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Savage Shadowrun AE Conversion
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== ARMOR AND WEAPONS == ARMOR {| class="wikitable" border="0" | '''NAME''' || '''ARMOR''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' |- | Synthetic-Leather Jacket || 1 || d4 || 3 || 75¥ || Torso, Arms |- | Synthetic-Leahter Pants || 1 || d4 || 2 || 60¥ || Legs |- | Reinforced Syn-Leahter Jacket || 2 || d4 || 4 || 150¥ || Torso, Arms |- | Armored Clothing || 2* || d4 || 6 || 450¥ || Torso, Arms, Legs |- | Armored Business Suit || 2* || d4 || 7 || 2,500¥ || Torso, Armos, Legs |- | Lined Coat || 3* || d4 || 8 || 600¥ || Torso, Arms, Legs |- | Undercover Vest || 3* || d4 || 5 || 400¥ || Torso |- | Armored Jacket || 4* || d6 || 13 || 750¥ || Torso, Arms |- | Armored Vest with Insert Plates || 6* || d6 || 14 || 850¥ || Torso |- | Kevlar Helm || 2* || d4 || 2 || 200¥ || Head |- | Biker Helm || 3 || d4 || 4 || 100¥ || Head |- | Combat Helm || 4* || d6 || 5 || 400¥ || Head |- | Chameleon Suit || 2* || d6 || 14 || 2,000¥ || Full body |- | Advanced Chameleon Suit || 3* || d6 || 16 || 8,000¥ || Full body |- | Light Security Armor || 4* || d6 || 16 || 1,500¥ || Full Body |- | Heavy Security Armor || 6* || d8 || 24 || 2,500¥ || Full Body |- | Light Military Spec Armor || 5* || d6 || 18 || 5,000¥ || Full Body |- | Heavy Military Spec Armor || 8* || d8 || 30 || 7,500¥ || Full Body |- |} ARMOR NOTES :'''''Ballistic Protection''''': Armor marked with an asterisk reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm. :Armor cannot stack, assume the best AP rating at the location targeted vs. damage.</br> '''Synthetic-Leather Jacket''' and '''Pants''' a modern cheap reinforced leather-like material popular with gangs.</br> '''Reinforced Synthetic-Leather Jacket''' a heavier jacket for the gangers.</br> '''Armored Clothing''' is made of light Kevlar armor that has been fashioned to appear as normal clothing. A Notice check with a Raise is required to realize that it is actually armor.</br> '''Armored Business Suit''' a more expensive and fashionable version of armored clothing (Notice check with Raise to identify). Wearer does not suffer Networking or Persuasion penalty in corporate situations.</br> '''Lined Coat''' made of medium weave Kevlar that is fashioned to look normal and requires a Notice check with a Raise to realize that it is armor. It also provides a +2 bonus to hiding pistols or similar sized item(s) on your person.</br> '''Undercover Vest''' made of light flexible Kevlar and can be worn under normal clothing without restricting movement. A Notice check with a Raise is required to realize the vest is being worn if under cloths.</br> '''Armored Jacket''' a fashioned form of heavy Kevlar that is somewhat made to look like a normal jacket. It requires a normal Notice check to tell that it is actually armor.</br> '''Vest with Plates''' obvious armored vest that is worn over clothing.</br> '''Kevlar Helm''' a light weight bullet proof military helm. </br> '''Bike Helmet''' standard motorcycle helmet.</br> '''Combat Helmet''' a obvious a military combat helmet with snap down visor (Restricted)</br> [[File:SR.D5.Soldier.jpg | 250px | left]] '''Chameleon Suit''' a full body Kevlar suit that has computer-designed environmental-patterns facsimiles. When worn in an appropriate environment it provides a +1 to Stealth rolls (-1 Stealth in inappropriate ones). It takes 2 full rounds for the suit patterns to change with user choosing from various available patters (voice command or wireless command).