(Redirected from Weapons)
Advancements in warfare, ballistics, and materials have not yet supplanted the common archetypes of 20th century weapons. As with Armour, weapon damage shifts are exponential. Basic weapons - fists, feet, small knives, small arms) have a shift of 0. These can still kill a normal person quite easily, especially if the attacker's approach bonus is large. A shift of +8 is getting into the multi-ton range of destructive power.
Melee weapons have become popular again becuase of the protective capacity of modern body armour. In a fight between soldiers in TALOS or SAMURI armour you need armour piercing anti-tank weapons to have any reasonable chance of doing damage. Monofilament blades, on the other hand, are inexpensive, limit collateral damage, and don't run out of ammunition.
Determining if an attack hits the target is done before any damage resistance bonuses are applied to the rolls.
- 1 Special Weapon Aspects
- 2 Damage
- 3 Melee
- 4 Ballistic Weapons
- 5 Artillery and Explosives
Special Weapon Aspects
Some weapons have specific aspects that can be involved but the wielder. The most common is 'armor piercing', but the array of options is limitless, and could include sniper weapon, guided ammunition, etc.
The weapon or the ammunition (or both) are designed specifically to break through a type of armour. It allows the attacker to ignore the damage resistance of the target. One point of Kinetic Armour Piercing (Cost 1R) allows the weapon to ignore 1DR against kinetic weapons. 2AP Chemical ignores 2DR against chemical damage.
Nanowire weapons can pierce armour resistant to punctures and slashing.
For example, Kaleb quickly (+1) fires Anti-MITO Flechette Shells (+2AP Kinetic) at a Celestes (DR2 Kinetic, Quick+4) using hallucinogenic darts. He rolls a 4+1=5 to hit. The Celestes rolls -1+5=3 to defend. A normal round would do no damage to the Celestes, since their 2DR would remove the damage. With this special round 2DR are countered by the 2AP, so the Celestes takes 2 stress and gets hit with the other special effects of the round.
Armour piercing rounds may do less damage to unarmoured targets. This may balance the Refresh cost of the weapon, with a penalty to damage against unarmoured targets.
Guided missiles are the most common kind of self-targeting projectiles. These weapons get a bonus to hit ranging from +1 to +4 depending on the type of guidance and the situation. Targets may have specific defenses to throw off this kind of targeting and eliminate the bonus (e.g., chaff, flares, radar jamming).
Missiles and other guided weapons may use a variety of methods to hide from antimissile defences. These are considered a +2 Advantage that can be invoked to improve the Missile's defense (against antimisile defended) or to avoid being detected at all.
Attacks that cause persistent damage get a new attack roll every combat turn or non-combat minute. Each point of persistence costs 2R, and grants a +1 to the attack rolls that follow the initial attack. Persistent damage stops working when the target beats the attack roll by 1 for each point of PD. This is similar to the vulnerability limitation, but applies to an attack, not a target. This is particularly deadly when combined with wounding factor: each +1WF increases the persistence threshold by 1.
Area Of Effect (AOE)
In general, explosives cause damage in a sphere or a cone (armour piercing).
- Explosive AOE damage generally drops off at a rate of 1 shift per 2m.
- Frag AOE damage generally drops off at a rate of 1 shift per 50m.
Most weapons do basic stress damage to the target, and are handled normally.
Some weapons deliver little or no stress damage. Instead they cause situation aspects or consequences to targets. For example, damage from a poison dart must be dealt with as a consequence even it it causes no stress after a hit. A flamethrower will cause some stress damage but will also create a situation aspect like It's All On Fire.'
"Melee" usually refers to hand held weapons used in close quarters.
Knives, Clubs, and Stun Guns
- Damage: +1
- Notes: "Knives" subheading includes anything that can reasonably be expected to cause a lethal injury, but also unlikely to require advanced training and does not present an advanced threat.
Swords, Axes, and Staves
- Damage: +2
- Notes: Typically requires advanced training to wield without injuring the wielder. Certain special melee weapons such as a katana in the hands of a kendo master may even deal +3.
CLICK, CLICK, BOOM
Pocket Pistols, Small Game Rifles
- Damage: +1
- Magazine Size: 10 or fewer
- Notes: Small caliber moderate velocity, or larger caliber and reduced velocity. Lethal and often a single shot will end a fight, but generally survivable unless vital organs are hit. Includes small caliber pocket pistols, holdout guns, small game rifles, and certain more devious assassin's guns like the Mossad Beretta Model 71. Ignition of rimfire rounds has become more reliable, but bullet technology remains largely the same.
- Damage: +1
- Magazine Size: 10-20 for semiautomatic, 5-8 for revolver
- Notes: The Beretta M9, Glock 17, and the infamous Colt M1911 are all still common with collectors and recreation shooters, but recent trends in armor have popularized small-caliber high-velocity rounds for sidearms to deal with the ease of producing concealable ballistic vests. Also includes older service revolvers such as the Smith and Wesson No. 3 top-break and the iconic Colt Python, although with reduced capacity.
