AI:L Armoury: Difference between revisions
mNo edit summary |
No edit summary |
||
Line 8: | Line 8: | ||
'''Mattock Trion 4PS'''<br> | '''Mattock Trion 4PS'''<br> | ||
2d6, Range: 25m, recoil +4, | 2d6, Range: 25m, recoil +4, Ammunition: 1, Semi-automatic<br> | ||
'''Mattock Trion 4PS Custom'''<br> | '''Mattock Trion 4PS Custom'''<br> | ||
2d6+2, Range: 30m, Recoil +2, | 2d6+2, Range: 30m, Recoil +2, Ammunition: 1, Semi-automatic<br> | ||
'''Rifles''' | '''Rifles''' | ||
'''Mattock 15CL'''<br> | '''Mattock 15CL'''<br> | ||
4d6, Range 50m, recoil +6, | 4d6, Range 50m, recoil +6, Ammunition: 2, Fully Automatic<br> | ||
'''Mattock 15CC'''<br> | '''Mattock 15CC'''<br> | ||
3d6+4, Range 30m, recoil +4, | 3d6+4, Range 30m, recoil +4, Ammunition: 2, Fully Automatic<br> | ||
'''Angelican 2LR'''<br> | '''Angelican 2LR'''<br> | ||
6d6+3, Range 100m, Recoil +8, | 6d6+3, Range 100m, Recoil +8, Ammunition: 1, Scope: +2, Single Shot<br> | ||
===Republic Small Arms=== | ===Republic Small Arms=== | ||
Line 29: | Line 29: | ||
'''Prion-Pillar M140'''<br> | '''Prion-Pillar M140'''<br> | ||
2d6, Range: 20m, Recoil +5, | 2d6, Range: 20m, Recoil +5, Ammunition: 1, Fully Automatic<br> | ||
'''Salva M52'''<br> | '''Salva M52'''<br> | ||
4d6+4, Range: 25m, Recoil +10, | 4d6+4, Range: 25m, Recoil +10, Ammunition: 1, Single Shot<br> | ||
'''Rifles'''<br> | '''Rifles'''<br> | ||
'''Prion-Matchless M15<br> | '''Prion-Matchless M15<br> | ||
4d6, Range 50m, recoil +4, | 4d6, Range 50m, recoil +4, Ammunition: 3, Fully Automatic<br> | ||
'''Prion-Pillar M146'''<br> | '''Prion-Pillar M146'''<br> | ||
5d6, Range 100m, Recoil +6, | 5d6, Range 100m, Recoil +6, Ammunition: 1, Semi-automatic<br> | ||
===ZEN-Tek Small Arms=== | ===ZEN-Tek Small Arms=== | ||
Line 47: | Line 47: | ||
'''Zipper Holdout Needler'''<br> | '''Zipper Holdout Needler'''<br> | ||
2d10 Energy, AN: 5, EF:10, Range 100, Recoil +0, | 2d10 Energy, AN: 5, EF:10, Range 100, Recoil +0, Ammunition: 5, Single Shot<br> | ||
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.<br> | 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.<br> | ||
Line 53: | Line 53: | ||
'''Markom Laser Pulse Rifle'''<br> | '''Markom Laser Pulse Rifle'''<br> | ||
2d10 Energy, AN: 5, EF:8, Range 200, Recoil +0, | 2d10 Energy, AN: 5, EF:8, Range 200, Recoil +0, Ammunition: 10, 2 Shots<br> | ||
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. | 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'''<br> | '''Straker Heavy Beam Spitter'''<br> | ||
3d10 Energy, AN: 10, EF:6, Range 200, Recoil +0, | 3d10 Energy, AN: 10, EF:6, Range 200, Recoil +0, Ammunition: 10, 2 Shots or x2 AP<br> | ||
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.<br> | 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.<br> | ||
Revision as of 11:54, 1 March 2016
Back to Ascension Isle: Legacy
Small Arms
Jibril Small Arms
Pistols
Mattock Trion 4PS
2d6, Range: 25m, recoil +4, Ammunition: 1, Semi-automatic
Mattock Trion 4PS Custom
2d6+2, Range: 30m, Recoil +2, Ammunition: 1, Semi-automatic
Rifles
Mattock 15CL
4d6, Range 50m, recoil +6, Ammunition: 2, Fully Automatic
Mattock 15CC
3d6+4, Range 30m, 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: 20m, Recoil +5, Ammunition: 1, Fully Automatic
Salva M52
4d6+4, Range: 25m, Recoil +10, Ammunition: 1, Single Shot
Rifles
Prion-Matchless M15
4d6, Range 50m, 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.
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.