AI:L Armoury: Difference between revisions

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2d6+2, Range: 15m, Damage Threshold: 4, Recoil +1, Ammunition: 1, Semi-automatic<br>
2d6+2, Range: 15m, Damage Threshold: 4, Recoil +1, Ammunition: 1, Semi-automatic<br>


'''Nightfall Arms NSL ''Nein'' '''<br>
'''Nightfall Arms NSL ''Krone'' '''<br>
Damage: 1d6, AP x 2, Range: 20m, Damage Threshold: 3, Recoil 0, Ammunition 3, Fully-automatic<br>
Damage: 1d6, AP x 2, Range: 20m, Damage Threshold: 3, Recoil 0, Ammunition 3, Fully-automatic<br>
The NSL ''Nein'' is a lightweight submachine pistol firing narrow flechettes from a large forward mounted magazine that gives it an overall triangular appearance.  Designed for accuracy and rate of fire, the ''Nein'' relies on shot placement rather than bullet calibre for damage.  If the skill of the user is insufficient to accomplish this, the NSL can compensate with a high rate of fire.  The narrow, high velocity flechettes are effective at penetrating light armour, and can easily be charged with additional praxis effects.  The flechette's AP effect is useless against Aura shields which also often negate additional damage thresholds, so the ''Nein'' is most useful in the hands of those who have other means to bring down an opponent's magical defenses.<br>
The NSL ''Krone'' is a lightweight submachine pistol firing narrow flechettes from a large forward mounted magazine that gives it an overall triangular appearance.  Designed for accuracy and rate of fire, the ''Krone'' relies on shot placement rather than bullet calibre for damage.  If the skill of the user is insufficient to accomplish this, the NSL can compensate with a high rate of fire.  The narrow, high velocity flechettes are effective at penetrating light armour, and can easily be charged with additional praxis effects.  The flechette's AP effect is useless against Aura shields which also often negate additional damage thresholds, so the ''Krone'' is most useful in the hands of those who have other means to bring down an opponent's magical defenses.<br>





Revision as of 17:37, 6 February 2019

Back to Ascension Isle: Legacy

Vehicles

Seraphim Heartbreaker

Small Arms

Jibril Small Arms

Pistols

Mattock Trion 4PS
2d6, Range: 10m, recoil +2, Ammunition: 1, Semi-automatic

Mattock Trion 4PS Custom
2d6+2, Range: 15m, Damage Threshold: 4, Recoil +1, Ammunition: 1, Semi-automatic

Nightfall Arms NSL Krone
Damage: 1d6, AP x 2, Range: 20m, Damage Threshold: 3, Recoil 0, Ammunition 3, Fully-automatic
The NSL Krone is a lightweight submachine pistol firing narrow flechettes from a large forward mounted magazine that gives it an overall triangular appearance. Designed for accuracy and rate of fire, the Krone relies on shot placement rather than bullet calibre for damage. If the skill of the user is insufficient to accomplish this, the NSL can compensate with a high rate of fire. The narrow, high velocity flechettes are effective at penetrating light armour, and can easily be charged with additional praxis effects. The flechette's AP effect is useless against Aura shields which also often negate additional damage thresholds, so the Krone is most useful in the hands of those who have other means to bring down an opponent's magical defenses.


Ammunition Rules (temporary reference)
Suppressing Fire: Standard attack action. Expend one point of Ammunition from current weapon. Roll standard attack against target AC, ignoring cover. If successful, do no damage but remove Advantage from target for every 3 points of threshold for fully automatic weapons, 4 for semi-automatic weapons, or for every 5 points of threshold for single shot weapons.
Marching Fire: Standard attack action. Expend one point of Ammunition from current weapon. Gain +2 Accuracy Advantage whether the shot hits or misses. Can only be used by full-auto weapons.
Rapid Fire. Standard attack action. Expend one or more points of Ammunition from current weapon, up to the weapon’s rate of fire (1 for single shot, 2 for semiautomatic, 3 for fully automatic). Add the weapons recoil to the damage threshold, and then add 1 – 3 extra d6 for each damage threshold.


Rifles

Mattock 15CL
4d6, Range 25m, recoil +6, Ammunition: 2, Fully Automatic

Mattock 15CC
3d6+4, Range 20m, recoil +4, Ammunition: 2, Fully Automatic

Angelican 2LR
6d6+3, Range 100m, Recoil +8, Ammunition: 1, Scope: +2, Single Shot

Republic Small Arms

Pistols

Prion-Pillar M140
2d6, Range: 10m, Recoil +5, Ammunition: 1, Fully Automatic

Salva M52
4d6+4, Range: 10m, Recoil +10, Ammunition: 1, Single Shot

Rifles

Prion-Matchless M15
4d6, Range 25m, recoil +4, Ammunition: 3, Fully Automatic

Prion-Pillar M146
5d6, Range 100m, Recoil +6, Ammunition: 1, Semi-automatic

ZEN-Tek Small Arms

Pistols

Zipper Holdout Needler
2d10 Energy, AN: 5, EF:10, Range 100, Recoil +0, Ammunition: 5, Single Shot
The Zipper is a very small personal defense pistol, used as a holdout weapon. For this purpose the Zipper comes equipped with a mag-loaded wrist holster, which provides a +3 Quickdraw bonus to any initiative rolled before the first round of combat. The wrist holster also serves as charger, and the Zipper will steadily recharge off the users Ether Aura when not in use. This process usually takes an hour per point of energy, however the user can speed this along by rolling for Ether Recharge. Doing so is not advised by ZEN-Tek, and each such roll will decrease the weapon's maximum shot capacity by 1, until the power cell is provided maintenance.