</br> '''Advanced Chameleon Suit''' made of advanced ruthenium polymers to provide almost perfect chameleon abilities to blend into the background automatically. This provides a +2 to Stealth rolls and -2 to be hit with Ranged attacks. (Restricted)</br> '''Light Security Armor''' a sealed Filter System +4 vs. inhaled poisons & toxins, is obvious armor worn by corporate security teams. Wearer suffers -1 to Stealth and to Athletics (Swim) checks. (Restricted)</br> '''Heavy Security Armor''' is sealed with Internal Filter System +4 vs. inhaled poisons & toxins and a heavier corporate armor. Wearer suffers -2 to Stealth and Athletics (Swim) (Restricted)</br> '''Light Military Spec Armor''' sealed 2-hour Internal Oxygen tank. This is military grade armor that is illegal for non- government or extraterritorial corporation to own. (Military)</br> '''Heavy Military Spec Armor''' is sealed 2-hour Internal Oxygen tanks, standard. The heaviest military grade, non-powered armor. It is illegal for most non-governments or extraterritorial corporations to own it much less wear it. Wearer suffers -2 to Stealth and Athletics (Swim) (Military)</br> MELEE WEAPONS</br> Medieval and Modern Melee Weapons found in SWAE pg. 72 convert $ to ¥; other stats as listed there.</br> ADDITIONAL MELEE WEAPONS</br> {| class="wikitable" border="0" | '''NAME''' || '''DAMAGE''' || '''AP''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' |- | Ceramic Knife || Str+d4 || -- || d4 || 1 || 75¥ || -- |- | Shock Glove || Stunned || -- || d4 || 1 || 400¥ || Touch |- | Forearm Snap-Blades || Str+d6 || 1 || d6 || 2 || 300¥ || Worn in pairs +1 Parry |- | Baton, Collapsible || Str+d6 || -- || d6 || 3 || 150¥ || -- |- | Stun Baton || Stunned || -- || d4 || 3 || 500¥ || Touch, Stronger |- | Monofilament Blade || Str+d10 || 4 || d8 || 3 || 1.500¥ || -- |- | Monfilament Wire || 2d8 || 6 || d4 || 2 || 1,000¥ || Reach 2, Mishap |- |} '''Ceramic Knife''' made of high strength ceramics, these knives are hard to detect with most modern detection systems (Stealth +2 to hide on yourself, +4 against MAD scanners). </br> '''Shock Glove''' require only a touch to deliver a powerful shock that can stun opponents (Touch attack +2, but no base Strength damage). Vigor check (-2 with a raise on attack roll) or are Stunned (SWAE pg. 106).</br> '''Forearm Snap-Blades''' these blades (sold seperately) can are strapped to the user's forearms and are retractable and can be concealed under a jacket sleeve when not in use (Stealth +2 to hide on self). If two are employeed at the same time add +1 to Parry score.</br> '''Baton, Collapsible''' a high density plastic baton that when collased is easy to hide on oneself (Stealth +2 to hide on person when not in use)</br> '''Stun Baton''' this baton can either deal normal melee damage (Str+d4) and stun follow up or be used to touch a target (Touch attack +2, but no damage) Vigor check -2 (-4 with a raise on attack roll) or be Stunned (SWAE pg. 106 but -2 to Recovery the first round).</br> '''Monofilament Blade''' either a sword or katana with increadible armor penatration. </br> '''Monofilament Whip''' a rather dangerous weapon even to the user, any miss with it has a change of hitting the wielder (on a miss make an Agility test to avoid hitting yourself; you need a Raise if you roll a 1 on your original Fighting skill roll to avoid hitting yourself). (Restricted)</br> MUSCLE POWERED RANGED WEAPONS</br> {| class="wikitable" border="0" | '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF/SHOTS''' || '''MIN STR''' || '''WT''' || '''COST''' |- | Advanced Compound Bow || 12/24/48 || Str+d8 || 1 || 1 || d6 || 3 || 450¥ |- | Crossbow X || 15/30/60 || 2d8 || 1 || 1 || d6 || 4 || 500¥ |- |} '''Advanced Compound Bow''' this is an adjustable ''pull'' (Strength) setting bow that takes one Action to adjust to one's Strength rating (max d12+1). It offers superior pull-per-pound strength and penatration. </br> '''Crossbow X''' advanced crossbows.