Weapons

 
 

Weapon Attachments:

  Each Non-Exotic Ranged Weapon has 3 Attachment Slots that can be upgraded with attachments. You can combine multiple attachments that take up the same physical location, but you must pay the slot cost of both attachments independently. Equipping the same attachment twice does nothing. Attachments are made for specific weapon types and cannot be easily retrofitted for other weapon types.     Bayonet Cost: 100eb (Premium) • Eligible: All Non-Exotic Ranged Weapons fired with the Shoulder Arms Skill. When wielded, this weapon can also be used as a Light Melee Weapon. While this is attached to a weapon, it cannot be concealed under clothing.     Drum Magazine Cost: 500eb (Expensive) • Eligible: All Non-Exotic Ranged Weapons except Bows/Crossbows. The weapon holds a maximum number of shots equal to its Drum entry on the Clip Chart below. Only one clip can be attached to a weapon at a time. While this is attached to a weapon, it cannot be concealed under clothing.     Extended Magazine Cost: 100eb (Premium) • Eligible: All Non-Exotic Ranged Weapons except Bows/Crossbows. The weapon holds a maximum number of shots equal to its Extended entry on the Clip Chart chart below. Only one clip can be attached to a weapon at a time. While this is attached to a weapon, it cannot be concealed under clothing.     Grenade Launcher Underbarrel Cost: 500eb (Expensive) • Eligible: All Non-Exotic Ranged Weapons fired with the Shoulder Arms Skill. When wielded in two hands, the weapon can also be used as a Grenade Launcher, with only 1 grenade in its magazine. While this is attached to a weapon, it cannot be concealed under clothing. Requires 2 Attachment Slots.     Infrared Nightvision Scope Cost: 500eb (Expensive) • Eligible: All Non-Exotic Ranged Weapons. Reduces penalties imposed on your firing at a target obscured to you by darkness, smoke, fog, etc. to 0. Looking through the scope, you can distinguish hot meat from cold metal, but not more specifically than that. You can’t tell the brand of their Cyberarm from a distance, or see any of its internal surprises, for example.     Shotgun Underbarrel Cost: 500eb (Expensive) • Eligible: All Non-Exotic Ranged Weapons fired with the Shoulder Arms Skill. When wielded in two hands, the weapon can also be used as a Shotgun, with only 2 shots in its magazine. While this is attached to a weapon, it cannot be concealed under clothing. Requires 2 Attachment Slots.     Smartgun Link Cost: 500eb (Expensive) • Eligible: All Non-Exotic Ranged Weapons. Installing or uninstalling a Smartgun Link takes an hour. A weapon is a Smartgun only when it has a Smartgun Link attached to it. Special Cyberware is required to take advantage of a Smartgun. A Smartgun Link must be connected to you with Interface Plugs or a Subdermal Grip in order to operate, both of which require you to have a Neural Link. A Subdermal Grip connects a Smartgun held in it automatically. You can plug in Interface Plugs as part of drawing a Smartgun into a free hand, as long as your Interface Plugs aren't already plugged into something else. Being disarmed of your Smartgun doesn't snap your cables, it just unplugs them from the Smartgun. Plugging them back in isn't an Action should you have the Smartgun in your hand, as their ports are designed for ease-of-use. Why go through all this trouble? Because when making Ranged Attacks with one, you add a +1 to your Check. Requires 2 Attachment Slots.     Sniping Scope Cost: 100eb (Premium) • Eligible: All Non-Exotic Ranged Weapons. Looking through the scope, user can see detail up to 800m/yds away. When attacking a target 51m/yards or further away with either a weapon's single shot firing mode or an Aimed Shot, you can add a +1 to your Check. Does not stack with TeleOptics Cyberware.  
 

