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Stars Without Number: Back in Black
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=== Weaponry === *Weapons are -2 to hit against armor that is higher TL. Weapons are +2 against armor that is 1 TL lower, and usually ignore armor that is 2 or more Tech Levels lower. *Spike Throwers are intended as assault weapons, to take out unprepared enemies in confined spaces. Note their very poor range. Additionally, they perform poorly against armor. When attacking any vehicle with an Armor rating, they deal only half damage. Damage is halved after applying armor. *Void Carbines are intended to allow assaults on spacecraft, so that the crew can be killed while leaving the spacecraft intact. They rip vacc suits like the Suit Ripper on page 35. They are considered suspect weaponry, but are not a capital offense if a person is otherwise authorized to be armed. *Mag pistols and mag rifles are the signature military technologies of humanity. They tend to mitigate the effects of cover. They subtract 2 from the armor rating of anything that can be damaged by non-gunnery scale weaponry (and that's at TL4, they may ignore the armor rating of objects below TL4.) They usually overpenetrate through hard cover, and penalties to attack targets behind cover are lessened unless the cover is extremely tough, if the attacker has a means of accurately determining the location of the enemy. *Grenades are a topic of some concern for player characters, for obvious reasons (Hint: It's because player characters like to blow things up.) **Each Readied grenade takes up 1 encumbrance by itself. **Grenades deal 2d6 damage. **When stowed, grenades can be carried in packages. A package of grenades contains 3, so you can get three stowed grenades into one package for one encumbrance. However, it takes one round to remove the grenades from the package in addition to the round to un-stow them. **Under no circumstances can grenades or grenade launchers be carried through civilization without repercussions. *Grenade Launchers can be equipped along with an appropriately modified firearm. They use '''combat/gunnery.''' **A grenade launcher adds one encumbrance to the encumbrance value of a longarm. **Thrown grenades and grenade launcher grenades are not interchangeable. You must specify which one you are carrying. **They fire rounds which arm at 20 meters, and will not explode until they have flown at least that far (but beware ricochets...) and are pretty much direct-fire weapons with 50/150 meter ranges. Unlike thrown grenades, these detonate on impact rather than on a timer! The actual projectile can be fired out to 400 meters by arcing it, but they're wildly inaccurate at this range. I suppose under some circumstances you could find a use for that, but it wouldn't be any good for trying to pick off a specific enemy or group of enemies. **Underslung grenade launchers have an internal magazine of three grenades. **Launched grenades, unlike regular grenades, are loaded with high explosive warheads. They ignore the Armor of and can damage soft-skinned vehicles such as passenger cars. This is yet another reason you cannot use them anywhere outside of a war-zone. **Also unlike thrown grenades, launched grenades deviate by 1d20 meters. Yes, they can bounce back at you. **Using them inside a space ship may also be a bad idea. Just a thought. **They're actually pretty expensive. You guys have enough money that it won't be an issue, though. If we haven't added an Armory to the ship then we will at the next opportunity, and that will cover it. ====Military flamethrower==== *Total of six encumbrance, two of which is carried readied (the sprayer-rifle) and four of which you can carry stowed (the fuel/pressure tanks.) You can carry extra tanks if you want. The flamethrower has an 80 meter range, with no range penalty. It can be used to attack small groups of enemies that are at least slightly cohesive, say up to six at once. Make one roll to-hit, a successful attack strikes all of them. Flamethrowers are uniquely able to have their fire bounced off walls or sprayed through apertures; in many circumstances the user of a flamethrower will be able to avoid the penalties from cover or even strike enemies who are fully under cover. *The flamethrower will deal 1d8 damage on the first successful hit, and the opponents will thereafter take 1d4 damage at the end of their next two subsequent actions. Further, any targeted group of enemies must immediately save versus fear (mental effect save) when attacked with a flamethrower or retreat via the best means available. Enemy forces who are attacked with flamethrowers may receive a -1 to their morale for any morale checks made during the battle. Flamethrowers can get ten shots per tank. *They can also be used to set buildings alight. *5,000 credits for the flamethrower, 100 credits for additional fuel tanks. ==== Melee & Ranged Weapons ==== *Longarms are the weapon of choice for most large-scale infantry actions, but other weapons have their uses. Specifically, melee weapons have an advantage in melee combat. *Longarms cannot be fired into a melee without the risk of hitting the wrong target. If you are in melee with no other allies, and are attempting to fire a longarm at opponents who are in melee with you, you must take a penalty of -2 to hit, and opponents will receive +2 to hit you. On second and subsequent rounds of attempting to use a longarm in melee, you will automatically lose initiative. *Pistols can be fired into a melee safely if the pistol-wielder is part of the melee. They do not receive a penalty to hit, but melee-armed enemies will receive a +2 bonus to hit the pistol-wielder. ==== New Weapons ==== *Some pistols are designed to be concealed. They will usually have less range and ammunition capacity, but in return can be hidden beneath normal clothing. Costs are the same as for the larger version. Some worlds allow open carry but not concealed carry; Culture/Traveler 0 and access to a planetary data network will be sufficient to forewarn PCs who think to ask the GM what the local weapon laws are. For double cost, these weapons will defeat TL3 security scans and can only be found with a pat-down search. Even then, the dedicated PC might find ways of hiding them. **Concealable Mag Pistols have a four round ammunition capacity and a range of 20/40. **Concealable Laser Pistols have a seven round ammunition capacity and a range of 50/100. **Concealable Thermal Pistols have a four round ammunition capacity and a range of 15/30. *Sniper Rifles **Laser Sniper Rifle: +1 to hit, 2d10 damage, add your combat/energy skill to your damage rating if you take at least one round to aim. Range 2000/4000. Has an enormous scope with low-light capability. Gets 5 shots from a Type A power cell. 4 Encumbrance, takes two rounds to fold from a briefcase-sized case out to the firing configuration, or one round to fold back. Fires from a bipod mount. **Railgun: 3d8 damage, add your combat/projectile skill to your damage rating if you take at least one round to aim. Range 1500/3000. Enormous scope with low-light capability. 3 round magazine. 5 encumbrance, takes two rounds to fold out from a briefcase-sized case out to firing configuration, or one round to fold back. Fires from a bipod mount. Loud.
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