Aberrant 2.0 Trinity Weapons: Difference between revisions
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==Variants== | ==Variants== | ||
*'''Olaminium Edge''': Some hardtech melee weapons have been forged (at exorbitant cost) with olaminium edges, allowing them to maintain fantastically sharp edges. These weapons deal +1 damage and have + | *'''Olaminium Edge''': Some hardtech melee weapons have been forged (at exorbitant cost) with olaminium edges, allowing them to maintain fantastically sharp edges. These weapons deal +1 damage and have +2 AP, but cost 2 resource dots more and mass 50% more than equivalent weapons. | ||
*'''Non-Metallic''': Non-metallic weapons cost 1 more than their equivalent metallic weapons and cannot be detected by metal scanners. | *'''Non-Metallic''': Non-metallic weapons cost 1 more than their equivalent metallic weapons and cannot be detected by metal scanners. |
Revision as of 23:42, 11 September 2011
Melee
Biotech melee weapons used by a formatted Psion gain +1 accuracy to all attacks.
Standard
- Ceramic Knife: Damage Str + 2L, AP:1
- High-density high-strength ceramic blades tend to hold a sharper, better-penetrating point and edge than 2020-era ones.
- Spider Harness: Damage 8L, Accuracy (Wits + Psi), Mass 5
- A Spider Harness when Formatted is semi-autonomous and attacks independently of the user, making up to (Wits/2, round up) attacks with its eight articulated "legs". A Spider may never make more than 3 attacks in one combat round.
- Sonic Knife: Damage 1-10, AP:5 (Bashing/Lethal as desired)
- Sonic Knives cannot damage hard objects such as metal, industrial plastic, some types of body armor, and some particularly hardy Novas. They cut through other items extremely well though, and are very useful tools although they make mediocre weapons.
- Vibroknife: Damage Str + 3L, AP:4
- Vibroknives do slightly more damage than low-tech knives but their primary advantage is the ease at which they slice through hardened materials, such as personal armor. On the other hand... don't botch.
- Vibrosword: Damage Str + 6L, AP:2
- Due to limitations on vibration hardening, vibroswords have lower vibrational frequencies and reduced armor piercing effectiveness, relative to vibroknives.
Assassination Weapons
- Poison Glove (Alchemy Recluse): Damage (as Unarmed) + Poison, Mass 0.5, Biotech (Tolerance 1).
- A poison glove can be used formatted or unformatted-however, an unformatted user may poison himself (while a formatted user is immune to the glove's toxins). Poison gloves can dispense either lethal or nonlethal poison. Lethal poison deals (15 - [Stamina + Resistance]) dice of lethal damage, at a rate of 1/turn, while nonlethal poison deals the same amount of dice in bashing damage at a rate of 1/turn.
- Poison Knife (Orgotek Wasp): Damage (Str + 2L) + Poison, AP(1), Mass 0.5, Biotech (Tolerance 1)
- The poison knife is a variant on the poison glove with identical rules for its toxin and the user's immunity or lack thereof. However, while the poison glove can poison someone with a touch (and is thus more covert), the poison knife requires the blade to be sunk into flesh to have the same effect.
- Gangrenix: Damage (Str + 2L) + Disease, AP (1), Mass0 .5, Biotech (Tolerance 2)
- The Gangrenix blade acts as a normal enamel combat blade, but uses an Algesis-boosted disease to do most of its killing. A target so much as nicked with the blade (if any damage gets past soak, or if the ping dice rolls a single damage level, or if the user rolls 5+ successes) is infected with gangrenix, which is a Disease with Potency +6, Damage [1]A/minute, a 1 day Interval, and also adds a -4 dice penalty to all actions due to extreme, excruciating pain (Mega-Stamina may reduce this as normal, it is cumulative with wound penalties). Success on the resistance roll converts the damage into "merely" 1d of Lethal damage per minute, meaning that the target is almost certainly going to die without extreme measures being taken (amputation being the easiest, Vitakinetic healing or the Healing power also being useful for sustaining life). Without formatting, the knife is as deadly to the user as it is to the victim, but a formatted user is immune to the disease.
