• No results found

WEAPON CLASSIFICATIONS WEAPON CLASSIFICATIONS

In document Corporation RPG - Core Rulebook (Page 33-35)

WEAPON CLASSIFICATIONS

LIGHT FIREARMS

LIGHT FIREARMS

These are handguns such as kinetic or injector pistols. They can be used one handed as long as the user has Strength 3 or more.

TACTICAL FIREARMS

TACTICAL FIREARMS

Tactical weapons are mid sized weapons such as sub-machine weapons and rifles. They can be used two handed by anyone with Strength 4 or more and one handed by anyone with Strength 7 or more.

HEAVY FIREARMS

HEAVY FIREARMS

These weapons are the largest that can normally be carried; examples include the Rail Gun and Plasma Cannon. They can be used two handed by anyone with Strength 6 or more and one handed by anyone with Strength 10 or more.

LIGHT CLOSE COMBAT WEAPONS

LIGHT CLOSE COMBAT WEAPONS

These are weapons such as knives and knuckle dusters. They require Strength 3 to use and can only be used effectively one handed unless otherwise stated.

TACTICAL CLOSE COMBAT WEAPONS

TACTICAL CLOSE COMBAT WEAPONS

This includes weapons such as longswords and shortswords. They require Strength 4 to use one handed and are not designed to be used two handed unless specified, e.g., the katana.

HEAVY CLOSE COMBAT WEAPONS

HEAVY CLOSE COMBAT WEAPONS

The largest close combat weapons that can be used including such things as chainsaws and two handed swords. They require Strength 6 to use in two hands and Strength 10 to use one handed.

SUPPORT WEAPONS

SUPPORT WEAPONS

This includes all manner of backup weaponry such as grenades, emplacement guns, mines and explosives.

THROWN WEAPONS

THROWN WEAPONS

These require the thrown weapons training. See page 24

WEAPONS IN MORE DETAIL

WEAPONS IN MORE DETAIL

CLOSE COMBAT WEAPONS

CLOSE COMBAT WEAPONS Close Combat weapons ignore Shields Attack using 'Agility + Close Combat'

When using a close combat weapon in one hand you normally add the users Strength to the damage.

Example: Someone wielding a long sword with Strength 5 will deal D8+5 damage.

When a weapon is wielded two handed (and was designed for that purpose) you double your Strength when calculating damage. This

is normally noted in the book where appropriate.

Example: Someone with Strength 7 using a two handed sword would deal D12 + 14 damage.

If you are strong enough to wield a two handed weapon in each hand you do NOT double your Strength for damage with each weapon. Doubling Strength represents using the power of two arms.

Example: Someone using a two handed sword in each hand deals D12 + Strength with each one.

You can reduce your attack rate with close combat weapons to increase accuracy. (see High Rate / Semi-automatic Weapons on page 33).

EMP WEAPONS AND SHIELDING

EMP WEAPONS AND SHIELDING (Electromagnetic Pulse)

Note: All Cybernetics have EMPS 25

When you attack with EMP you are normally considered to be shooting a humanoid target and their equipment. Any equipment not currently in use will default to Safe Mode where the electronics are off-line to conserve power and automatically resist EMP. This means only active weapons and equipment can be affected, normally shields, cybernetics and currently wielded weapons. If you hit, roll the EMP damage of the weapon separately for each piece of equipment; i.e. roll EMP damage for the gun, then for the shield, then for the neural jack, etc.

If a roll exceeds the EMP-Shielding (EMPS) of the piece of equipment then that item ceases to function until repaired. (See fixing equipment on page 31. For cybernetics affected by EMP see page 63.) Also see EMPS Boosters on page 50.

GRENADES AND BLAST WEAPONS.

GRENADES AND BLAST WEAPONS. TO THROW GRENADES

'Perception + Support Weapons' TO SET EXPLOSIVES

All standard explosive can be set with no roll as long as you have 1 point in Support Weapons. Complex explosives may require an 'Intelligence + Support Weapons' roll.

TO DISARM EXPLOSIVES:

Normal: Pass an 'Intelligence + Support Weapons' roll. Complex: Roll 'Intelligence + Support Weapon' and get

equal to or more XS than the person who set the explosive. The GM decides what counts as complex. Most support weapons are simple. HITTING WITHBLASTWEAPONS

When using moving blast weapons, roll to hit a target as normal. If you pass the roll you have hit the target with the centre of the blast and deal full damage. If you fail by 1 or 2 you have hit them with part of the blast and deal 2/3 damage. If you fail by 3 or 4 you have clipped them with the edge and deal 1/3 damage. Failure by 5 or more means you have completely missed them or they have

WEAPONS

WEAPONS

The weapons listed below are almost all commonly available to all Corporations. Other weapons can be acquired but these have to be purchased in the game from such places as ANZEIGER MILITARY SYSTEMS (page 179) or on the black market. There are also weapons such as the legendary Ion Katana which are only available to certain Corporations.

managed to find cover.

