Magical Gun Porn: Difference between revisions
Line 10: | Line 10: | ||
Initiative modifiers from firearms only apply when using the firearm (or drawing it). If you're just dodging/kicking someone in the shins, don't use them. 1H melee weapons should have +2 Init, 2H ones +1 Init. | Initiative modifiers from firearms only apply when using the firearm (or drawing it). If you're just dodging/kicking someone in the shins, don't use them. 1H melee weapons should have +2 Init, 2H ones +1 Init. | ||
"Assault Weapons" attack at -2 difficulty to hit and damage against anyone not shooting back who has less than 1 dot of Firearms. Magical weapons with discrete stats (like Mjolnir or the Thunderhead) are also listed. | "Assault Weapons" attack at -2 difficulty to hit and damage against anyone not shooting back who has less than 1 dot of Firearms in America. Magical weapons with discrete stats (like Mjolnir or the Thunderhead) are also listed, with their names in '''bold'''. | ||
=Small Guns= | =Small Guns= |
Revision as of 18:09, 29 July 2013
Basic Gun Rules
Guns are all base difficulty 6 unless explicitly stated otherwise. Using guns at point-blank range (less than 5m) is -2 difficulty for small guns, -1 diff for big guns, and +2 diff for really big guns.
Firing 3-round bursts is +2d to the accuracy dice pool with no difficulty increase. Firing fully-automatically is +10d to the dice pool with no difficulty increase but halves the gun's range. Strafing is firing fully automatically but adds +1 difficulty for every target past the first, dividing its successes on the attack roll evenly (rounded up!) to all targets.
Full-automatic fire uses up 30 shots if the weapon has more than 30 shots in its magazine, or the entire magazine if the weapon has 30 or fewer rounds in its magazine. A weapon cannot attempt full-auto fire with 10 or fewer shots remaining. A weapon with (A) behind its rate (ex: RoF 5A) can fire full-auto. A weapon with (B) behind its rate (ex: RoF 2B) can fire bursts but not full-auto. Weapons with neither can only fire single shots.
Armor Piercing reduces the effectiveness of armor on a one-to-one basis. If applied via Entropy/Matter/Correspondence magic, apply 2 points of Armor Piercing per success on an arete roll.
Initiative modifiers from firearms only apply when using the firearm (or drawing it). If you're just dodging/kicking someone in the shins, don't use them. 1H melee weapons should have +2 Init, 2H ones +1 Init.
"Assault Weapons" attack at -2 difficulty to hit and damage against anyone not shooting back who has less than 1 dot of Firearms in America. Magical weapons with discrete stats (like Mjolnir or the Thunderhead) are also listed, with their names in bold.
Small Guns
- Dinky Pistol (.22): 5L damage, Magazine 20, RoF 5, Range 30, Conceal P, Init +2
- Dinky Pistol In PDW Caliber (FN Five-seveN 5.7mm): 5L damage, Armor Piercing 2, Magazine 20, RoF 5, Range 40, Conceal P, Init +1
- Small Pistol (9mm): 6L damage, Magazine 15, RoF 5, Range 40 , Conceal J, Init +1
- Machine Pistol (9mm): 6L damage, Magazine 20, RoF 3A, Range 30, Conceal J, Automatic, Init +1
- X-5 Technocrat Pistol: 6L damage, Armor Piercing 1, Magazine 20, RoF 3A, Range 50, Conceal J, Automatic, Init +1
- Big Pistol (.45): 6L damage, Armor Piercing 1, Magazine 7, RoF 2, Range 50, Conceal J, Init +1
- SMG (9mm or .45): 6L damage, Armor Piercing 1, Magazine 40, RoF 5A, Range 50, Conceal T, Automatic, Init +0
- Huge Pistol (Desert Eagle): 7L damage, Magazine 7, RoF 2, Range 50, Conceal T, Minimum Strength 2 to use, 3 to use one-handed, Init +0
- Ridiculous Hand Cannon (.500 S&W Magnum Revolver): 8L damage, Magazine 5, RoF 2, Range 75, Conceal T, Minimum Strength 3 to use, 4 to use one-handed, Init -1
- Mjolnir Mark IV: 10L damage, Armor Piercing 2, Magazine 10, RoF 1, Range 100, Conceal T, Minimum Strength 4 to use, 5 to use one-handed, Init -1
Bigger Guns
- Carbine (M-4, AK74SU): 7L damage, Magazine 30, RoF 3A, Range 100, Conceal T, Automatic, Init +0
- Small Rifle (M-16, AN-94, AK-47): 7L damage, Armor Piercing 1, Magazine 30, RoF 3A, Range 100, Conceal N, Automatic, Init -1
- Big Rifle (M-14, 30.06 hunting rifles): 8L damage, Armor Piercing 1, Magazine 10, RoF 2B, Range 200, Conceal N, Init -2
- Technocratic Space Rifle: 8L damage, Armor Piercing 1, Magazine 50, RoF 5A, Range 150, Conceal N, Automatic, Init -1
- Shotgun: 10L damage slug, 7L damage shot with +2 accuracy, Magazine 8, RoF 2, Range 60 (slug)/30 (shot), Conceal T, Init +0
Really Big Guns
- .50 Caliber Rifle: 10L damage, Armor Piercing 2, Magazine 10, RoF 1, Range 250, Conceal N, Init -3
- X14A Thunderhead: 10L damage, Armor Piercing 2, Magazine 200, RoF 5A, Range 200, Conceal "Ahahaha Fuck No", Minimum Strength 3 to use, only fires bursts/full-auto, Init -3
- .50 Caliber Machine Gun: 10L damage, Armor Piercing 2, Range 150, RoF 3A, Automatic, Init -3
- 20mm Autocannon (the HITMark Mk V Special): 12L damage, Armor Piercing 4, Range 200, RoF 3A, Automatic, Init -4
- Shitty Soviet Surplus RPG (RPG-7): 20L damage, Armor Piercing 10, Range 50, RoF 1, Init -5
- Not Shitty Soviet Surplus RPG (RPG-29): 30L damage (roll as 20L + [5]), Armor Piercing 15, Range 75, RoF 1, Init -5
Armor
Armor has a rating against damage (regular) and a rating against bullets (ballistic). Roll the appropriate rating to soak damage.