Variants
- Olaminium Edge: Some hardtech melee weapons have been forged (at exorbitant cost) with olaminium edges, allowing them to maintain fantastically sharp edges. These weapons deal +1 damage and have +2 AP, but cost 2 resource dots more and mass 50% more than equivalent weapons.
- Non-Metallic: Non-metallic weapons cost 1 more than their equivalent metallic weapons and cannot be detected by metal scanners.
Ranged
Note that by default, attuning to a biotech weapon increases its accuracy dice pool by +1.
Trinity-era weapons are more advanced (and not just cosmetically) than Aberrant-era ones, often making use of electromagnetic acceleration, electrothermal propulsion, binary propellants, high-sectional-density flechettes, and other exotic techniques to improve their firepower and deadliness overall.
Pistols
Pistols in Trinity are somewhat more advanced and have superior recoil characteristics due to better propellants, improved engineering for recoil/etc, and are all considered select-fire weapons.
- Revolver (Stavros Cowboy): Acc +0, Dmg 6L, Range 50, RoF (Dexterity), Magazine 8, Conceal P, Mass 1, Min Str. 1
- Revolver (Banji Annabelle): Acc +2, Dmg 7L, Range 50, RoF (Dexterity), Magazine 6, Conceal J, Mass 1.5, Min Str. 2
- Autopistol (Banji Cyclone): Acc +0, Dmg 6L, Range 50, RoF 15, Magazine 15, Conceal P, Mass 1, Min Str. 1
- Autopistol (L-K Defender): Acc +1, Dmg 5L, Range 50, RoF 20, Magazine 20, AP:2, Conceal P, Mass 1, Min Str. 1
- Autopistol (Stavros Protector): Acc -1, Dmg 5L, Range 40, RoF 15, Magazine 15, Conceal P, Mass 1, Min Str. 1
- Machine Pistol (Stavros TEC-21): Acc -1, Dmg 6L, Range 40, RoF 40, Magazine 40, Conceal J, Mass 2, Min Str. 3
- Heavy Autopistol (L-K Avenger): Acc +0, Dmg 7L, Range 50, RoF 10, Magazine 10, Conceal J, Mass 2, Min Str. 2
- Heavy Autopistol (Stavros Auto): Acc +0, Dmg 8L, Range 50, RoF 9, Magazine 9, Conceal J, Mass 2, Min Str. 2
- Heavy Revolver (L-K Professional): Acc +2, Dmg 8L, Range 50, RoF (Dexterity/2), Magazine 6, Conceal J, Mass 2, Min Str. 2
- Very Heavy Revolver (Ares Peacebringer): Acc +1, Dmg 10L, Range 60, RoF (Dexterity/2), Magazine 5, Conceal O, Mass 2.5, Min Str. 4
- Very Heavy Pistol (L-K Mjolnir): Acc +0, Dmg 10L, Range 60, RoF 2, Magazine 10, Conceal O, Mass 2.5, Min Str. 4 (3 with stock)
- Plasma Pistol (Voss 22P): Acc +1, Dmg 12L [3], Range 10, RoF 1/2, Magazine 5, Conceal O, Mass 2.5, Min Str. 6 (5 with stock)
Psi-Amps
Psi-Amps must be formatted to the user to work.
