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CREW-SERVED

In document VIPER 5E.pdf (Page 103-105)

LIMITATION

Some weapons require more than one person to oper- ate properly. Such weapons take the Limitation Crew-

Served. The value of the Limitation depends on the size

of the crew needed to fire the weapon without penalty, as indicated by the accompanying table.

Value Required Crew Penalty for Single Character To Operate

-¼ 2 -3 -½ 3-4 -6 -¾ 5-8 -9

-1 9-16 Not possible ...and so on

If more than a single character, but fewer than the required number of characters, attempts to fire a weapon, reduce the penalty by the number of char- acters beyond one (though the minimum penalty remains -1 regardless of how many characters par- ticipate). For example, if four characters try to fire a weapon needing a crew of 8, the normal -9 penalty becomes -6 (-9, reduced by 3 for each person beyond the first).

To determine the OCV of a Crew-Served weapon, use the chief operator’s OCV, or at the GM’s option take the average OCV of the crew. If a Crew-Served weapon requires a Weapon Familiarity, at least half of the crew must have that WF, or the crew suffers the standard Unfamiliar Weapon penalty (-3 OCV).

If a Crew-Served weapon costs END, all members of the crew must pay that END cost.

Weapons with this Limitation should also take the

Focus Limitation with the additional Bulky or Immo- bile Limitations. They usually take the Extra Time

Limitation as well. Generally they do not take the STR

Minimum or Required Hands Limitations, since they’re

cheaply (and perhaps even build a heavy weapon version of it).

Game Information:

Cost VRD-A4 “Frosty” Ice Rifle

20 VRD-A4 “Frosty” Ice Rifle: Multipower, 50- point reserve; all OAF (-1); 8 Charges for entire Multipower (-½) [8] 2u 1) Icy Blast: Energy Blast 10d6; OAF (-1) 2u 2) Frozen Stiff: Drain SPD 3d6, Ranged

(+½); OAF (-1)

2u 3) Block Of Ice: Entangle 4d6, 6 DEF; OAF (-1), Vulnerable (Fire/Heat; -1)

2u 4) Icy Ground: Change Environment (create ice sheet) 32” radius, -4 to DEX Rolls to move on the sheet; OAF (-1), Only Affects Characters Who Are Moving On The Ground (-¼)

Total cost: 28 points. OPTIONS:

1) More Ammo: This form of the VRD-A4 comes with a greater supply of liquid and a stronger energy pack. Change to 16 Charges for entire Mul- tipower (-0). Total cost: 33 points.

2) VRD-A4XP Variant: This experimental form of the VRD-A4 is much more powerful, but also prone to failure. Change reserve to 60 points and add Activation Roll 14- (-½) to it and every slot; slot one is Energy Blast 12d6; slot two Drain SPD 4d6; slot three Entangle 6d6, 6 DEF; slot four remains unchanged. Total cost: 28 points.

3) VRD-A4 “Icer” Ice Rifle: This version of the VRD- A4 can also fire an “Icicle Blast,” a sharp “needle” of ice capable of killing targets with ease. Add a fifth slot — RKA 3d6. Total cost: 30 points.

VS-A1 “BANSHEE” SONIC RIFLE

Effect: Energy Blast 10d6, Penetrating/Energy Blast 7d6, NND

Shots: 30

Combat Modifier(s): None Range: 375”/350”

Description: VIPER has not confined its sonic weapons technology solely to the VS-S1 pistol. This weapon, one of two sonic rifles in the standard VIPER arsenal, uses sonic energy for one of two effects: an ordinary damaging blast; or to “scramble the target’s brain,” as VIPER weapons instructors put it, knocking the target out without causing last- ing harm (VIPER agents often employ this feature to take superheroes hostage).

