''' || '''Save DC''' || '''EXP AREA''' || '''WT''' || '''PROPERTIES''' |- | Concussion || 25¥ || 2d8 force || Dex 14 || 15ft sphere || 2 || Knockdown |- | Smoke || 15¥ || non || none || 10/20/30ft sphere || 3 || -- |- | Fragmentation || 50¥ || 2d8 blast || Dex 15 || 10ft sphere || 2 || Knockdown |- | Flash-Bang || 60¥ || Special || Dex 18 || 10ft sphere || 2 || -- |- | Riot (Tear Gas) || 65¥ || Special || Con 15 || 5/10/15ft sphere || 3 || -- |- | Tangler || 50¥ || Restrained || Str 18 || 10ft sphere || 4 || -- |- | EMP || 75¥ || Special || Int 15 || 15ft sphere || 3 || -- |- | White-Phosphorus || 200¥ || 2d10 fire || Dex 15 || 10ft sphere || 4 || Flame |- | EXPLOSIVE PACKS |- | Charge Pack || 300¥ || 3d10 exploisve || Dex 15 || 20ft sphere || 10 || Heavy damage |- | Mining Pack || 500¥ || 5d10 explosive || Dex 12 || 40ft cone || 20 || AP, heavy weapon |- | Anti-Amor Pack || 750¥ || 6d10 explosive || Dex 18 || 15ft sphere || 14 || AP, heavy weapon |- |} </font size> OTHER EXPLOSIVES</br> '''Thermal Paste''': 500¥, Wt. 2lbs. This thermite gel typically comes in a squeeze tube that can be formed along doors, around a lock, etc. When ‘activated’ it undergoes a reduction-oxidation reaction that while not explosive creatures a brief burst of extremely high temperature heat in a small area. Damage 4d8 fire, 2ft area of affect (sphere), '''DC10''' Dexterity saving throw for half damage. It includes the weapon property AP and Heavy Damage. A tube has enough paste to spread along 20 feet long, 2” wide. It takes a '''DC15''' Intelligence (Mechanics) skill to properly deploy (Military).</br> '''Plastic Explosives''': 400¥ per 2lbs brick. This explosive is sold in 2 pound ‘bricks’ these can be combined for greater area of affect and/or damage. Requires an Explosive kit to set timer or set off remotely and to determine AOE. Base brick deals 3d8 explosive damage in a 10ft radius or 15ft cone; '''DC15''' Dexterity save for half. It includes weapon properties of AP and Heavy Damage. Each additional brick adds either +1d8 explosive damage, increase the AOE by 5ft radius or +5ft to cone area. All features require a separate '''DC15''' Intelligence (Mechanics) check (Military).</br> ====Super-Heavy Weapons==== These weapons can only be mounted onto a vehicle (or huge drone) or onto a structured like platform. All with the Heavy Damage weapon property ignore the disadvantage of attacking when moving when mounted onto a vehicle. All weapon ammunition, bombs and missiles count towards the vehicle cargo storage capacity, wherever it is stored within it. Bomb and Missile reloads numbers in parentheses is the number that can be carried per Weapon Mount. All are Military for Availability. Super-heavy weapons suffer disadvantage on all attack rolls verse non-stationary Large sized targets or smaller (metahumans, critters, vehicles, etc.). See grenades for EMP effects, except that all vehicles and drones have a base save no matter their size. Heavy Autocannons and Light cannon use two weapon mounts, Heavy cannons use four. Bomb Bays use three weapon mounts, City Buster bays count a four. Heavy missile launcher mounts use two mounts. Count the weight of the mounting towards the vehicle’s maximum cargo capacity. Advanced auto-loading systems mean that it takes no time to reload a tank cannon camber and the rounds are stored separately within the machine. As noted above this ammo counts towards the vehicles cargo. Ammunition for autocannons are 800¥ for 100 rounds and weigh 50lbs, heavy autocannons and anti-armor light cannon rounds cost 1,200¥ for 100 rounds and weigh 100lbs. Heavy cannon anti-armor rounds cost 2,000¥ for 100 rounds and weigh 500lbs. Light and Heavy cannons can change their type to High-Explosive (price and weigh are the same). Add one weapon dice to the damage, change damage type to explosive and weapon properties Area of Effect 40ft for light cannons, or 60ft for heavy cannons, but lost the weapon dice multiplier (just base dice damage) and the Heavy Damage weapon property. They both have a DC15 Dexterity save, success for half damage (so a light cannon high explosive would deal 5d12 explosive damage with weapon properties – Area of Effect 40ft/DC15). Even if the character has Evasion, they would still suffer minimum damage with a save. Block Buster high explosive bombs cost 1,000¥ and weigh 40lbs each while City Buster high explosive bombs cost 8,000¥ each and weigh 200lbs. No matter the size all require a DC15 Dexterity save for half damage. Even if the character has Evasion, they would still suffer minimum damage with a save. For ½ the price and weigh can change their type to EMP with the DC20 Intelligence save in an Area of Effect twice the base listed. Deals minimum damage in basic area of affect with a DC15 Dexterity save, success for half damage. Light Missiles cost 750¥ and weigh 25lbs each, Medium Missiles cost 2,500¥ and weigh 50lbs each, and Heavy Missiles cost 6,000¥ and weigh 100lbs each. All are High Explosive standard and use the same DC15 Dexterity save as with bombs (see above). For HEAT missiles, prices are twice as much but weight remains the same. They add AP and Heavy damage weapon property while halving the Area of Effect. Add +2d12 to the base damage. Underwater or water based missiles are called torpedoes but otherwise cost and function the same. They can also be fired by specialized weapon mounts on Aircraft.
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