</br> Bows and Crossbows can be fitted with laser sights and are automatically silent against hearing Notice check.</br> ADVANCED ARROWS AND BOLTS</br> Advanced options: '''''Armor Piercing Arrows/Bolt''''' cost 5¥ and weigh 0.1lb each and reduces Armor Pen down to 3 but deal -2 damage. '''''Explosive Tipped Arrows/Bolt''''' cost 20¥ each, and weigh 0.3lb each. Add +1d6 damage but can explode if exposed to extreme heat (fire spell attacks, flamethrowers etc.) 1-in-6 chance.</br> ELECTRONIC TASERS {| class="wikitable" border="0" | '''NAME''' || '''RANGE''' || '''ROF''' || '''SHOTS''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' |- | Defiant EX Shocker || 4/8/12 || 1 || 4 || d4 || 3 || 600¥ || -- |- | Yamaha Pulser || 4/8/12 || 1 || 2 || d4 || 2 || 450¥ || -- |- |} '''Defiance EX Shocker''' Also called a “lemon squeezer” it fires up to four darts that trail wires up to 24 meters long (12”). Target must make a Spirts check (-2 with a raise by the attacker) or be Stunned (SWAE pg. 106, and -2 to Reocvery on the first round)</br> '''Yamaha Pulsar''' fires capacitor darts that eliminate the wires of older models. Vigor check (-2 with a raise on attack roll) or are Stunned (SWAE pg. 106).</br> BALLISTIC FIREARMS </br> NEW FIREARM NOTES :'''Bulk''' this weapon is bulky and rather unwieldly. Attacker suffers a -2 to Pace and Parry score on the same round when firing this weapon. :'''Laser''' the weapon includes a laser sight :'''Smart''' the weapon includes the smartgun link upgrade :'''Scope''' - includes a Image Scope (see Firearm Assosories below) :'''½H''' - ½ Handed. For Min Str, use the listed level when used two handed. If used one handed increase Min Str by +1 die step {| class="wikitable" border="0" | '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' |- | Streetline Special || 12/24/48 || 2d4 || 1 || 1 || 6 || d4 || 2 || 300¥ || -- |- | Colt American L36 || 12/24/48 || 2d6 || 1 || 1 || 15 || d4 || 3 || 450¥ || -- |- | Fichetti Security 600 || 12/24/48 || 2d6 || 1 || 3 || 30 || d4 || 3 || 600¥ || 3RB, laser |- | Hammerli 620S || 12/24/48 || 2d6+1 || 1 || 1 || 6 || d4 || 2 || 700¥ || Smart |- | Yamaha Sakura Fubuki || 12/24/48 || 2d6 || 1 || 4 || 30 || d4 || 3 || 750¥ || 3RB, laser |- | Ares Silvergun || 12/24/48 || 2d6+1 || 2 || 3 || 20 || d4 || 3 || 1,000¥ || 3RB, laser |- | Ceska Black-Scorpion || 12/24/48 || 2d6+1 || 1 || 3 || 20 || d4 || 3 || 500¥ || -- |- | Steyle TMP || 12/24/48 || 2d6+1 || 1 || 3 || 20 || d4 || 3 || 700¥ || Laser |- | Colt Manhunter || 12/24/48 || 2d6+2 || 2 || 1 || 18 || d6 || 3 || 650¥ || Laser |- | Ares Predator || 15/30/60 || 2d8+1 || 2 || 1 || 15 || d8 || 4 || 1,100¥ || Smart |- | Ruger Super-Warhawk || 15/30/60 || 2d10+1 || 2 || 1 || 6 || d8 || 5 || 700¥ || ½H |- | Ares Thunderbolt || 12/24/48 || 2d8 || 2 || 1 || 12 || d8 || 5 || 1,000¥ || ½H, 3RB, laser |- | AK-97 SMG || 18/36/72 || 2d6+2 || 2 || 3 || 24 || d6 || 6 || 600¥ || ½H |- | HK MP-5 TX || 15/30/60 || 2d6+1 || 1 || 2 || 24 || d6 || 4 || 750¥ || 3RB, laser |- | HK-227S || 18/36/72 || 2d8 || 2 || 3 || 36 || d6 || 6 || 900¥ || ½H, 3RB, laser |- | Uzi III || 18/36/72 || 2d8+1 || 2 || 3 || 30 || d6 || 6 || 850¥ || ½H, 3RB, laser |- | Ingram Smartgun X || 18/36/72 || 2d6+2 || 2 || 3 || 32 || d6 || 5 || 1,200¥ || ½H, smart |- | AK-97 || 24/48/96 || 2d8+1 || 2 || 3 || 38 || d6 || 9 || 900¥ || 2H |- | AR-15a || 24/48/96 || 2d8 || 2 || 3 || 30 || d6|| 10 || 1,100¥ || 2H, 3RB, laser |- | FN HAR || 24/48/96 || 2d8+2 || 2 || 3 || 40 || d6 || 12 || 1,200¥ || 2H, 3RB, laser |- | Ares Alpha || 24/48/96 || 2d8+2 || 2 || 3 || 36 || d8 || 18 || 2,400¥ || 2H, 3RB, smart |- | HK XM30 || * || * || * || * || * || d8 || 10* || 4,500¥ || 2H, smart, snapshot |- | Rugger 100 || 30/60/120 || 2d10+1 || 2 || 1 || 9 || d8 || 14 || 900¥ || 2H, scope, snapshot |- | PJSS