- EK Gauntlet (Orgotek Iris-L): +2 accuracy and +2d to all Psi rolls to use Electrokinesis and Psychokinesis effects for offense, Conceal O, Mass 2, Min Str. 1
- Electrolaser Gauntlet (Orgotek EL-12): Acc + 1, Dmg 12d EMP (12B against living targets), Range 100, RoF 2, Magazine 30, Tolerance 3, Conceal O, Mass 2, Min Str. 1
- Force Gauntlet (Orgotek 212-F): Brawl attacks do +1 damage and can reach up to 30 meters, Tolerance 2, Conceal O, Mass 2, Min Str. 1
- Sureshot Gauntlet (Orgotek SL-3): Acc + 4, Dmg 10L, Range 100, RoF 2, Magazine 30, Tolerance 3, Conceal O, Mass 2, Min Str. 1
Stun Weapons
Stun weapons, such as Tasers and Screamers, are generally much less restricted due to lower lethality than comparable lethal weapons. Screamers, due to their methodology, ignore all non-Stamina soak, while Tasers, if they successfully deal damage, add +2 difficulty to all opponent actions, which lasts 1 round for every level of bashing damage dealt. Designed with complex safety features, screamers and tasers are designed to minimize loss of life and deal only bashing damage, which does not spill over into lethal damage without intentional misapplication that cannot occur in the heat of combat. Black market screamers and tasers (also known as "Decapped" versions or "Frazzlers") have removed these safety limits and may spill damage over to lethal.
- Screamer Pistol (Ares Whistler): Acc + 0, Dmg 6B, Range 15, RoF 1, Magazine 20, Conceal J, Mass 1.5
- Screamer Carbine (Ares Supersonic): Acc + 1, Dmg 10B, Range 20, RoF 5, Magazine 30, Conceal O, Mass 3
- Taser Baton (Banji Lightning): Acc + 1, Dmg 10B, Range 10, RoF 1, Magazine 20, Conceal J, Mass 1.5
- Taser Pistol (Orgotek Electric Eel): Acc + 2, Dmg 10B, Range 20, RoF 1, Magazine 20, Conceal J, Mass 2, Bio (Tolerance 1)
Vertigo Weapons are experimental, and deal no damage (ignoring all soak). Instead, a successful attack with these weapons adds +2 to the difficulty of any actions, an effect which lasts one turn for each "damage" success. These weapons are still experimental and use a combination of sound waves and lights intended to cause seizures to create their effect. A Nova may resist with Sensory Shield, each dot of that power "soaking" 2 dice of vertigo "damage".
- Vertigo Pistol (Orgotek VP-2): Acc + 0, Damage 4 (Vertigo), Range 15, RoF 1, Magazine 10, Conceal J, Mass 1.5
- Vertigo Carbine (Orgotek VC-4): Acc + 1, Damage 6 (Vertigo), Range 25, RoF 1, Magazine 20, Conceal O, Mass 2.5
Webguns
Webguns fire entangling nets at targets, restricting movement.
- Biotech Webcaster (Alchemy Webgun): Acc +2, Dmg 0, Range 20, RoF 1, Magazine 5, Conceal N, Mass 5, Bio (Tolerance 2)
- The Alchemy Webgun uses high-tensile-strength spidersilk webs, which require a cumulative 20 successes (on a difficulty +2 Strength + Might roll) to break out of.
- Net Launcher (L-K Netgun): Acc +3, Dmg 0, Range 25, RoF 1, Magazine 8, Conceal N, Mass 8.5
- The L-K Netgun may fire CNT-reinforced smartwebs (a cumulative 25 net successes on a difficulty +3 Str + Might roll required), electrified shock webs (15 net successes on a difficulty +2 Str + Might roll needed) that deal damage equal to a taser baton each round until the victim is unconscious, or monofilament shredders which deal 10L initial damage and an additional 5L damage for each turn the target struggles. Freeing oneself from a monofilament web also deals 1 automatic, unsoakable lethal damage level above.