Ammunition

    Basic Ammunition Cost 10eb (Cheap) Ammo Types Available: All except Grenades and Rockets This is the standard ammunition for the weapon. It has no special features.     Armor-Piercing Ammunition Cost: 100eb (Premium) Ammo Types Available: All except Shotgun Shells When using this ammunition, you ablate armor by 2 instead of 1 whenever you would ablate armor.     Biotoxin Ammunition Cost: 500eb (Expensive) Ammo Types Available: Arrows and Grenades only When using this ammunition, you deal no damage with your attack. Anyone meat hit by your attack must attempt to beat a DV15 Resist Torture/Drugs Check. Anyone who fails is dealt 3d6 damage directly to their HP. Their armor isn't ablated because it wasn't interacted with.     EMP Ammunition Cost: 500eb (Expensive) Ammo Types Available: Grenades only When using this ammunition, you deal no damage with your attack. Anyone hit by your attack must attempt to beat a DV15 Cybertech Check. If they fail, the GM chooses 2 pieces of their Cyberware or carried electronics to become inoperable for 1 minute. Cyberlimbs that are rendered inoperable act as their meat counterparts do when they have been dismembered, but they still hang loosely.     Expansive Ammunition Cost: 100eb (Premium) Ammo Types Available: Arrows, Bullets, and Slugs When using this ammunition, whenever you cause the Foreign Object Critical Injury, the victim rolls again on the Critical Injury table until they roll a Critical Injury that isn't Foreign Object. The victim then suffers that Critical Injury as well. This second injury deals no Bonus Damage.     Flashbang Ammunition Cost: 100eb (Premium) Ammo Types Available: Grenades only When using this ammunition, you deal no damage with your attack. Anyone hit by your attack must attempt to beat a DV15 Resist Torture/Drugs Check. Anyone who fails suffers the Damaged Eye and Damaged Ear Critical Injuries for the next minute. You do not take the Bonus Damage from the Critical Injuries.     Incendiary Ammunition Cost: 100eb (Premium) Ammo Types Available: Arrows, Bullets, Grenades, and Shotgun Shells When using this ammunition, whenever you deal damage to a target through their armor, you ignite the target. Until your target spends an Action to put themselves out, they take 2 damage directly to their HP whenever they end their Turn. Multiple instances of this effect cannot stack.     Poison Ammunition Cost: 100eb (Premium) Ammo Types Available: Arrows and Grenades only When using this ammunition, you deal no damage with your attack. Anyone meat hit by your attack must attempt to beat a DV13 Resist Torture/Drugs Check. Anyone who fails is dealt 2d6 damage directly to their HP. Their armor isn't ablated because it wasn't interacted with.     Rubber Ammunition Cost: 10eb (Cheap) Ammo Types Available: Arrows, Bullets, and Slugs Damage dealt using this ammunition cannot cause a Critical Injury. Additionally, attacks made with this ammunition cannot ablate armor. If damage dealt by this ammunition would reduce a target with more than 1 HP to less than 0 HP, they are instead left at 1 HP.     Sleep Ammunition Cost: 500eb (Expensive) Ammo Types Available: Arrows and Grenades When using this ammunition, you deal no damage with your attack. Anyone meat hit by your attack must attempt to beat a DV13 Resist Torture/Drugs Check. Anyone who fails is now Prone and Unconscious for 1 minute or until they are woken by taking damage or by someone else using an Action that touches them.     Smart Ammunition Cost: 500eb (Expensive) Ammo Types Available: Arrows, Bullets, and Rockets Targeting Scope Cyberware is required in order to make use of Smart Ammunition. When fired by a User without Targeting Scope Cyberware, Smart Ammunition won't fire even when the trigger is pulled, as a safety feature. When using this ammunition, whenever you miss a shot by 4 or less when using a weapon's single shot firing mode, your missed shot immediately has a second chance to hit your target. This second chance to hit is made by rolling again to hit the exact same shot DV on the range table which you missed, except that you add 10 to the d10 instead of anything you would typically add to the Check, with the only exception being LUCK. A target that can dodge bullets can choose to dodge this ranged attack as normal.     Smoke Ammunition Cost: 50eb (Costly) Ammo Types Available: Grenades only Obscures a 10m/yd by 10m/yd area with smoke for a minute on impact. The typical penalty for trying to perform a task obscured by smoke is -4.     Teargas Ammunition Cost: 50eb (Costly) Ammo Types Available: Grenades only When using this ammunition, you deal no damage with your attack. Anyone with meat eyes hit by your attack must attempt to beat a DV13 Resist Torture/Drugs Check. Anyone who fails suffers the Damaged Eye Critical Injury for the next minute. You do not take the Bonus Damage from the Critical Injury  