- Damage: +2
- Magazine Size: 1-6
- Notes: Magnum handguns come in two flavors, larger-caliber revolvers and rifle-actions developed for sporting use. Some, like the Contender or the Savage Striker even adapt rifle calibers, but only allow for a single shot before reloading. Other examples include Dirty Harry's Smith and Wesson Model 29, once called the most powerful handgun in the world.
- Damage: +2
- Magazine Size: 25-50, average 5 bursts between reloads.
- Notes: Fully automatic or burst-fire, Submachineguns and PDWs rely on high rates of fire and low recoil to produce wounding effects. Famous examples begin in World War 2 with the German MP40, American Me and 1921 Thompson "Tommy Gun", and the British Sten variants. By the 1960s, many forces fielded the MP5 (often silenced) and its peers the Uzi and MAC10 were becoming icons by the 1980s. The early 1990s and 2000s saw a push toward higher velocity rounds such as the FN P90 to put more firepower in a smaller package as personal armor became stronger and lighter. More modern incarnations such as the MP7 and its offspring are compact enough to be holstered and unfold to be fired controllably. Small size, low recoil, and armor-penetration makes PDWs ideal candidates for close quarters.
- Damage: +3
- Magazine Size: 5-30
- Notes: From the Enfield SMLE of World War 1 to the iconic AK47, rifles have been the mainstay of the battlefield for centuries. Trends in caliber, speed, and method of fire have changed every few decades, but the threat remains largely the same. Often, the previous generation's battle rifle is the next generation's hunting rifle, but the move to the M16 and AK47 saw the end of surplused rifles. Weight and length tend to make rifles too large for close quarters, but allow engagements to begin at 300m and often extend as far as 800m. Larger caliber rifles generally make short work of civilian vehicles, but antimateriel rifles are required to incapacitate them reliably. Advances in optics have allows the average soldier and hunter alike to make shots nearing a kilometer. Automatic fire is generally difficult to control and tends to be avoided.
- Damage: +4
- Magazine Size: 4 or less
- Notes: .50 BMG, .338 Lapua, and the other antimateriel rifles are used when personnel are of secondary concern. Large, fast projectiles make short work of lightly armoured vehicles, allowing a team of shooters to quickly disable the engine, the driver, and often to destroy or incapacitate crew-served weapons as well. Engagement distances with computer-aided ballistics software has crept out to 3.5km using GPS-guided projectiles.
Medium Machine Gun
- Damage: +3
- Magazine Size: 100-1000
- Notes: Often mounted on bipods or tripods, medium machineguns allow a two-man team to provide the same firepower as 4 men with rifles. Machineguns are often employed in pairs, called "talking the guns" to ensure that at any given moment there can be rounds impacting the target. Machineguns are generally used for suppressing a target by fire, engaging large groups, or atttacking light-skinned vehicles. Examples include the HK46, LSAT, and old favorites like the M60.
- Damage: +4
- Magazine Size: 1000+ using powered ammunition feeders.
- Notes: Using larger antipersonnel munitions and often several barrels, heavy machineguns allow light armored recon units and gun emplacements to engage more heavily armored personnel carriers. Examples include the infamous M2 "Ma Deuce" .50BMG and several General Dynamics miniguns, as well as grenade machineguns.
These shells contain 18 hollow tungsten darts that deliver a chemical or biological payload through most body armour. They go right through unarmoured targets, causing minimal damage and delivering no payload. Secondary effects of this ammunition kick in at the start of the next round. Space out the effects for narrative value.
Artillery and Explosives
M99 ET-MP Multiuse Grenade
- Damage: +4
- Typically requires advanced training to wield without injuring the wielder. Can be selected for concussion or fragmentation before firing.
- Notes: AoE for Concussion: +4 at center, +3 at 5m, +2 at 10m, +1 at 15m. AoE for Fragmentation: +4 at center, +3 at 15m, +2 at 20m, +1 at 25m.
Shoulder Fired Missiles and Rockets
- Damage: +4
- Magazine Size: 1
- Notes: Rocket-assisted grenades, missiles, and recoilless rifles allow infantry units to attack heavy armor, up to but not included main battle tanks. Variants included guided missiles like the Javelin and disposable single-shot rockets like the AT4. CG-9 and RPG-7 family launchers can utilize antiarmour, anti-personnel, or bunker-buster thermobaric rounds for increased effect.
Antiarmour and Explosives
- Damage: +5
- Magazine Size: Single charge or salvo
- Notes: From mortars to demolition charges, explosives are a surefire way to ensure something is not just dead but destroyed. Guided antiarmour rockets are capable of disabling main battle tanks as well.
- Damage: +6
- Magazine Size: ----
- Notes: Naval ships have been a major source of artillery and missile support since the age of sail began. Modern ships carry cruise missiles in lieu of artillery, but the destructive power is still enough to level buildings with precision.