Rifles
- Bolt Action Rifle: Acc +1, Dmg 8L, Range 200, RoF 2, Magazine 10, AP:2, Conceal O, Mass 3.5, Min Str. 2
- Automatic Carbine (Stavros Diplomat): Acc -1, Dmg 7L, Range 80, RoF 50, Magazine 50, AP:2, Conceal O, Mass 3, Min Str. 3
- Automatic Carbine (Banji Tornado): Acc + 1, Dmg 8L, Range 125, RoF 40, Magazine 40, AP:2, Conceal O, Mass 3, Min Str. 2
- Automatic Carbine (L-K MAC-803): Acc + 1, Dmg 8L, Range 150, RoF 50, Magazine 50, AP:2, Conceal O, Mass 4, Min Str. 2
- Coil Rifle (Banji 02 Hornet): Acc + 1, Dmg 10L, Range 200, RoF 60, Magazine 60, AP:3, Conceal O, Mass 4, Min Str. 3
- Voss 93T High-Threat Combat Rifle: Acc + 4 (ECS Linked), Dmg 11L (coilgun), Range 200, RoF 50, Magazine 100, AP:2, Conceal N, Mass 8, Min Str. 3
- Screamer: Damage 10B/L (ignores armor, soak via Stamina only), Range 25, RoF 1, Magazine 40
- Plasma: Damage 12L [3], Range 25, RoF 1, Magazine 8
Shotguns
- Shotgun (Banji Thunder): Accuracy +0, Dmg 9L, Rng 30, Rate 2, Magazine 10, Conceal O, Mass 4, Min Str. 2
- Shotgun (Stavros .00): Accuracy +1, Dmg 8L, Rng 40, Rate 2, Magazine 8, Conceal O, Mass 4, Min Str. 2
- Automatic Shotgun (L-K Sentinel Auto): Accuracy +0, Dmg 8L, Rng 30, Rate 10, Magazine 10, Conceal N, Mass 5, Min Str. 3
- Jury-Rigged Shotgun (Street Sweeper): Accuracy -1, Dmg 10L, Rng 10, Rate 1, Magazine 1, Conceal O, Mass 4, Min Str. 3
- Like all jury-rigged weapons, 1s subtract successes from any attack roll.
Lasers
- Gauntlet (Orgotek Minipulse-L): Accuracy +2, Dmg 6L, Rng 80, RoF 2, Magazine 12, Bio, Tolerance 1, Conceal J, Mass 2, Min Str. 1
- Gauntlet (Orgotek Pulse-L): Accuracy +3, Dmg 10L, Rng 200, RoF 2, Magazine 35, Bio, Tolerance 1, Conceal J, Mass 2, Min Str. 1
- Pistol (Alchemy 2117-A): Accuracy +2, Dmg 8L, Rng 200, RoF 2, Magazine 25, Bio, Tolerance 1, Conceal J, Mass 1, Min Str. 1
- Pistol (L-K Personal Protector): Accuracy +2, Dmg 8L, Rng 250, RoF 2, Magazine 25, Conceal P, Mass 1, Min Str. 1
- Carbine (Alchemy 2118-D): Accuracy +2, Dmg 12L, Rng 300, RoF 15, Magazine 40, AP:1, Bio, Tolerance 2, Conceal O, Mass 3, Min Str. 1
- Carbine (L-K Vindicator II): Accuracy +2, Dmg 12L, Rng 300, RoF 15, Magazine 45, AP:2, Conceal O, Mass 3, Min Str. 1
- Carbine (Orgotek Hornet VI Pulse Laser): Accuracy +3, Dmg 12L, Rng 350, RoF 20, Magazine 60, Bio, Tolerance 2, Conceal O, Mass 3, Min Str. 1
- Sniper Rifle (L-K Intervention): Accuracy +0/3 (undeployed/deployed), Dmg 12L [3], Rng 1,000, RoF 1, Magazine 5, AP:3, Conceal N, Mass 12, Min Str. 3/1 (undeployed/deployed)
Flechette Guns
All flechette weapons have three damage ratings. Each damage rating uses a certain number of shots, listed with the weapon.
