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{| class="wikitable" border="0"
 
{| class="wikitable" border="0"
 
|-
 
|-
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str''' || '''Wt''' || '''Cost''' || '''TL''' || '''Notes'''
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| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str''' || '''Wt''' || '''Cost''' || '''Notes'''
 
|-
 
|-
| UB Grenade Launcher || 24/48/96 || Grenade || n/a || 1 || 4 || d6 || 6 || 500 || 3 || 2-Handed   
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| UB Grenade Launcher || 24/48/96 || Grenade || n/a || 1 || 4 || d6 || 6 || 500 || 2-Handed   
 
|-
 
|-
| Grenade Launcher || 24/48/96 || Grenade || n/a || 1 || 12 || d8 || 16 || 800 || 3 || 2-Handed  
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| Grenade Launcher || 24/48/96 || Grenade || n/a || 1 || 12 || d8 || 16 || 800 || 2-Handed  
 
|-
 
|-
| Missile Launcher || 75/150/300 || 5d8 || 20 || 1 || 1 || d6 || 9 || 1,500 || 3 || Snapshot, 2-Handed  
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| Missile Launcher || 75/150/300 || 5d8 || 20 || 1 || 1 || d6 || 9 || 1,500 || Snapshot, 2-Handed  
 
|-
 
|-
| Multi-Missile Launcher || 75/150/300 || 5d8 || 20 || 1 || 4 || d6 || 9 || 6,000 || 4 || Snapshot, 2-Handed
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| Multi-Missile Launcher || 75/150/300 || 5d8 || 20 || 1 || 4 || d6 || 9 || 6,000 || Snapshot, 2-Handed
 
|-
 
|-
 
|}
 
|}
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'''GRENADES'''</br>
 
'''GRENADES'''</br>
 
Hand Grenades when thrown range of 5/10/20. If shot from a grenade launcher use weapon’s range.
 
Hand Grenades when thrown range of 5/10/20. If shot from a grenade launcher use weapon’s range.
*Concussion Grenade: Damage: 2d8, AP 8, Wt. 2lbs, Notes: LBT. TL2, Cost -50
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*Concussion Grenade: Damage: 2d8, AP 8, Wt. 2lbs, Notes: LBT, Cost -50
*Frag Grenade: Damage: 3d6, AP 4, Wt. 2lbs, Notes: Heavy Weapon, MBT. TL2, Cost -50
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*Frag Grenade: Damage: 3d6, AP 4, Wt. 2lbs, Notes: Heavy Weapon, MBT, Cost -50
*Geode Grenade: Damage: 2d10, AP 8, Wt. 2lbs, Notes: Heavy Weapon, MBT (Agility -4). TL4, Cost -200
+
*Geode Grenade: Damage: 2d10, AP 8, Wt. 2lbs, Notes: Heavy Weapon, MBT (Agility -4), Cost -200
*Anti-Armor Grenade: Damage: 3d6, AP 16, Wt. 2lbs, Notes: Heavy Weapon, SBT. TL3, Cost -100
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*Anti-Armor Grenade: Damage: 3d6, AP 16, Wt. 2lbs, Notes: Heavy Weapon, SBT, Cost -100
*Photon Flash Grenade: Wt. 2lbs, Notes: LTB must make an Agility -2 (-4 with raise) check or be ‘Blind’ (-6 to all vision based skills & checks) for 2d4 rounds. TL3, Cost -75
+
*Photon Flash Grenade: Wt. 2lbs, Notes: LTB must make an Agility -2 (-4 with raise) check or be ‘Blind’ (-6 to all vision based skills & checks) for 2d4 rounds. Cost -75
*Plasma Grenade: Damage: 3d8, Wt. 2lbs, Notes: Heavy Weapon, Ignores non-sealed armor points, MBT, target must make a Agility check or catch fire, suffer 2d6 damage each round. Takes an Action and Agility -2 check to put fire out. Rolling on the ground adds +2 and immerses into water automatically succeeds. TL4, Cost 300 (Military)
+
*Plasma Grenade: Damage: 3d8, Wt. 2lbs, Notes: Heavy Weapon, Ignores non-sealed armor points, MBT, target must make a Agility check or catch fire, suffer 2d6 damage each round. Takes an Action and Agility -2 check to put fire out. Rolling on the ground adds +2 and immerses into water automatically succeeds. Cost 300 (Military)
*Smoke Grenade: Wt. 2lbs, Notes: LBT, Thermal-signature to confuse IR, Penalty -4 to all Vision ''Notice'' and ''Shooting'' rolls into/out of area. TL2, Cost -30
+
*Smoke Grenade: Wt. 2lbs, Notes: LBT, Thermal-signature to confuse IR, Penalty -4 to all Vision ''Notice'' and ''Shooting'' rolls into/out of area, Cost -30
*Stun Grenade: Wt. 2lbs, Notes: MBT, everyone must make a Vigor -2 (-4 with Raise) or be knocked unconscious for 1d4 rounds. After that Shaken but can recover normal. TL3, Cost -40.
+
*Stun Grenade: Wt. 2lbs, Notes: MBT, everyone must make a Vigor -2 (-4 with Raise) or be knocked unconscious for 1d4 rounds. After that Shaken but can recover normal. Cost -40.
*Tear Gas: Wt. 3lbs. Notes: LBT, lasts 2d6 rounds. Vigor -4 or Blinded and Shaken for 1d6 rounds, then can make a Vigor -4 each round to try and recover at -2, or normal if outside affect. TL3, Cost -60
+
*Tear Gas: Wt. 3lbs. Notes: LBT, lasts 2d6 rounds. Vigor -4 or Blinded and Shaken for 1d6 rounds, then can make a Vigor -4 each round to try and recover at -2, or normal if outside affect. Cost -60
  
