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VIPER WEAPONS

In document VIPER 5E.pdf (Page 95-97)

to devices powerful enough to threaten the very world, VIPER has shown it can invent, innovate, and employ high technology as well as any gov- ernment or superhero team.

In the typical Champions campaign, the most important devices VIPER agents have are their weapons. Since agents face superheroes in combat, you need to know what types of weapons those agents have access to, how powerful those weap- ons are, and any other pertinent data. This section includes dozens of weapon write-ups with easy-to- read summaries, full game write-ups, and variant models.

PISTOLS

Most VIPER agents carry at least one blaster pistol or similar one-handed energy weapon in addition to their rifle.

VB-S1 “SHORTY” BLASTER PISTOL

Effect: Energy Blast 7d6 Shots: 12

Combat Modifier(s): None Range: 175”

Description: VIPER’s standard sidearm is the VB- S1, nicknamed the “Shorty” because it looks like a cut-off, stumpy version of the VB-A1 Blaster Rifle. Able to project a powerful beam of destructive energy over ranges of up to approximately 350 meters, it provides superb “backup” for the agent who has lost his rifle or used up all of its energy. The Shorty’s standard power cell has enough charges for 12 shots, though some agents adapt larger power cells for their pistols.

Game Information: Energy Blast 7d6 (35 Active Points); OAF (-1), 12 Charges (-¼). Total cost: 15 points.

OPTIONS:

1) Larger Power Cell: Energy Blast 7d6, 20 Charges (+¼) (44 Active Points); OAF (-1). Total cost: 22 points.

2) VB-S1XP Variant: This form of the VB-S1 is pop- ular in many Nests. It uses enhanced power feed systems to improve the force of the beam. Increase to Energy Blast 8d6. 40 Active Points; total cost 18 points.

3) VB-S1A Variant: A weapon as widely used as the “Shorty” naturally develops a few variant configura- tions and customized versions when placed in the hands of creative (and often desperate) people like VIPER agents. One of the most popular changes earned a place in the VIPER arsenal as the VB-S1A. Also called the “Shorty,” but distinguishable by the large gold cylinder attached to the front half of the barrel, the VB-S1A uses a beam focuser to give the pistol’s energy beam greater range and ability to penetrate a target’s defenses. Add Armor Piercing (+½). 52 Active Points; total cost 23 points. 4) VB-S1B Variant: Agents sometimes customize the “Shorty” by altering the power feed that taps the power cell, allowing it to draw greater amounts of energy for a stronger blast. VIPER frowns on this adaptation, since it can short out the pistol and make it useless, but far too many agents like the extra “punch” to stop making it. Change to 12 Boostable Charges (-0). Total cost: 17 points.

VIPER

WEAPONS

5) VB-S1C “Stubby” Blaster Pistol: Also called a “Pocket Blaster” or “Sleeve Blaster” because its tiny size and streamlined features make it the perfect weapon for concealed carrying, the “Stubby” is a favorite among VIPER agents trained for espionage and undercover missions. As powerful as the VB- S1, but with a much smaller power cell, the VB-S1C is an unwelcome surprise for the unwary superhero or policeman. Change to 4 Charges (-1). Total cost: 12 points.

6) VB-S1D “Shower” Blaster Pistol: So called because it lets the agent “shower” the opposition with blaster beams, this variant incorporates a much larger power cell and automatic fire capabili- ties. Change to Energy Blast 7d6, Autofire (5 shots; +½), 60 Charges (+½) (70 Active Points); OAF (-1). Total cost: 35 points.

7) Lethal VB-S1: Some of the more vicious VIPER agents tune their VB-S1s to a higher energy fre- quency that inflicts more severe injuries. Replace the Energy Blasts in any model of VB-S1 with the equivalent DCs of Killing Damage.

VL-S1 “REDEYE” LASER PISTOL

Effect: RKA 2d6 Shots: 10

Combat Modifier(s): +1 OCV, +1 RMod Range: 150”

Description: In addition to standard blasters, VIPER also employs weapons that fire more spe- cific forms of projected energy, such as lasers. The VL-S1 Laser Pistol, first developed by VIPER’s labs back in the early 1970s and repeatedly refined since then, represents the pinnacle of the organization’s efforts to miniaturize a standard laser weapon while leaving it with sufficient power to kill or injure a foe. Prior to fully depressing the trigger, the shooter can depress it slightly to project an aiming laser (hence the weapon’s combat modifiers).

VIPER generally does not issue this weapon to agents as a regular sidearm, preferring to save it for instances where it knows superheroes will probably attack a squad, the assault team has to cut through a vault door, or similar circumstances.

Game Information: RKA 2d6 (30 Active Points); OAF (-1), 10 Charges (-¼) (total cost: 13 points) plus +1 OCV (5 Active Points); OAF (-1) (total cost: 2 points) plus +1 versus Range Modifier (3 Active Points); OAF (-1) (total cost: 1 point). Total cost: 16 points.

OPTIONS:

1) Larger Power Cell: Change to 20 Charges (+¼). 37 + 5 + 3 = 45 Active Points; total cost 18 + 2 + 1 = 21 points.

2) VL-S1XP Variant: This form of the VL-S1 is slightly larger, but more powerful. Increase to RKA 3d6. 45 + 5 + 3 = 53 Active Points; total cost 20 + 2 + 1 = 23 points.

4) VL-S1A “Lightshow” Laser Pistol: This larger VL- S1, more a machine blaster than a blaster pistol, can fire multiple beams with a single pull of the trigger. Change to 32 Charges (+¼) and add Autofire (5 shots; +½). 52 + 5 + 3 = 60 Active Points; total cost 26 + 2 + 1 = 29 points.

5) VL-S1C Variant: This version of the VL-S1 can maintain its beam on a single target, but the firer cannot shoot at anyone else while doing so. Add as a naked Advantage Continuous (+1) (30 Active Points); OAF (-1), Lockout (cannot fire at any other targets, take any other Attack Actions, or take any other actions besides Half Moves while maintaining the Continuous effect; -1) (total cost: 10 points). 30 + 30 + 5 + 3 = 68 Active Points; total cost 13 + 10 + 2 + 1 = 26 points.

6) VL-S1N “Quiet Light” Variant: The standard VL- S1 models emit a distinctive “energy whine” when fired. This model does not; it’s as quiet as a mouse. Add Invisible Power Effects (Hearing Group; +¼). 37 + 5 + 3 = 45 Active Points; total cost 16 + 2 + 1 = 19 points.

VN-S1 NEEDLER PISTOL

Effect: RKA 2d6, Armor Piercing Shots: 8

Combat Modifier(s): +1 OCV, +1 RMod Range: 225”

Description: A variant of the VL-S1, the Needler uses a beam focuser similar to that found on the VB-S1A to make the laser beam even more likely than normal to cut through armor or other forms of defense. Some Nests or agents modify this weapon to give it a larger power cell and automatic fire capability.

Game Information: RKA 2d6, Armor Piercing (+½) (45 Active Points); OAF (-1), 8 Charges (-½) (total cost: 18 points) plus +1 OCV (5 Active Points); OAF (-1) (total cost: 2 points) plus +1 versus Range Modifier (3 Active Points); OAF (-1) (total cost: 1 point). Total cost: 21 points.

VIPER TECH

In document VIPER 5E.pdf (Page 95-97)