- Pistol (Alchemy Bulldog): Accuracy +1, Dmg 6/8/10L, Rng 30, RoF 60, Magazine 60, uses 5/10/20 shots, Bio, Tolerance 1, Conceal J, Mass 1, Min Str. 1
- Pistol (Ares Suresting): Accuracy +1, Dmg 6/8/10L, Rng 30, RoF 60, Magazine 60, uses 5/10/20 shots, Conceal J, Mass 1, Min Str. 1
- Small Pistol (Orgotek Stinger): Accuracy +1, Dmg 4/7/9L, Rng 30, RoF 36, Magazine 36, uses 3/6/12 shots, Bio, Tolerance 1, Conceal P, Mass 0.5, Min Str. 1
- Carbine (Orgotek Scorpion): Accuracy +1, Dmg 8/10/12L, Rng 30, RoF 120, Magazine 120, uses 6/12/24 shots, Bio, Tolerance 2, Mass 2.5, Min Str. 2
- Shredder Rifle (Ares Mauler): Accuracy +2, Dmg 9/12/15L, Rng 50, RoF 200, Magazine 200, uses 10/20/40 shots
Heavy Weapons
Heavy weapons obviously use the Heavy Weapons skill to fire. One dot of M-Str counts as 10 dots of strength for the purposes of weapon strength requirements.
Missile Launchers
- Disposable Missile (Voss Spiker): Accuracy +0, Dmg 14L [7], Range 400, Rate 1, Magazine 1, AP:4, Guided, Mass 3, Min Str. 2
- SAM (L-K Killjoy): Accuracy +3, Dmg 16L [8], Range 2,500, Rate 1, Magazine 4, AA, Exp:3, Guided, Mass 12, Min Str. 3
- Anti-Tank Missile (L-K Lancer): Accuracy +0, Dmg 16L [10], Range 1,000, Rate 1, Magazine 1, AP:8, Guided, Mass 8, Min Str. 3
Support Machine Guns
- Light Coilgun (ClinTech M-60): Accuracy +1, Dmg 12L [3], Range 600, Rate 50/10, Magazine 100, Burst:5, AP:3, Mass 10, Min Str. 3
- Heavy Coilgun (L-K BigBoy R5): Accuracy +1, Dmg 15L [4], Range 600, Rate 80/10, Magazine 80, Burst:8, AP:4, Mass 40, Min Str. 8
- Continuous Beam Laser (Ulanbator QSG-6): Accuracy +3, Dmg 11L [3], Range 1000, Rate 100, Magazine 100, AP:2, Mass 14, Min Str. 2
- A continuous beam laser is extremely hard to dodge, penalizing all dodge attempts by +2 difficulty.
Anti-Armor Weapons
- Assault Cannon (ClinTech M-24 Sledgehammer): Accuracy +2, Dmg 12L [4], Range 800, Rate 1, Magazine 5, AP:5, Mass 15, Min Str. 6
- A large rifle intended for use with 18-30mm explosive armor-piercing ammunition.
- Pulse Cannon (Jianshi T-90): Accuracy +2, Damage 25L [12], Range 500, Rate 1/4, Magazine (inf), AP:10, Mass 74, Min Str. 13 (without tripod), 2 (deployed with tripod)
- Anti-armor and anti-aberrant particle accelerators, pulse cannons are absolutely brutal against heavily armored targets.
Autonomous
- Antipersonnel Bomblet Projector (Jianshi T-150 ADS): Accuracy 7d, Damage 10L, Range 150, Rate 3, Magazine 3, Area: 3, Mass 10, Min. Str 2
- Bomblet Projectors are backpack-sized autonomous weapons which fire automatically with the dice pool given above, requiring no conscious action from the user. These bomblets are intended for elimination of tightly packed light infantry. Bomblet projectors ignore all multiple action penalties and can empty their magazine in a second.
- Antiarmor Bomblet Projector (ClinTech Steel Rain): Accuracy 7d, Damage 12L [3], Range 50, Rate 1, Magazine 1, Area: 3, AP: 2, Mass 15, Min. Str 3
- This heavier bomblet projector is intended for elimination of power armored soldiers at the cost of significantly lower sustainability.
