Difference between revisions of "Eclipse Fate: Gravity's Rainbow: Weapons"

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(Weapon types)
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'''Ammo'''
 
'''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.
 
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.
  
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* Splash: paints/splashes target, no damage (+1)
 
* Splash: paints/splashes target, no damage (+1)
 
* Zap: stuns (+2)
 
* Zap: stuns (+2)
 +
  
 
'''Stunts'''
 
'''Stunts'''
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* Stunning: attacks stun only
 
* Stunning: attacks stun only
 
* Flame: success with style ignites target; suppressive fire
 
* Flame: success with style ignites target; suppressive fire
 +
  
 
'''Mods'''
 
'''Mods'''
  
 
Weapons can be modded, for additional Stunts or other advantages, by the right skill roll.
 
Weapons can be modded, for additional Stunts or other advantages, by the right skill roll.
 
  
 
== Explosives, Grenades and Missiles ==
 
== Explosives, Grenades and Missiles ==

Revision as of 09:51, 15 March 2021


Weapon Characteristics

These are standardized weapon rules and options. For actual Weapon Types, see the table at the end. Range signifies range beyond the same zone - so, a sidearm can shoot into the next zone. Guns can shoot one zone beyond their standard range, but at a -4 penalty.

Power

  • Light: -1 shift to Stress/Consequences (e.g. holdout pistol)
  • Standard: 0 shift to Stress/Consequences (e.g. kinetic pistol, SMG, laser pistol)
  • High Power: +1 shift to Stress/Consequences (e.g. assault rifle)
  • Heavy: +2 shift to Stress/Consequences (e.g. .particle beam bolter)
  • Rail: +2 shift above basic format power, ignore armour

Format

  • Compact: +1 to Stealth tests, +2 to create surprise
  • Sidearm: 1 zone range
  • Short arm: 2 zones range
  • Long arm: 3 zones range, -1 in same zone
  • Sniper: 4 zones range, -1 in same zone
  • Mounted: 4 zones range, -1 in same zone

Modes

  • Single shot: 1 target per round
  • Burst: 1 target per round, 1 die maximized; divide Attack between 2 adjacent targets; ammo rate x 3
  • Full auto: multiple targets per round; divide shifts between targets in arc; ammo rate x 10
  • Scattershot: 1 die maximized, same shifts to all adjacent targets, -1 zone range


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.

Explosives, Grenades and Missiles

These are rules for explosives and grenades with typical devices.

Explosives

Explosions produce a single area effect Attack against all targets within the same zone. The Attack strength in shifts depends on the strength/yield of the explosion. The Attack shifts reduce by -4 for each succeeding zone: so, a +6 bomb going off in one zone can still inflict a +2 Attack on targets in the adjacent zone. All targets Defend separately against the Attack, usually with Athletics. This represents diving for cover, taking shelter, etc. Success with style also indicates that the target has escaped into the next zone, taking a lower damage result. Explosives fans need to be careful not to get caught in their own blast radius, but unless actually holding the device, get the same Defend chance as anyone else.

Grenades

Grenades use two rolls: one to get the grenade into the same zone as the target/s; and one as the grenade's Attack. The first roll is a simple Overcome (with Athletics or Shoot) against a Difficulty set by the GM - e.g. +2 for a group of easy targets close together and all in the open; +4 for an uphill shot against targets dispersed in rocky crags in poor light, etc. Once the grenade has been placed, it functions as a conventional explosive for the actual Attack roll. Thrown grenades work on a short fuse, so instead of dodging, targets can also try to throw them back. This is an Athletics roll against Difficulty +5, though, and failure means the target takes the full Attack, no chance to Defend. Missiles use a Shoot roll to get into the target zone, after which damage is dealt to all in the area. For most light weapons, the yield is the same as a grenade. Other types of grenade and missile exist as well as explosives. Some typical ones are detailed below. Most, when they have Attacks, impose very different Stress and Consequences on targets; others Create Advantages.

Payload Types

  • AP: +4 area Attack; target armour -2 (+3)
  • Concussion: +6 area Attack; Consequences Concussed (+2)
  • EMP: communications disrupted over 50m area, +3 Tech (+3)
  • Flashbang: +6 area Attack; Defend with Will; -3 to all skills for shift number of rounds (+2)
  • Frag: +6 area Attack (+2)
  • Gas/Splash: CA creates Gas-Filled Zone aspect (properties vary, +2)
  • Incendiary: +6 area Flame Attack; CA creates Zone On Fire aspect (+2)
  • Plasmaburst: +6 area Attack; no shockwave/rupture of habs (+4)
  • Smoke: CA creates Smokescreen aspect; free invoke for Defence against Attacks or Stealth (+1)




EclipsePhaseWeapons.jpg