Weapons

Copyright Dustin Evermore, 2001

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RATE OF FIRE (RoF)

Rate of Fire is how many shots a person can fire in a three second round. This may be squeezing the trigger as fast as you can, or it might be how fast a particular gun can fire. You never have to shoot the maximum RoF in a round. All the automatic weapons below may be set to fire singleshot, burst or, if they have the capability, full auto up to their noted RoF. However, for every 10 shots fired, the user will suffer a -1 to their AV due to the kick. Although a character may aim and also target a particular hit location with the first bullet, subsequent shots which hit should have the location rolled randomly. The number of shots which hit are determined by how well the attack was made. For every two points over the DV the character rolled, another shot hits. It is also possible to use autofire weapons to spray a line shaped area. The total number of shots fired in the round are simply divided by the number of meters in the fire zone and that is the number of shots that might hit anyone in the zone. Each defender uses her DV against the attacker's single attack roll.

RELOADING

Most weapons take one Round to eject the magazine and slap in another. If an extra, loaded magazine is unavailable, then you are pretty much out of luck until you have time outside of combat to load the weapon.

Revolvers are a little different. If you have a speedloader (see weapon accessories) you can reload the gun in one Round, just like any other weapon. If you only have bullets, then it will take you two Rounds to pop in six bullets.

Note: The default Initiative penalty for using a ranged weapon is zero (0).

Name
AV
Damage
RoF
Shots
Accurate
Range
Ranged X
Cost in
marks
Notes
Hand Guns
Bonn Defender, 9mm Caseless Automatic Pistol
+1
3D6
2
13
70m
4
500
Ammo costs 25 marks for 20 rounds.
.40 cal Police Standard, Caseless Automatic
0
4D6
2
10
70m
4
600
Ammo costs 30 marks for 20 rounds.
.44 cal Magnum, Caseless Heavy Auto Pistol
0
5D6
2
10
100m
5
700
Ammo costs 35 marks for 20 rounds.
Colt .45 cal Double Action Revolver
+1
4D6
1
6
50m
5
400
Ammo costs 20 marks for 20 rounds.
Luxembourg Jackhammer Heavy Revolver
0
8D6
1
4
70m
8
900
Requires a Minimum STR of 7. Ammo costs 45 marks for 20 rounds.

Shotguns
12 Ga. Shotgun
0
5D6
1
6
40m
6
300
12 Ga. Buckshot
-
-1D6/ 10m
-
-
-
6
5
Comes in a box of 20. Attacks an Area (target an area instead of a person)
12 Ga. Slugs
-
-
-
-
-
6
20
Comes in a box of 20.
12 Ga. Flechettes
-
+2D6
-
-
-
6
50
Comes in a box of 20. Attacks an Area, but any Armor worn is doubled before damage is calculated.
10 Ga. Shotgun
0
6D6
1
6
40m
7
500
10 Ga. Buckshot
-
-1D6/ 10m
-
-
-
7
10
Comes in a box of 20. Attacks an Area (target an area instead of a person)
10 Ga. Slugs
-
-
-
-
-
7
40
Comes in a box of 20.
10 Ga. Flechettes
-
+2D6
-
-
-
7
100
Comes in a box of 20. Attacks an Area, but any Armor worn is doubled before damage is calculated.
Close Assault Weapon (American made)
0
5D6
2
12
40m
6
700
Uses the same ammunition as a standard 12 Gauge.

Submachine Guns
9mm Caseless H&K MP10
+1
3D6
20
30
100m
7
700
Standard issue for the SS, unless armored resistance is expected. Ammo costs 45 marks for 30 rounds.
9mm Caseless MP10, Close Assualt
+0
3D6
20
30
70m
7
700
This one is much easier to hide since it's much shorter than the standard issue.
Machine Gun Case
-
-
-
-
-
-
300
This custom made brief case is designed to fit the 9mm CA submachine gun inside. A small gun port exposes the barrel and a trigger mechanism is built into the handle so this deceptive little accessory can actually file the gun while it's still in the less conspicuous brief case.

Rifles
Hunting/Sniping .458
+3
10D6
2
12
700m
13
900
Ammo costs 45 marks for 20 rounds.
G7 5.56mm caseless Assault Rifle
+2
6D6
25
50
300m
11
1500
Standard issue for the Reich military, and therefore, for the Company Security. Ammo costs 75 marks for 50 rounds.
G9 7.62mm caseless Assault Rifle
+2
9D6
20
30
400m
14
2300
Ammo costs 115 marks for 30 rounds.

Machine Guns
.50 Cal Chain Gun
+2
10D6
10
500
1000m
15
5000
Ammo costs 250 marks for 500 rounds.

Miscelaneous Weaponry
EMP Gun +0
Special
1
10
50
6
700
See detailed writeup at below the weapon tables.
Land Stealth Mind (LSM)
-
8D6
1
Special
11m cone
14
1000
See detailed writeup at below the weapon tables.
Zat Gun
+1
(5D6)
1
10
40m
6
250
This is essentially a ranged stun gun. The darts each carry a capacitor charged by the gun. A shock is delivered upon impact. Knockout Damage only. The gun reloads consist of a Power Cell (25 marks) and pack of Darts (15 marks).