- Thick Clothing: 1R/0B
- Bulletproof Vest: 1R/3B
- Military Bulletproof Vest: 2R/4B
- Contact Sports Stuff: 3R/0B
- Technocratic Armor Implants: 2R/2B per 2 pts spent
- Impact Armor: 4R/6B
- Riot Gear: 5R/3B, -1 Dexterity Penalty for movement (dodging, athletics, melee combat, Init, etc)
- Full Plate: 6R/2B, -2 Dexterity Penalty for movement (but not melee combat)
- SWAT Gear: 4R/6B, -2 Dexterity Penalty for movement
- Bomb Suit: 5R/8B, -4 Dexterity Penalty
Hardened Armor
Hardened Armor reduces damage outright (i.e. automatic successes) and is equally effective against firearms and non-firearms. Hardened Armor negates its rating in Armor Piercing before any AP effects apply.
- Ceramic Trauma Plate: +1H to any modern body armor, breaks after 1 hit. Can be bypassed at +1 difficulty on a called shot.
- HITMark V: 3H + 6d Stamina soak
- Alanson Hardsuit: 4H (5H with heavy armor)
- Martinez Hardsuit: 6H (8H with heavy armor)
- APC/Stryker: 6H
- Tank: 12H
Ammo
Most ammunition is mundane and requires no special magic to alter. A character with Matter 2 or 3 can make them with no difficulty. Magical ammunition is in bold. These ammo types are Charms, with 1 magazine being 1 charm.
- AP: -1 Damage, +3 AP
- Airburst: +1 Damage, -1 difficulty to attack (Forces 2/Correspondence 2)
- Ectoplasmic Disruptor: Can hit spirits normally (Dimensional Science or Spirit 2)
- Explosive: +2 Damage. Weapon explodes on a botch.
- Flechette: +1 Damage, +2 AP. Hardened armor doubles its effectiveness.
- Gyrojet: +2 Damage, half-damage at point-blank range.
- Guided Gyrojet: +2 Damage, half-damage at point-blank range, -1 difficulty. (Forces 2)
- Incendiary: +1 Damage, sets target on fire
- Guided: -2 difficulty on attack, with an additional -1 difficulty per turn of aiming (locking on). Yes, you can shoot someone in the eye at diff 3. (Correspondence 3)
- Hypervelocity: +2 damage, +2 AP, +1 difficulty on bursts/+2 difficulty on full-auto, weapon requires +1 Strength to use. (Forces 2)
- JHP/JSP/Hollowpoint: +2 damage, enemy armor soak is doubled.
- Multiplex: Weapon is counted as firing bursts if firing single shots, full-auto if firing bursts, no longer needs to fire full-auto (Correspondence 4 or Matter 3/Forces 2).
- Primium Bullets: Deals aggravated damage (soaked as lethal) to all targets, reduces the effectiveness of all defensive magic by 1 success (or double that for hedge magic) (Matter 5, Prime 5)
- Rubber: Deals bashing damage outside of point-blank range.
- Tracer: -1 difficulty for full-automatic fire.
Tacticlol Things
- Bayonet: Str + 1L damage for pistol bayonets, Str + 3L damage for rifle bayonets. Bayonets are melee weapons.
- Dual Magazines: Reloading from dual magazines is reflexive with a successful Dexterity + Firearms roll
- Extended Magazines: +50% ammunition capacity, concealability decreased by 1.
- Tactical Sight: Character may roll Perception + Firearms reflexively to aim for 1 turn.
- Magnifying Sight: +3d from first turn of aiming (as opposed to +1d)
- Personalized: -1 difficulty to attacks for character weapon is personalized to, +1 difficulty to attacks for all other characters.
- Silencer/Suppressor: -1 damage, weapon is silent.
Things That Go Boom
Grenades are thrown via Dexterity + Athletics. Explosives can be set via Technology, Terrorism, or various other abilities.
Regular Grenades
- Frag: 12L damage, 10yd radius.
- Incendiary: 7L damage, 10yd radius. Characters are set on fire for 5L damage/turn, putting it out requires a Dexterity + Athletics roll (stop, drop, and roll). Acting while on fire requires a WP roll at Difficulty 8.
- Smoke: +3 difficulty for ranged attacks into and out of the 30yd smoke cloud.
Magical Grenades
Magical grenades are Charms and generally either Etherite or Technocratic.
- Dimensional Disruptor: Spirits must roll WP or be thrown back into the Umbra (Spirit 3)
- Disassembler: 10L armor-ignoring damage to inanimate objects (Entropy 3)
- Ectoplasmic Disruptor: 10A damage to spirits only (Spirit 2/Forces 2/Prime 2)
- Neural Disruptor: 12B damage, soaked by Willpower. Cannot kill. (Mind 2)
- Necrotizing: 10A armor-ignoring damage to living things only (Life 3)
- Plasma: 15A damage (Forces 3, Prime 2)
- Smart: 12L damage, ignores allies (Entropy 1, Forces 2)
Demolitions Explosives
- Dynamite: 10L damage, 5yd radius
- C4: 20L damage, 20yd radius
- Shaped charge: 20L damage, 5yd radius.