Behemoth Gun || 30/60/120 || 2d12+1 || 3 || 1 || 2 || d8 || 18 || 1,000¥ || 2H, snapshot |- | Walter MA-21 || 50/100/200 || 2d12 || 2 || 1 || 15 || d10 || 16 || 1,600¥ || 2H, scope, smart, snapshot |- | Ranger Arms SM-4 || 50/100/200 || 2d10 || 2 || 1 || 15 || d8 || 12 || 1,250¥ || 2H, laser, scope, snapshot |- | Mossberg AM-CMDT || 12/24/48 || 1-3d6 || 0 || 3 || 24 || d8 || 18 || 1,200¥ || 2H, 3RB, smart |- | Remington Roomsweeper || 6/12/24 || 1-3d6 || 0 || 1 || 5 || d6 || 6 || 400¥ || ½H |- | Remington 990 || 12/24/48 || 1-3d6 || 0 || 1 || 8 || d6 || 9 || 500¥ || 2H |- | Ingram White Knight LMG || 24/48/96 || 2d8+1 || 2 || 3 || 100 || d8 || 26 || 1,400¥ || 2H, snapshot |- | Ares Gatlin LMG || 24/48/96 || 2d8 || 2 || 4 || 500 || d8 || 36 || 2,400¥ || 2H, bulk, snapshot |- | Panther Assualt Cannon || 30/60/120 || 4d8 || 15 || 1 || 15 || d12* || 30 || 5.000¥ || 2H, bulk, HW, smart, snapshot |- |} '''Streetline Special''' a small cheap pistol made of composite material (+2 Stealth to hide on yourself, +4 against MAD scans). (Restricted).</br> '''Colt American L36''' a sleek automatic that is very concealable with a good reputation as a reliable weapon (+2 Stealth to hide on yourself).</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 and automatic fire. Standard models have an intergraded laser sights.</br> '''Hammerli 620S''' A sleek and stylish revolver with integral Smartgun (+2 to Stealth to hide on yourself).</br> '''Yamaha Sakura Fubuki''' features an all-electric firearm with no moving parts and high rights of automatic fire.</br> '''Ares Viper Silvergun''' sleek automatic pistol with built in sound suppressor (-4 to hearing Notice to detect weapons fire) (Restricted).</br> '''Ceska Black-Scorpion''' a compact machine pistol (+2 Stealth to hide on yourself) (Restricted).</br> '''Steyl TMP''' a light weight machine pistol of polymer-composites (+4 against MAD scanners) (Restricted).</br> '''Colt Manhunter''' popular law-enforcement pistol with integral under the barrel laser sight.</br> [[File:SR.D5.Predator.jpg | 300px | right]] '''Ares Predator''' an all-time favorite of mercenaries and security personal the world over, it has an integral Smartgun link.</br> '''Ruger Super-Warhawk''' a bulky heavy revolver popular with law-enforcers and paracritter hunters.</br> '''Ares Thunderbolt''' a heavy machine pistol that Lone Star has an exclusive contract with Ares for. They take a very dim view of ‘civilians’ even possessing one (Restricted).</br> '''AK-97 SMG''' an extremely reliable SMG that is popular the world over (partly due to it being so cheap to purchase and maintain) (Restricted).</br> '''HK MP-5 TX''' a compact and concealable SMG it has an integral under the barrel laser sight and sound suppressor (+2 Stealth to hide on body, -4 to Notice hear shots fired). (Restricted).</br> '''HK-227S''' a popular SMG with security personal, standard models have an integral Smartgun link and flash/sound suppressor (-4 to Notice hear shots fired or see Muzzle flash) (Restricted).</br> '''Uzi IV''' (1,000¥, 6lbs; Damage 2d8, Range 18/36/72, ROF 3, 3RB, AP-2, Laser-sight, Str Min d6): a worthy descendent of the legendary Israeli weapon it includes an integral laser sight (Restricted).</br> '''Ingram Smartgun X''' (850¥, Wt. 5lbs; Damage 2d6+1, Range 18/36/72, ROF 3, 3RB, Ammo 32c, AP-2, Smartgun, Str Min d6): this SMG deals good damage and has an integral Smartgun link making it popular with mercs. (Restricted)</br> '''AK-98''' (900¥, Wt. 8lbs; Damage 2d8, Range 24/48/96, ROF 3, 3RB, Ammo 38c, AP-2, Str Min d6, 2H): cheap, reliable and popular with the cost conscious, this assault rifle is not flashy (Restricted).