 
'''UTILITY CHEMICALS & OTHER EXPLOSIVE'''
 
'''UTILITY CHEMICALS & OTHER EXPLOSIVE'''
*Glue Sprayer: an almost instantly hardening super-glue sealant (if it matters STR d12+4). The sprayer comes with 10 applications before it is required to be refilled (+50). TL3, Wt. 3lbs, Cost 150.
+
*Glue Sprayer: an almost instantly hardening super-glue sealant (if it matters STR d12+4). The sprayer comes with 10 applications before it is required to be refilled (+50). Wt. 3lbs, Cost 150.
*Explosive Paste: Damage 4d6, AP 8 (can form a Small or MBT, or cone burst with ''Repair'' skill check). Comes in a small canister this spray-on-paste can be detonated with an included timer or remotely (up to 50”). Takes a Standard action to set with ''Repair'' check. TL3, Wt. 1lb, Cost 500 (Military)
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*Explosive Paste: Damage 4d6, AP 8 (can form a Small or MBT, or cone burst with ''Repair'' skill check). Comes in a small canister this spray-on-paste can be detonated with an included timer or remotely (up to 50”). Takes a Standard action to set with ''Repair'' check. Wt. 1lb, Cost 500 (Military)
*Plastic Explosives: Damage 4d6, AP 4, Wt. 1lbs., SBT and requires a ''Repair'' check. Can be combined. 2lbs. Damage 6d6; 3lbs. Damage 8d6, MBT and Heavy Weapon; 4lbs. Damage 10d6, LBT. Each additional +2lbs adds +1d6 damage. Remote detonator and Timers cost 50¥ each with a range of 500” or set up to two hours. TL3, Wt. 1lb, Cost 500 (Military)
+
*Plastic Explosives: Damage 4d6, AP 4, Wt. 1lbs., SBT and requires a ''Repair'' check. Can be combined. 2lbs. Damage 6d6; 3lbs. Damage 8d6, MBT and Heavy Weapon; 4lbs. Damage 10d6, LBT. Each additional +2lbs adds +1d6 damage. Remote detonator and Timers cost 50¥ each with a range of 500” or set up to two hours. Wt. 1lb, Cost 500 (Military)
*Thermite Burning Bar: Damage 4d6, AP 4, Heavy Weapon, Continuous damage 4 rounds. A super-hot burning brick that when exposed to the air it started to heat up and does burning damage. Its’ surface is adhesive and can be stuck to most locks, etc. and takes a Standard action and ''Repair'' skill check to set property. TL3, Wt. 1lb, Cost 750 (Military)
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*Thermite Burning Bar: Damage 4d6, AP 4, Heavy Weapon, Continuous damage 4 rounds. A super-hot burning brick that when exposed to the air it started to heat up and does burning damage. Its’ surface is adhesive and can be stuck to most locks, etc. and takes a Standard action and ''Repair'' skill check to set property. Wt. 1lb, Cost 750 (Military)
*Charge Pack: simple explosive shackles meant to be ‘set’ (pull fuse) and thrown (Range 5/10/15). Detonates 3 rounds after fuse pulled. Damage: 4d8, AP 5, Heavy Weapon, MBT. TL3, Wt. 10lbs, Cost -500  
+
*Charge Pack: simple explosive shackles meant to be ‘set’ (pull fuse) and thrown (Range 5/10/15). Detonates 3 rounds after fuse pulled. Damage: 4d8, AP 5, Heavy Weapon, MBT. Wt. 10lbs, Cost -500  
*XR-Bomb: peal-back adhesive strip for the XR explosive bomb charge designed to quickly adhere to almost any surfaces. Damage: 6d10, AP 12, Heavy Weapon, can be set for any Burst Template (Small, Medium, Large or Cone with a ''Repair'' skill roll), time from 1 round to 2 hours. TL4, Wt. 10lb, Cost -800 (Military)  
+
*XR-Bomb: peal-back adhesive strip for the XR explosive bomb charge designed to quickly adhere to almost any surfaces. Damage: 6d10, AP 12, Heavy Weapon, can be set for any Burst Template (Small, Medium, Large or Cone with a ''Repair'' skill roll), time from 1 round to 2 hours. Wt. 10lb, Cost -800 (Military)  
*Mines: Anti-vehicle mines causes 5d10 damage, AP 20, but are only set off by at least 500 pounds of pressure. Anti-personnel mines detect movement and detonate for 4d6 damage in a Large Burst Template. Both require a ''Repair'' check to set. Finding a mine requires a ''Notice'' roll at –4, and removing it is a ''Repair'' check at –2. TL3, Wt. 5lb, Cost -1,000
+
*Mines: Anti-vehicle mines causes 5d10 damage, AP 20, but are only set off by at least 500 pounds of pressure. Anti-personnel mines detect movement and detonate for 4d6 damage in a Large Burst Template. Both require a ''Repair'' check to set. Finding a mine requires a ''Notice'' roll at –4, and removing it is a ''Repair'' check at –2. Wt. 5lb, Cost -1,000
  
 
===Cybernetics===
 
===Cybernetics===

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