Weapon Accessories
8x Scope
+2
-
-
-
-
-
50
Auto-zoom scope. Add +2 to Ranged X.
Ammo, Hollow Point
-
+1D6
-
-
-
-
x1.5
Cost is 1 1/2 times that of normal ammunition. It is much less effective against armor. Double the value of the Armor worn by the defender before damage is calculated. Not for Energy based guns.
Ammo, Teflon
-
-1D6
-
-
-
-
x1.5
Costs is 1 1/2 times normal. Divide Armor by 2 before damage is calculated. Not for Energy base guns.
Laser Sight +1
-
-
-
-
-
20
Add +1 to Ranged X.
Silencer
-
-
-
-
-
-
200
Silencers are not interchangeable between different types of gun. Silencers are not available for energy weapons.
Speedloader
10

Melee Weapons
AV
Damage
Min STR
INIT Pen
Cost in
marks
Notes
Katana*
+1
4D6
5
0
800
1.5H
Fire Axe
-1
2D6
3
-1
100
The standard axe for use fighting fires.
Police Baton
0
(3D6)
3
0
100
Thrust or swing, Knockout Damage.
Razor Sword
+2
5D6
5
0
2000
Shock Club
0
(4D6)
2
0
200
Has enough power for 20 strikes. Powered by a standard Power Cell. Knockout Damage.
Shuriken*
0
1D6
-
0
10
Range = STR x 5 meters.
Shuriken, Electric*
0
1D6+
-
0
40
Range = STR x 5 meters. This weapon releases an electric charge on impact which inflicts an additional 2d6 Knockout damage. The only defens against this effect is reigid armor or Weapon Fram Armor.
Shuriken, Explosive*
0
4D6
-
0
100
Range = STR x 5 meters. This weapon explodes on impact allowing it to do much greater damage than a regular shuriken
Shuriken, Flaming*
0
2D6+
-
0
200
Range = STR x 5 meters. This shuriken is activated by a button in the center. It then begins secreting caustic chemicals along the blades which burst into flame when the weapon strikes an object. It will burn for two Rounds beyond the initial round, burning for an additional 2D6 damage.
Spiked Gloves
+1
1D6
2
0
50
My use the Bypass Armor maneuver.
Spiked Goves (Electric)
+1
2D6
2
0
150
40 Charges on a standard Power Cell worn in a sleeve or in a Cyber Limb. Acts as a standard Spiked Glove when the Cell is dead.

*Shuriken weapons and Katana are favored by the Japanese, and sometimes also used by Americans, but rarely used in Europe. Although they seem to do relatively little damage, proficient users target rarely armored locations such as the face and neck for maximum effect.
Club, Knife, Dagger, Dirk, as per Shards at the same cost. You may also purchase quality Crossbows and Bows if you like.

The Land Stealth Mind (LSM), a.k.a. The Blender
This is a 'stealth' landmine developed in the Reich and used to great effect against the continued Russian resistance, Dane and Norwegian dissidents as well as the Second Balkan war in April of 2007. This weapon is so hated and feared that most western nations levy mandatory jail terms on unauthorized persons caught with one in their possession. Still, they remain popular -- and effective -- assassins' tools and can sometimes be found for sale on the black market.

The Blender is a well deserved name for this vicious weapon. When a victim passes directly infront of the ultrasonic trigger mechanism within 11 meters, the mine ejects four monofilament cords. This means the mine may be placed in floors, walls, or ceilings to trap corridors. The electric motor in the base of the mine simultaneously rotates the cords at high speed, effectively slicing to pieces anything in the 11 meter long, cone-shaped area. The lack of any explosion or sound except for the whir of the motor grants this weapon its Stealth status. After three seconds, the mine retracts the monofilament lines and resets itself. This makes removing or disarming the mine extremely hazardous as it can be difficult to determine how much battery power is left in the mine. A single Power Cell can charge the mine for 3 uses. The monofilament lines may entangle or shatter on any attack total of 14 or less. Since the weapon fires its attack point blank (DV 4), it's always going to hit the area except on a critical failure (3 on 3d6). Therefore, even on an attack total of 14 or less, it will do damage to the area, although the weapon will be rendered useless thereafter.

AV 6, Dmg 8d6 Armor Piercing Deadly Attack, Range = 11 meters. Affects a cone 11 meters long and 11 meters wide at its furthest point.


EMP Gun

AV +0, Damage - Special, RoF 1, Shots 10, Range 50m, Ranged X 6, Cost 700 marks.

This weapon is used with the Energy Guns skill. This gun uses electro-magnetic pulses to disrupt electronic or cybernetic systems. Instead of doing damage, determine the location of any hit and then determine if a system failure has occurred. In cybered characters, this is figured by rolling 3D6+CON vs 10 + the total PPs he has in his cyberware. System failure occurs in one cybersystem of the players choice in the affected location if the test is failed. Unshielded electronics will automatically cease functions, and if fired from close range, the EMP can often induce fires in these systems. Most computers do have some shielding. Use 3d6 + PHY vs. 10 + the total PPs in the system in these cases. Military grade hardware may have shielding that provides a bonus to CON or PHY to prevent system failure.

This roll is meant to reflect that the more advanced a system or set of systems is, the more susceptible it becomes to EMP.

Vehicle mounted versions of this weapon, often used for riot control, have a Range of 150m and RoF 10.