</br> '''AR-15b''' (1,050¥, Wt. 10lbs; Damage 2d8+1, Range 24/48/96, ROF 3, Ammo 30c, 3RB, AP-2, Laser-Sight, Str Min d6, 2H): modern civilian version of the old model M-16 popular with paramilitary types. Includes a laser sight (Restricted).</br> '''FN HAR''' (1,200¥, Wt. 11lbs; Damage 2d8+2, Range 24/48/96, ROF 3, 3RB, Ammo 40c, AP-2, Laser-Sight, Str Min d6, 2H): popular with security personal and military units it includes an integral laser sight system (Restricted).</br> [[File:SR.D5.Rifle.jpg | 300px | left]] '''Ares-Alpha''' designed specifically for Ares Firewatch squads, it is also very popular on the shadowy streets of the world and at the front lines of bush wars. It has an intergraded Ares Antioch-2 grenade launcher (weight & price included) and Smartgun link (Military).</br> '''HK XM30''' This highly specialized 'weapon platform' systems comes with a sleek carry case with all the different barrels, attachments and ammunition systems (base weight 24lbs total and all weapon systes could as Military).</br> The design allows for two of the weapons to be intergrades at the same time (one under, one over barrel configuration). This takes one minute to install or breakdown one barrel at a time. Each barrel and ammo adds to the base weigh on the weapon (see above) and has different stats. The standard weapon barrels that are included - :(a) '''''Assault Rifle''''' Range 24/48/96, Damage 2d8, AP 2, ROF 3 (3RB), Shots 40, Wt. +4lbs :(b) '''''Sniper Rifle''''' Range 30/60/120, Damage 2d10+1, AP 3, ROF 1, Shots 15, Wt. +6lbs :(d) '''''Shotgun''''' Range 12/24/48, Damage 1-3d6, AP 0, ROF 1, Shots 10, Wt. +4lbs :(e) '''''LMG''''' Range 24/48/96, Damage 2d8, AP 2, ROF 3, Shots 50 or 100 round belt, Wt. +6 or 8lbs :(f) '''''Grenade Launcher''''' Range 24/48/96, Damage & AP by granade type, ROF 1, Ammo 4, Wt. +4lbs. '''Ruger 100''' a favored weapon of many professional big game hunters, it has an built in Image Scope.</br> '''PJSS Behemoth Gun''' a double barrel heavy rifle popular with those whom hunt the biggest paracritters around.</br> '''Walter MA-21''' a military sniper rifle it comes with a built in sound/flash suppressor (-4 to Notice to see muzzle flash or hear shots) a Image Scope and intergraded Smartgun link (Military).</br> '''Ranger Arms SM-4''' this sniper rifle includes an image scope and intergraded laser sight and sound suppressor (-4 Notice to hear shots). It can also be completely disassembled in 2 Full Rounds and fits into a standard briefcase (not included in cost). (Military)</br> '''Mossberg AM-CMDT''' an automatic combat shotgun. (Restricted)</br> '''Remington Roomsweeper''' this is a sawed-off, pistol grip shotgun can be concealed under a trench coat (+2 to Stealth to hide on yourperson if wearing at least a line coat or trench coat).</br> '''Remington 990''' a popular shotgun with law enforcement and for home defense.</br> '''Ingram White Knight LMG''' a light, man-portable machinegun. (Military)</br> '''Ares Gatlin LMG''' a six barrel man portable light-machinegun comes with a backpack ammo magazine. (Military)</br> '''Panther Assault Cannon''' this assault cannon comes equipped with a Smartgun link and fires special rounds that are more commonly found in light assault tanks (no standard rounds). Reqquires a Gyro-Stabilizer (otherwise Min Str d12+ and Size 1+) (Military)</br> GRENADE LAUNCHERS AND MAN-PORTABLE MISSILE LAUNCHERS {| class="wikitable" border="0" | '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' |- | Ares Antioch-2 || 24/48/96 || grenade || grenade || 1 || 4 || d4 || 6 || 850¥ || 2H, smart, snapshoot |- | Arms-Tech MGL-12 || 24/48/96 || grenade || grenade || 1 || 12 || d6 || 16 || 1,400¥ || 2H, smart, snapshot |- | Aztechnology Striker || 100/200/400 || 4d10 || 12 || 1 || 1 || d6 || 10 || 1,200¥ || 2H, bulk, HW, scope, snapshot |- | Misubishi Yakusoku MRL || 100/200/400 || 4d10 || 12 || 1 || 