Editing
Wotgmodern
(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 Modifications == <I>NOTE:</I> I'm going to note weapon types down here as ammunition types instead of redrawing the weapon list, as I think WotG isn't really in the need for crazy new weapons all the time. Energy Weapons will not accept other ammunition types - Jonathan <BR><BR> <B>Dragonsbreath Rounds (for shotguns):</B> Inflict Burning upon a hit; Burning 2 for a standard hit, Burning 4 for a Critical Hit. If Dragonsbreath Ammunition is used, the weapon must be discarded once its Reload Interval is over - it's burnt out and useless junk. You can repair it by reboring it or getting a new barrel, but most of the time that's pointless and expensive. <B>Armor-Piercing Ammo:</B> Ignore up to 5 or 10 points of Armor (depending on the size of the weapon it's used in... handguns only ignore 5, while the heavier weapons can ignore 10. Reduce the Damage by 5 if AP Ammo is used, however - it's just not as damaging!) <B>Rubber Ammo:</B> Inflicts Stun on a standard hit, but only the Damage Bonus of the Weapon is applied, not the dice result. <B>Paintball Ammo:</B> Inflicts the Embarrassing Combat Effect on a successful hit, but only the Damage Bonus of the weapon is applied, not the dice result. <I>Note:</I> you may or may not want to use this depending on how much you want your PCs going dual gunning with a paintball gun and a regular pistol. <BR><BR> <B>NEW</B><BR> <B>(Energy) Laser:</B> Depending what you want to do with the weapon you can either double the Interval between loadings on the weapon, or add +5 to the weapon's Strike. Only one effect can be built into the weapon. This increases the cost by 2 points. <B>(Energy) Plasma:</B> This functions like Dragonsbreath rounds with the exception that it does not cause the weapon to burn out after the gun is out of rounds and it adds 1 die of damage to any damage result. It increases the cost of the weapon by 2 points. <B>Explosive:</B> Explosive rounds add 2 Dice of damage. They cost 1 point more than a regular reload. <B>Heavy:</B> Big, nasty and built for big muscle men who've got little better else than lug around large weapons and shoot them at things. This is not an ammo type and is thusly compatible with all the other ammo types (You'll note some combos don't make much sense). This adds +5 damage and 1 point to the weapon cost, however any weapon using this gains a Note 1 (2 Handed). It subtracts 5 points from the Speed of any already 2 handed weapon. <B>Extra Ammo:</B> This doubles the reload interval, but costs 2 points more than a standard weapon of that type. This may be used with other weapon modifications, though expensive.<BR><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