The “Banshee” resembles the VL-A1, but with a distinctive widened forward barrel assembly and muzzle for generating sound at damaging frequen- cies. Unlike most VIPER firearms, which have a golden sheen, the VS-A1 is usually silver-colored. Game Information:

Cost VS-A1 “Banshee” Sonic Rifle

47 VS-A1 “Banshee” Sonic Rifle: Multipower, 75-point reserve, 30 Charges (+¼) for entire Multipower; all OAF (-1)

4u 1) Lethal Setting: Energy Blast 10d6, Pen- etrating (+½); OAF (-1)

3u 2) “Scrambler” Setting: Energy Blast 7d6, NND (defense is solid ear coverings, Hearing Group Flash Defense, target covers his ears, or target is deaf; +1); OAF (-1)

6 Rifle-butt Club: HA +3d6; OAF (-1), Hand- To-Hand Attack (-½)

Total cost: 60 points.

VRD-A4 “Frosty” Ice Rifle

OPTIONS:

1) Larger Power Cell: This form of the Banshee comes equipped with a larger energy source. Change to 60 Charges (+½) for entire Multipower. Total cost: 69 points.

2) VS-A1-FL “Fat Lady” Sonic Rifle: This form of the VS-A1 uses infra- and ultra-sound to make its “scrambler” setting even more dangerous. Change slot two to Energy Blast 6d6, AVLD (defense is Hearing Group Flash Defense; +1½). Total cost: 61 points.

3) VS-A2 “Big Rattler” Sonic Rifle: This weapon, the “big brother” to the VS-S1 sonic pistol, and to the VS-A1 rifle as well, is perfect for use against superheroes. It’s given more than one squadron the power to defeat superpowered foes. It resembles the VS-A1 rifle, but is larger with a slightly different shaped rear assembly. Agents who use it must wear helmets that incorporate Acoustic Shielding or risk damaging their hearing. Change to:

Cost VS-A2 “Big Rattler” Sonic Rifle

77 VS-A2 “Big Rattler” Sonic Rifle: Multipower, 124-point reserve, 30 shots for entire Multip- ower (+¼); all OAF (-1)

5u 1) Lethal Setting: Energy Blast 12d6, Pen- etrating (+½); OAF (-1) plus Hearing Group Flash 8d6; OAF (-1), Linked (-½)

6u 2) “Scrambler” Setting: Energy Blast 8d6, AVLD (defense is Hearing Group Flash Defense; +1½), OAF (-1) plus Hearing Group Flash 8d6, OAF (-1), Linked (-½) 6 Rifle-butt Club: HA +3d6; OAF (-1), Hand-

To-Hand Attack (-½) Total cost: 94 points.

VSC-1 “SPITTING COBRA” ACID SPRAYER

Effect: RKA 1½d6, Continuous, Penetrating, Uncon- trolled

Shots: 8

Combat Modifier(s): None Range: 30”

Description: Based on the experiences of Diamond- back and certain experiments conducted by the New York City Nests, VIPER has determined that acid is a potent weapon against many superhumans (not to mention inanimate objects). Heroes who can shrug off the blast of a VB-A1 or the shriek of the “Big Rattler” often suffer severe injuries when attacked with acid. To exploit this tactical weakness, VIPER developed the VSC-1 Acid Sprayer, nick- named the “Spitting Cobra.” It sprays a stream of concentrated acid onto the target, causing horrific burns and often death. (For more information on the game effects of acid, see page 8 of The UNTIL Superpowers Database.)

Particularly vicious or sadistic agents enjoy using this weapon, since it not only has an extreme effect, it often inspires fear in their opponents. However, it has one significant drawback: if the weapon’s pressurized acid storage compartments suffers damage, they may rupture and explode, seri- ously injuring or killing the user. (In game terms, the GM should roll 1d6 whenever the rifle takes

1 or more BODY damage from an attack. On a 1, the weapon explodes, doing its damage over a 2” radius; the agent holding the weapon takes double damage.)

The VSC-1 consists of a long, wide-mouthed barrel, an electric trigger assembly, and two cylin- drical acid storage tanks mounted on the rear top of the weapon. In the eyes of many, it resembles a metallic, high-tech version of a child’s squirtgun.

Game Information: RKA 1½d6, Continuous (+1), Penetrating (+½), Uncontrolled (+½) (75 Active Points); OAF (-1), 8 Charges (-½), Limited Power (weapon subject to dangerous rupture; -¼), Limited Range (30”; -¼). Total cost: 25 points.

VIPER HEAVY WEAPONS

In document VIPER 5E.pdf (Page 103-105)