Energy Weapons
- Plasma Cannon (Voss 88T): Accuracy +0, Dmg 20L [5], Range 30, Rate 5/1, Magazine 50, Burst:5, Mass 40, Min Str. 8
- Lightning Gun (TechnoDyne Zeus): Accuracy +1, Dmg 16L [4] + 8d EMP, Range 1000, Rate 1, Magazine (inf), AP:3, Bio, Tolerance 3, Mass 34, Min Str. 7
- Orgotek SAWS: Accuracy +4, Dmg (See Below), Range (As Mode), Rate (As Mode), Magazine (As Mode), Mass 14, Bio, Tolerance 1, Min Str. 3
- Electrokinetic Beam: Damage 10L, Range 500, Rate 5, Magazine 50 (recharges)
- 30mm Slugs: Damage 10L[3] (or grenade), Range 300, Rate 2, Magazine 12, AP:3
- Fragmentation Shells: Damage 10L [4], Exp:3
- Incendiary: Damage 4L[5], burning (targets catch fire for 6L/turn)
- HEAP: Damage 12L[4], AP:4
- Chemical: Varies by chemical type.
- The SAWS cannot be used unformatted and consists of the laser and an organic accelerator cannon. The cannon has 8 shots in a drum which can be loaded with any combination of projectiles.
Vehicle Weapons
Certain VARGs may mount modular weapons. Weapons given here are those weapons, which can be installed in the corresponding hardpoint. Weapons may come in Light, Medium, Heavy, or Support variants.
Light Weapons
- Antipersonnel Mount: Mounts an infantry-scale weapon (typically heavy coilgun) and fires automatically with a dice pool of 5d + sensor bonus.
- Light Autolaser: Accuracy +2, Range 500, Damage 13L [3], Rate 40, Magazine (inf), AP:3
- Light Laser Cannon: Accuracy +2, Damage 15L [5], Range 750, Rate 5, Magazine (inf), AP:5, AA
- Rocket Pod: Accuracy +2, Damage 16L [6], Range 500, Rate 20, Magazine 20, AP:2, AV:1, Exp:4
- Coilgun MG: Accuracy +1, Damage 15L [4], Range 600, Rate 120/15, Magazine 1200, Burst:8, AP:4
- SAM Rack: Accuracy +2, Damage 14L [8], Range 2,500, Rate 1, Magazine 20, AA, Exp:3, Guided
- Anti-Tank Missile Rack: Accuracy +0, Damage 16L [10], Range 1,000, Rate 1, Magazine 6, AP:8 Guided
- Small Missile Pod: Accuracy +0, Range 2,000, Damage 25L [10], Rate 3, Magazine 3, AP:10 Guided
- Small Plasma Cannon: Accuracy +0, Damage 21L [7], Range 60, Rate 15/3, Magazine (inf), Burst:5
- 60mm Grenade Launcher: Accuracy +0, Damage 12L [5] or as grenade, Range 100, Rate 15, Magazine 100, Exp:3
- Flechette/Buckshot: Damage 14L, Range 50, hits everything in an arc
- HEAP: Damage 14L [8], AP:5
- Incendiary: Damage 6L [6], Area:3, Incendiary (successful attack sets target on fire, doing 6L/turn until put out)
- Chemical: Damage None, Area:3, Gas Payload (choose any airborne toxin to deploy)
- Ion Whip: Accuracy +0, Damage Strength + 5L (+5d EMP)
Heavy Weapons
- Particle Cannon: Accuracy +2, Range 1,000, Damage 25L [12], AP:10, Rate 1, Magazine (inf)
- Missile Pod: Accuracy +0, Range 2,000, Damage 25L [10], Rate 9, Magazine 9, AP:10 Guided
- H-K Missiles: Accuracy +0, Damage 30L [14], Range 5,000, Rate 2, Magazine 2, AP:6, AA, Guided
- Medium Autolaser: Accuracy +2, Damage 15L [5], Range 750, Rate 30, Magazine (inf), AP:5, AA
- Medium Laser Cannon: Accuracy +2, Damage 20L [8], Range 1,000, Rate 3, Magazine (inf), AP:7, AA