4 || d8 || 22 || 2,400¥ || 2H, bulk, HW, scope, snapshot |- |} '''Ares Antioch-2''' classic grenade launcher. Can be mounted under the barrel of a standard rifle +250¥ or simply modified to be carried as a pulp-rifle. (Military)</br> '''Arms-Tech MGL-12''' looking like an oversized 12-round revolver. (Military)</br> '''Aztechnology Striker''' a light-weight disposable one-use missile weapon system with integral Image Scope. (Military)</br> '''Misubishi Yakusoku MRL''' reusable launcher that allows for 4 separate missiles shots. It comes with an integral Image scope. Extra standard missile replacements cost $750 and weigh 4lbs each. (Military)</br> ''Vehicle Weapons are found in SFC pg. 23-. Allowed include Auto-Cannons, Bombs, Cannons, Flame Weapons, Grenade Launchers, Missiles and Torpedoes and Slug Throwers (except increase Medium Machine Gun to 2d10+2 and Heavy Machine Guns to 2d12+2).'' [[File:SR.D5.Weapons.jpg | 400px | right]] FIREARM AMMUNITION</br> Listed below is the base cost for a box of 20 rounds of ammo. These costs assumbe for Light firearms (like pistols, revolvers, machine pistols, light SMG etc.). Rifle and Shotgun (shell or slug cost the same; see Shotgun rules in SWAE) rounds double price, Heavy ammo (machine guns and sniper rifles) multiple cost by four. Assault Cannons as listed for a full clip.</br> '''Armor Piercing Rounds''' (30¥) (cannot be added to Shotgun rounds): increases a firearm’s base AP rating by 2, but deals -2 base damage. (Restricted)</br> '''Assault Cannon Rounds''' (200¥): each full 15 round clip weighs 5lbs. (Military)</br> '''Hollow-Point Rounds''' (25¥) (cannot be added to Shotgun rounds): the firearms Damage of the firearm by +1 die step (i.e. 2d6 because 2d8), but AP counts as double.</br> '''APDS Rounds''' (100¥) (cannot be added to Shotgun rounds): increase the firearms Damage by +1 die step (i.e. 2d6 becomes 2d8), plus Raise damage die is now a 1d10 (instead of 1d6), and adds an additional 2 AP to firearm’s base rating. (Military)</br> '''Explosive Rounds''' (50¥): adds one additional base Damage die to the firearm (i.e. 2d6 because 3d6) but chance of explosion when exposed to extreme heat, 1-in-6 chance. (Military)</br> '''Gel Rounds''' (25¥): rounds do non-lethal damage and -1 damage per die (including Aces, etc.) These rounds cannot kill a target (and only have a chance of Injury if they cause at least four "Wounds"). These wounds recover at one per hour of rest. Using healing adds +2 to the check to heal them.</br> '''Stick-n-Shock Rounds''' (50¥): 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. (Restricted)</br> '''Standard Rounds''' (20¥): deals all listed effects under the weapon. </br> '''Shredder Rounds''' (200¥) (Shotgun only): Range ½ base, Damage 2d12, AP 8, otherwise as slugs. Price already reflects the increase cost of shotgun standard rounds (Restricted)</br> Reloading is as standard rules (SWAE pg. 105) but for some clearity; a revolver or a magazine clip can be reloaded with individual rounds at ½ Agility as a free action, or for Agility as an Action. You can pick up spent rounds casing at the same rate.</br> FIREARM ACCESSORIES</br> These features can be added to various firearms. See each to be sure the weapon in question can handle the accessory.</br> '''Concealed Hostler''' (50¥, Wt. ½ lb., adds +2 Stealth bonus to hiding a SMG or smaller sized weapon on person): ankle, shoulder or hip holster that hides under coat. Has space for 4 extra clips.</br> '''Extra Ammo Clip''' or '''Revolver Speedloader''' (5¥, Wt. ½lb full): an extra magazine or speed-load that requires an Action to load into the weapon.</br> '''Gyro-Stabilizer Sling''' (750¥, Wt. 15lbs, Halves penalties from Auto-Fire weapon ROF penalties, Min Str d8): a shoulder harness and sling for use with heavy auto fire weapons.