  Air Pistol Cost: 100eb (Premium) An Exotic Medium Pistol. Fires paint balls, which typically deal no damage. If filled with Acid, each Acid Paintball still deals no damage but lowers the SP of the target's armor (worn in the location shot) by one per successful hit. Great for capturing someone alive. This weapon cannot cause a Critical Injury. Ammunition costs the same as for a normal Medium Pistol, even if filled with Acid.     Battleglove Cost: 1,000eb (Very Expensive) A heavy gauntlet covering the hand and forearm. Contains three option slots for Cyberarm or Cyberlimb options. The options stored in the glove’s slots can be accessed when worn. Putting on or removing a Battleglove is an Action. The cost to purchase and install Cyberarm options is the same as for a Cyberarm. Any options stored in the Cyberarm or meat arm under the Battleglove are inaccessible while worn. Cannot be concealed.     Constitution Arms Hurricane Assault Weapon Cost: 5,000eb (Luxury) An Exotic 2 ROF Shotgun. Cannot make Aimed Shots. Holds 16 shots in a drum. Reloading takes two Actions over two turns. Requires BODY 11 or higher unless mounted.     Dartgun Cost: 100eb (Premium) An Exotic Very Heavy Pistol that only loads Non-Basic Arrow Ammunition. Has a clip of 8 arrows and reloads like a typical Very Heavy Pistol.     Flamethrower Cost: 500eb (Expensive) An Exotic Shotgun fired with the Heavy Weapons Skill. Fires only incendiary shells. Targets ignited take 4 HP damage at the end of their turns until they spend an Action to extinguish themselves. Cannot cause Critical Injuries or make Aimed Shots.     Kendachi Mono-Three Cost: 5,000eb (Luxury) Excellent Quality Two-Handed Exotic Very Heavy Melee Weapon. With the correct biometric key, damage ignores armor lower than SP11. In other cases, it functions as a standard Excellent Quality version. Can include a laser in the hilt for a neon blade effect (red is most popular).     Malorian Arms 3516 Cost: 10,000eb (Super Luxury) Excellent Quality Exotic Very Heavy Pistol. Deals 5d6 damage per shot. Comes with a permanent Smartgun Link, requiring Interface Plugs or a Subdermal Grip to function. Extremely rare and valuable.     Microwaver Cost: 500eb (Expensive) Exotic Very Heavy Pistol. On a hit, the target must beat a DV15 Cybertech Check. If they fail, two pieces of their cyberware or electronics become inoperable for 1 minute. Ammunition is costless but uses battery packs (8 shots per pack, 1 hour recharge). Extra battery packs cost 50eb.     Militech "Cowboy" U-56 Grenade Launcher Cost: 5,000eb (Luxury) Exotic 2 ROF Grenade Launcher. Holds 4 grenades and fires any Grenade Ammunition. Reloading requires two Actions over two turns. Requires BODY 11 or higher unless mounted.     Rhinemetall EMG-86 Railgun Cost: 5,000eb (Luxury) Exotic Assault Rifle fired with Heavy Weapons Skill. No Autofire or Aimed Shots. Holds 4 shots. Ignores armor below SP11. Reloading takes two Actions. Requires BODY 11 or higher unless mounted.     Shrieker Cost: 500eb (Expensive) Exotic Very Heavy Pistol. Causes Damaged Ear Critical Injury to the user if fired without ear protection. On a hit, target must beat DV15 Resist Torture/Drugs Check or suffer the same Critical Injury. Uses rechargeable battery packs (8 shots per pack, 50eb for extras).     Stun Baton Cost: 100eb (Premium) One-Handed Exotic Medium Melee Weapon. If damage would reduce a target below 1 HP, they instead fall Unconscious at 1 HP. Cannot cause Critical Injuries or ablate armor.     Stun Gun Cost: 100eb (Premium) Exotic Heavy Pistol. If damage would reduce a target below 1 HP, they fall Unconscious at 1 HP. Cannot cause Critical Injuries or ablate armor. Battery-powered (8 shots per pack, 1-hour recharge, 50eb per extra pack).     Tsunami Arms Helix Cost: 5,000eb (Luxury) Exotic Assault Rifle fired only with the Autofire Skill. Can only be used in Autofire mode (no Aimed Shots or single shots). Holds 40 bullets and consumes 20 per attack. If the attack hits, roll 2d6 and multiply the result by how much you beat the DV (max multiplier 5). Reloading takes two Actions. Requires BODY 11 or higher unless mounted.

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