- 90mm Mortar: Accuracy -2, Damage 20L [10] or as shell, Range 1,000, Rate 2, Magazine 30, Exp:5
- Flechette/Buckshot: Damage 15L [5], Range 80, hits everything in an arc
- HEAP: Damage 20L [10], AP:10
- Incendiary: Damage 8L [8], Area:5, Incendiary (successful attack sets target on fire, doing 7L/turn until put out)
- Chemical: Damage None, Area:5, Gas Payload
Support VARG Weapons
- Heavy Plasma Cannon: Accuracy +0, Range 800, Damage 30L [16], AP:12, Rate 1, Magazine (inf)
- Large Missile Pod: Accuracy +0, Range 2,000, Damage 25L [10], Rate 18, Magazine 18, AP:10 Guided
- Heavy Laser Cannon: Accuracy +3, Damage 24L [12], Range 8,000, Rate 2, Magazine (inf), AP:9, AA
- 140mm Mortar: Accuracy -2, Damage 24L [15] or as shell, Range 1,500, Rate 1, Magazine 15, Exp:5
- Flechette/Buckshot: Damage 18L [7], Range 100, hits everything in an arc
- HEAP: Damage 25L [15], AP:12
- Incendiary: Damage 10L [12], Area:8, Incendiary (successful attack sets target on fire, doing 10L/turn until put out)
- Chemical: Damage None, Area:8, Gas Payload
Heavy Vehicle Weapons
One heavy vehicle weapon takes up 2 support weapon slots.
- Heavy Railgun: Accuracy +2, Dmg 35L [20], Range 1,500, Rate 1, Magazine 100, AP:15, AV:3
- Orbital Defense Missile: Accuracy -2, Damage 50L [40], Range 100,000, Rate 1/10, Magazine 1, Guided, AP:15, AV:10, Exp:5
- Tactical Nuclear Warhead: Damage 50A [75] + 50L [100] (halve lethal damage in vacuum), Exp:10
Superheavy Weapons
These cannot be mounted on VARGs.
- 200mm Coilgun: Accuracy +0, Damage 40L [25], Rate 1/3, Range 2,000, Magazine 40, AP:20, AV:4
- Anti-satellite mode multiplies its range by 20, but reduces its RoF to 1/12 and can only hit stationary or fixed-trajectory targets.
- Superheavy Laser Cannon: Accuracy + 2, Damage 36L [18], Rate 1/3, Range 3,000, Magazine (inf), AP:15, AV:2 in AT mode
- Accuracy +4, Damage 25L [15], Rate 1, Range 5,000, AP:10 in AA mode.
- Anti-satellite mode requires the vehicle to stay stationary and halves fire rate but multiplies ranges by a factor of 10.
Accessories
Trinity-era weapons have various powerful attachments that they can attach for enhanced combat functionality.
Attachments
- ECS
- An Electronic Combat Sight system is an adaptive sighting, ranging, and condition compensation system, which adds +3 accuracy to any weapon, adds +1 to accuracy bonus from the first turn of aiming (increasing the bonus to +3) and doubles the per-turn bonus for aiming (from +1 to +2). An ECS can be fitted on any SMG or rifle-sized weapon. The ECS also adds an additional +3 to awareness rolls when used to scan an area.
- Aberscope
- An Aberscope integrated into a weapon provides the same bonuses as an implanted LANSA system, except external in nature. Note that a Nova with a non-Permanent Quantum power active is automatically detected on LANSA/Aberscopes, allowing a soldier with an Aberscope or implanted LANSA to effectively combat even invisible Aberrants (even if the imprecision of LANSA detection does not provide a solid lock).