</br> '''Hidden Arm Sling''' (250¥, Wt. ½ lb., adds +2 Stealth bonus to finding a pistol or small weapon under one’s arm sleeve and grants a +2 to Agility checks when On Hold to interrupt a target’s Initiative and user benefits as if she had the Quick edge to deploy the weapon): auto-draw sling for a light pistol or knife.</br> '''Image Scope''' (500¥, Wt. 1lb, with Aim maneuver reduced Range Penalties by ½ including Extreme range). Can hold up to 6 other visual enhancements (see GEAR below).</br> '''Laser Sight''' (75¥, Wt. ½ lb., eliminates 2 points of penalties to Shooting due to range penalties, lighting/obscure-penalties, cover penalties or called shots.</br> '''Smartgun Link''' (500¥, nil weight, requires Smartgun Implanted Cyberware or Smartgun Goggles. Grants +1 to Shooting and +2 to Aim maneuver to any user with the cyberware or goggle system. Can instead use bonuses from Laser Sight even without Smartgun link. (Restricted)</br> '''Smartgun Goggles''' (750¥, Wt. ½ lb.; as Smartgun link): can be added to an Image Scope (above) or Goggles (see GEAR) only; requires 3 enhancements. (Resisted)</br> '''Silencer''' (200¥, Wt. ½ lb., -4 to Notice to hear weapons fire at semi-automatic rate of fire; no bonus for auto-fire). Cannot be added to revolvers, shotguns, or heavy weapons like LMG, etc. (Restricted)</br> '''Suppressor''' (500¥, Wt. ½ lb., -4 to Notice at semi-automatic and -2 with full auto-fire hearing. Same penalty to visuals to see muzzle flash of the firing weapon). Cannot be added to revolvers, shotguns, or heavy weapons like LMG, etc. (Restricted)</br> GRENADES</br> Modern Mk67, Smoke and Stun grenades can be found along with grenade rules in the SWAE pg. 78. Thermal Vision ignores the Notice penalty from normal smoke grenades.</br> Grenade launches must use specially made grenades that changes all weight to 1lb each and doubles the base price.</br> All thrown ranged for hand grenades is 5/10/20 {| class="wikitable" border="0" | '''NAME''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''BLAST''' || '''WT''' || '''COST''' |- | High Explosive || 3d8 || 0 || 1 || LBT || 3 || 80¥ |- | Anti-Armor || 2d8 || 8 || 1 || MBT || 2 || 100¥ |- | White Phoshorus || 3d6 || 0 || I || MBT || 3 || 150¥ |- | Thermal Smoke || -- || -- || 1 || LBT || 2 || 75¥ |- | Flash-Bang || -- || -- || 1 || MBT || 1 || 80¥ |- {| class="wikitable" border="0" [[File:SR.D5.Genade.jpg | 350px | left]] '''High Explosive''' military grade explosive that has a bigger punch then a standard (Military)</br> '''Anti Armor''' frag grenades that are meant to penatrate heavy armor (Military)</br> '''White Phosphorus''' resistrice weapon that spreads skicky fire throughout an area. Targets get the base Agility to avoid the area. If they are in it they suffer tne same and require a new Agility test -4 or catch on fire. Each round afterwards can try and put themselves out with and Action and a new Agility -4. Success and they extiquish flames, failure and the suffer the damage again and must try again next round. Falling to the ground and rolling about grants +2 to this roll and full immersion in water adds +4. If Agility test is failed maximum rounds the subject burns is 1d6+4. (Military)</br> '''Thermal Smoke''' as Smoke but now also affects those with IR/Thermal vision.</br> '''Flash-Bang''' those whom fail the Agility check to avoid area must make two seperate Vigor -2 checks. The first if failed target is Stunned (recovers normally) and the second failure is Blinded (Notice and all visual based skills are at -4). This second affect lasts 2d6 rounds. At the end of each of the target's round can make a new vigor check. Success with a raise ends the blindness. (Restricted)
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