The blast radius states the maximum area of effect of the weapon and can be used for determining who is hit by a blast weapon. First decide what the weapon was aimed at. Then the GM can decide who may have been in the blast range. This can be useful for static devices such as bombs, to determine who they hit when they explode.

Blast Weapon Example 1.

Agent Chen throws a fragmentation grenade (3D6, 3 metre blast) at some rebels. His action total is 14, he rolls 16 meaning he has failed by 2. Consulting the chart (below) he has still made a partial hit so deals two thirds damage. That's 2D6.

Some Blast weapons don't deal damage such as gas grenades or flash-bang grenades. These are covered in the weapons description. GM adjudication may be required with grenade hits to see who may be in range of the blast.

HIGH RATE / SEMI-AUTOMATIC WEAPONS

HIGH RATE / SEMI-AUTOMATIC WEAPONS Weapons with a rate above 1 (not machine weapons) can be fired at a slower rate to increase accuracy. You can forfeit one attack with the weapon to gain a +2 bonus to hit. This principle also applies to close combat attacks. It also adds to any bonus gained from aiming.

Example:

1. If you fire the pistol at rate 2 instead of 3, you gain +2 to hit with both shots.

2. If you fire the pistol at rate 1 instead of rate 3 you gain +4 to hit with the shot.

3. Firing at full rate gives no bonus.

ION WEAPONS

ION WEAPONS

These weapons emit a dull but coloured aura of energy. They possess a mono-ionic field meaning they have enormous severing power. Ion weapons ignore the first 10 points of Armour Value. They are only available to Shi Yukiro Agents and even then, only when they reach Rank 3 or Level 8, whichever comes first. Legally they require the Powered Melee License.

If you use a powered melee weapon without the Powered Melee Training you are considered to Critically Miss with the weapon on all doubles regardless of whether the roll would normally hit or miss and you cannot critically pass.

Ion weapons have a long life fuel core and need no ammunition or fuel cells. Ion weapons also sever body parts on maximum damage. Example Ion Weapons can be found on page 112.

KINETIC WEAPONS

KINETIC WEAPONS

These are the most common and economical firearms; they use a traditional projectile to physically damage the target. Kinetic weapons have been produced for years and are very reliable. They are also resilient and often immune to EMP. SMART* Clips are the universal ammunition for all Kinetic Weapons regardless of size. *'Self Modelling Auto-loading Round Technology'.

LASER WEAPONS

LASER WEAPONS

The main advantage of laser weapons is the ability to be reconfigured in order to bypass shields. To recalibrate a laser takes 1 round during which time the pulse of the laser is matched to a particular shield frequency. When shooting at the matched shield you ignore the effects of the shield. To ignore a different shield the laser must be recalibrated. Laser weapons take Energy Cells which are universal clips for all energy weapons.

MACHINE WEAPONS

MACHINE WEAPONS (Fully Automatics)

These weapons fire a spray of ammunition. You can choose to target as many people as the weapon has damage dice. For example if the weapon deals 6D6 (6 damage dice) you can target up to 6 people as long as they are reasonably close together, dealing a D6 damage to each. You can target less people in which case you can select how many dice of damage to deal to each target. You must roll to hit each separate target and each damage dice you roll is reduced by the targets Armour Value if appropriate. Hence automatic weapons are weak against armoured targets. (Automatic plasmas still ignore all armour.)

Spray: If you only shoot at one target with a machine weapon, you

gain a +4 bonus to hit.

You cannot Aim machine weapons.

Example:

Agent Targusson has a machine pistol (3D6). He could take 3 shots at 3 different targets and deal D6 to each. Each attack would have to be rolled separately.

He could alternatively fire all three shots at one target and would gain +4 to hit.

PLASMA FIREARMS

PLASMA FIREARMS

(Plasma firearms ignore all Armour Value)

These weapons fire a crackling ball of super-heated gas which melts through armour. Plasma firearms are very powerful but extremely delicate, they always critical miss on 8/8, 9/9 and 10/10 regardless of how much you improve them. They can gain a higher critical hit range as normal but can never lose this critical miss Blast Radius

range. Critical misses with plasma firearms mean the weapon has overheated and backfires. This deals half the attacks damage to the firer and the weapon breaks. It can be fixed in the field as normal (see page 31)

PLASMA CLOSE COMBAT WEAPONS

PLASMA CLOSE COMBAT WEAPONS

These weapons feature a crackling plasma arc with great cutting potential. They ignore the first 4 points of Armour Value. Plasma close combat weapons do not suffer from the frailties of ranged plasma weapons although they legally require the Powered Melee License. If you use a powered melee weapon without the Powered Melee Training you are considered to Critically Miss with the weapon on all doubles regardless of whether the roll would normally hit or miss and you cannot critically pass. See the Powered Melee Training on page 24.

Plasma Close Combat weapons have a long life fuel core and need no ammunition or fuel cells.

In document Corporation RPG - Core Rulebook (Page 33-35)