Rifles

Markom Laser Pulse Rifle
2d10 Energy, AN: 5, EF:8, Range 200, Recoil +0, Ammunition: 10, 2 Shots
The Markom was the standard energy weapon of the Republic military. It is rugged and easy to use, but benefits greatly from the skill of the user. The Markom has a removable cooling sheath that significantly increases the bulk of the weapon, but reduces all overheat chances by -20%. The greatest restriction on the continued use of the weapon is the deterioration of the mass produced energy cells.

Straker Heavy Beam Spitter
3d10 Energy, AN: 10, EF:6, Range 200, Recoil +0, Ammunition: 10, 2 Shots or x2 AP
The Straker is a heavy beam weapon capable of rapidly cycling for multiple shots, or firing a single powerful beam that can cut through armour. The Straker has additional cooling coils for easy overload, and so does is at -50% to overload chances. Due to its weight the user must have at least a Physique of 5 to carry it, and the shooter's move speed is halved on rounds in which they fire the Straker.

SPIKE ATACK
6d6 x 3 AT, Range: 500m (Max 1km), Guidance: +3, 1 Shot
The SPIKE Auto-Tracking Armoured Craft Killer was the standard anti armour weapon of the Republic, and a nasty surprise indeed to Crusaders during the war. ZEN-Tek stubbonly persists in using the confusing Acronym "ATACK" for this class of weapon, which initially led to some battlefield confusion ("Launch the ATACK!") before the Republic settled on calling them TACs. The SPIKE uses a multispectral seeker that proved difficult to shake, and could engage beyond the practical ranges of many Jibrilite weapons. Its use is now restricted by the shrinking quantity of serviceable missiles. When firing the SPIKE operator must remain stationary, and must take at least one aim action before firing, and then after firing the SPIKE takes ten special actions to reload, although this can be sped up with a well trained two man crew.

Kausa's Garage

Explosive Gyrojet Zip Gun
3d6+2 damage, range 5m, recoil 2, Ammunition 1, Semi-automatic
This ugly, jury-rigged pistol shoots small, gyroscopically stabilized rockets which explode on impact. Truly a marvel of kobold engineering, especially considering Kausa is missing a few fingers for some reason.

Melee Weapons

Pocket Knife

Combat Knife

Machete

Shortsword

Longsword

Saber

Greatsword

Axe

Spear

Staff

Pike

Moralltach - Sword of Great Fury
Aran's arclave, a powerful Fey artifact. Moralltach is a long, thin curved two-handed blade edged with the tales of those the Morrigan has defeated.
Damage: 1d10, Damage Threshold: 3 (2), +2 Attack Advantage, +2 Max Core Aether, +2 Max Aura
Moralltach is a Fey arclave, and does not fold up like Jibrilite devices. Instead it can dematerialize into the weilder's aura. Calling it forth requires the commitment of one point of Core Aether as a free interrupt. Reclaiming the Core Aether dematerializes the weapon. If the Aether is spent rather than committed the sword will remain materialized until the user decides to dematerialize it again.
By spending 1 Aether as a free interrupt the wielder may reduce the Damage Threshold of Moralltach from 3 to 2 for a round.
By spending 3 Aether when making an attack declaration the wielder my give Moralltech APx3 and Overwhelming 1
On a hit, Moralltach inflicts one of the following automatic wounds, of the user's choice:

1d6 additional fire damage for every damage die rolled (can crit)
1 point of lost Aura for every damage die rolled
1 point of lost Core Aether

Personal Protective Equipment

Jibril Gear

Fusilist under shirt
10DR, Coverage 4

Fusilist coat
5DR, Coverage 7

Fusil Skysilk coat
10DR, Coverage 7, Transmute Immune

Cruxis 1CA Peace Armour
10DR, Coverage 5, Physique rolls:-1, Aspex Praxis in helmet.

Cruxis 2CA Crusade Armour
15DR, Coverage 7, Physique rolls:-1, Aspex Praxis in helmet.

Cruxis 3CA Crusade Armour
15DR (17DR Half Energized), Physique rolls:-1, Coverage 7, Aspex Praxis in helmet, Reinforce Praxis in chest

ZEN-Tek Gear

Eejee Aurolectric Personal EnGlobe
20DR (Ranged only, Fully Energized), Coverage: 10, Activation Cost: 1 Core Ether (first activation)
The Eejee is a wonder of ZEN-Tek science. It achieves superior protection to all defensive spells and Praxi, and at far lower ether cost. The device itself is an adjustable harness worn over the upper chest, usually below the clothing (ZEN-Tek even offers a comfortable sports bra version!). The Eejee is invisible when on standby, but when active will flash as a faint sphere of light around the user. The Eejee does have three weaknesses. While calibrated against all ranged attacks, it provides no protection against close quarters attacks (setting the field to do so might trigger it every time the user moved). While the Eejee provides full protection against Atomic attacks such as megabolt, if penetrated by a megabolt the generator is extremely prone to damage, and will immediately fail if -1DR or more of damage is dealt. Finally, the field can be quickly overwhelmed by multiple attacks. Each activation defends only against one attack (although it will defend against all shots in that attack), and each subsequent activation costs twice as much ether as the previous activation (1,2,4,8,16!. . .). The number of activations the Eejee is allowed is pre-set by the user, and cannot be changed on the fly, sometimes leading the system to draw more power than the user is comfortable with. Resisting this power draw is a free interrupt Aether + Ether Channel roll at DC 15.

Combat Drugs

Restorative drugs refill exploits

Booster drugs increase stats

Moment drugs grant advantage