- Gyrostabilizer
- A gyrostabilized weapon is designed to stabilize its targeting and tracking, allowing it to more accurately track fast-moving targets. When fired in bursts, gyrostabilized weapons ignore the first enemy dodge success due to superior targeting.
- Overcharge/Overpressured
- Overcharged or overpressured weapons use overloaded ammunition or powerpacks and reinforced components to allow them to (relatively) safely deal additional damage. An overpressure or overcharged weapon deals an additional +2 damage and increases its AP score by 1. Of course, if more 1s are rolled than successes, the attack automatically botches. These weapons are also heavier (+50% mass), and harder to handle (+1 to min strength)
- Cooling Jacket
- Often used to make the high heat buildup of such overcharged or overpressure weapons more manageable, cooling jackets allow the user to ignore the first 1 rolled on any attack roll with the weapon in question.
- Underbarrel Screamer: Acc + 0, Dmg 10B, Range 20, RoF 1, Magazine 20,
- Underbarrel Grenade Launcher: Accuracy 0, Dmg 8L [5] or as grenade, Range 75, Rate 1, Magazine 1, Exp(1)
- Underbarrel Shotgun: Accuracy 0, Dmg 8L, Rng 20, Rate 2, Magazine 6
- Secondary weaponry has advanced with the development of synchronized aiming systems that adjust for the offset barrel. Recent technology has also introduced non-lethal screamer weaponry in an underbarrel mount, which has become popular with SWAT teams and other units needing to capture rather than kill.
Ammunition Types
- Olaminium: +3 damage, AP (+3)
- Olaminium ammunition is exceedingly rare and used only in the most high-threat of situations, like against Aberrants. Due to the fact that olaminium is a completely artificial element, it is virtually unheard of to find these rounds in use outside of elite military forces. Olaminium projectiles use extremely high-pressure propellants (or extremely high-power electromagnets) to get their incredible stopping power and armor penetration, and as such require specially modified weapons (cost increases to 3 if less than 3, +1 cost otherwise). The strength requirement of such weapons also increases by +2.
- Explosive: +2 damage, AP (+1)
- The Geneva Convention doesn't apply to "The One Race". Reactive ammunition such as this is also used by special investigators, black ops agents, and certain criminals. Armor-piercing explosive rounds are the successors to ammunition designs such as the "Raufoss" round, combining hardened penetrators with explosive cores.
- Gel: Bashing Damage, double armor/power soak, toxin payload (may be absorbed via skin)
- Gel rounds have soft gel heads and low velocities, and are commonly used with soporifics for riot control. Occasionally, gel rounds are paired with chemical agents such as Eclipsidol or Moxoquintaine to neutralize Aberrants with relatively quiet ammunition.
Aberrant-Era Ammunition
All ammunition from the Aberrant era exists (save Hypercore), and are listed below.
- Armor Piercing Ammo: AP:+3, Dmg(-1L or -[1] if weapon has damage adds)
- Beanbag/Rubber Bullet: Doubles armor/power-granted soak, deals bashing damage past 5 meters.
- Flamethrower: Shotgun only, no range increments, successful attack deals no damage but sets target on fire (4L/turn until put out, unsealed armor does not protect)
- Frag: Shotgun only, Dmg 10L, Area(0.5)
- +P: Dmg(+1), Weapon breaks if more 1s are rolled than successes.
- Match: Accuracy +1, Rng +25% if aiming.
- Multiplex: Accuracy +2, Dmg(-3), Dmg Add +[2].
- JHP/JSP/Other Antipersonnel: Dmg(-3), AP reduced to 0, Dmg Add +[3]. Minimum damage is 3L, weapons dealing 5L base damage or less add +[2] instead of +[3] to their Damage add.
- Subsonic: Dmg(-1) or (-2) if damage is greater than 8L, reduces weapon report (with suppressor), insufficient power to cycle weapon (RoF is reduced to 2 if normally higher than 2).