Aberrant 2.0 Weapons Rules

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Weapon Tags

  • AA: Anti-aircraft tracking, can be fired at aircraft without any difficulty penalties. Missiles only, otherwise missiles suffer a +3 difficulty to hit helicopters and a +6 difficulty to hit any other aircraft type, above and beyond range. Guns only suffer range penalties.
  • AP(X): Armor Piercing. Reduce target soak by (X).
  • Area(X): Area of effect ordinance with rating X.
  • AV(X): Antivehicle, suffers +X difficulty to attack human-sized or smaller targets.
  • Burst(X): Fires (X) rounds per single attack rather than 1, allowing it to use autofire multiple-attack rules even with "single shots". Note that the Rate of the weapon is still the maximum number of rounds it fires. Burst weapons have a slash in their Rate stat, with their effective rate of fire following the unadjusted RoF.
  • Exp(X): Explosive ordinance, with rating X. An attack which fails to hit has its damage reduced by this amount per margin of failure. Damage adds are lost first, then damage dice.
  • Guided: Ignores first dodge success, reduces range penalty difficulties by 1.

Weapon Maneuvers

  • Autofire: Instead of the burst/spray/full auto rules, automatic fire is now limited by weapon rate of fire, and does differing things depending on the number of rounds fired. Bursts add damage adds (if your bullets can't penetrate, firing off more is kind of pointless) or increase accuracy.
    • Short Bursts: +2 Accuracy or +[1] Damage, 3 shots/bursts worth of ammunition.
    • Medium Bursts: +4 Accuracy or +[2] Damage, 10 shots
    • Long Bursts: +6 Accuracy or +[3] Damage, 20 shots
    • Sustained Bursts: +10 Accuracy or +[5] Damage, 50 shots
  • Strafing: Autofire against multiple targets subtracts 2 die from the attack roll for every target past the first but applies the results against all targets, which defend individually. Weapons with a Burst rating may attack up to that many targets. An attack may not target more enemies than it fires bullets, for obvious reasons. When making a strafing attack, a burst must be used to increase accuracy rather than add damage.
Example: Rambo, with Dexterity 5, Firearms 5 (Machine Guns + 3), and firing a Light MG (Acc +1 Dmg 10L) in long burst (Acc +6) has a total attack pool of 20d, but is facing down 8 mooks. He chooses to attack 8 targets with his long burst, subtracting 14 from his attack pool, leaving him with 6d. He rolls 2 successes on 6d which is applied to every mook. Of those targets, 7 are in the open, 5 are in light cover (+1 difficulty) and 2 are in heavy cover (+2 difficulty). The 7 mooks in the open take 11L and die, the 5 in light cover take 10L and also die, and the last 2, in heavy cover, are untouched.

Small Guns

Small guns are the small arms you'd tend to see in the hands of regular people, rather than the oversized artillery-pieces-with-stocks-and-triggers that some Novas consider "guns". These weapons are generally the most common form of violence Novas and baselines may face.

Pistols and SMGs

  • Light Pistol: Accuracy +0, Dmg 5L, Range 20, RoF 10, Magazine 20, Mass 0.5kg
  • Light SMG: Accuracy +0, Dmg 6L, Range 30, RoF 40, Magazine 40, Mass 2.5kg
  • Heavy Pistol: Accuracy +0, Dmg 6L, Range 30, RoF 5, Magazine 10, Mass 1 kg
  • Heavy SMG: Accuracy +0, Dmg 7L, Range 40, RoF 30, Magazine 30, Mass 3 kg
  • PDW: Accuracy +1, Dmg 5L, Range 40, RoF 50, Magazine 50, AP:3, Mass 2.5 kg

Shotguns

Shotguns may alternatively fire slug rounds, which remove their damage adds but add an equal amount of damage dice.

  • Shotgun: Accuracy +3, Dmg 5L [4], Range 20, RoF 2, Magazine 8
  • Semi-Auto Shotgun: Accuracy +3, Dmg 4L [4], Range 20, RoF 6, Magazine 8, Mass 4kg, Cost ***.

Precision Weapons

  • Rifle: Accuracy +2, Dmg 8L, Range 150, RoF 1, Magazine 5, AP(2)
  • Antimateriel Rifle: Accuracy +2, Dmg 9L [3], Range 300, RoF 1, Magazine 10, AP:3, Mass 10kg, Cost ***.

Military Weapons

  • Flechette Rifle: Accuracy +1, Dmg 10L, Range 60, RoF 48/12, Magazine 48, AP:2, Burst:4, Limited Ammo Options (Multiplex/Hypercore only)
  • Assault Rifle: Accuracy +0, Dmg 7L, Range 100, RoF 30, Magazine 30, AP:1, Mass 3kg
  • Light Machine Gun: Accuracy +1, Dmg 9L, Range 150, RoF 60/20, Magazine 200, AP:1, Burst:3, Mass 10kg, Cost ****.
  • Medium Machine Gun: Accuracy +0, Dmg 10L, Range 150, RoF 60/20, Magazine 100, AP:2, Burst:3, Mass 10kg, Cost ****.
  • Portable Railgun: Accuracy +2, Dmg 10L [2], Range 400, RoF 6, Magazine 18, AP:3, Mass 10kg, Cost *****.

Heavy Weapons

  • Flamethrower: Accuracy +4, Dmg 5L [4], Range 10, RoF 1, Capacity 30, Ignores unsealed armor, Incendiary (successful attack sets target on fire, doing 6L/turn until put out)
  • Portable Laser: Accuracy +2, Dmg 14L [6], Range 400, RoF 1, Magazine 5, AP:3, Mass 30kg
  • Grenade Launcher: Accuracy +0, Dmg 10L [4] or as grenade, Range 100, RoF 2, Magazine 1, Exp:3, Mass 3kg
  • Multiple Grenade Launcher: Accuracy +0, Dmg 10L [4] or as grenade, Range 100, RoF 2, Magazine 6, Exp:3, Mass 6kg

Energy Weapons

  • Electrolaser Pistol: Accuracy +2, Dmg 5S/10S/5L, Range 75/100/125, Magazine 100/25/3, RoF 9/6/3, Mass 1kg, Multiple Settings (low stun, high stun, lethal)
  • Maser Gun: Accuracy +3, Dmg 10L, Range 750, RoF Special, Magazine 10, Mass 3kg, Continuous Beam (+1 accuracy per consecutive turn attacking the same target, may attack up to 5 targets per attack roll by sweeping the beam or attack 1 target up to 5 times, uses 1 charge/turn)
  • Taser: Accuracy +2, Dmg 1L + 8B, Range 10, RoF 1, Magazine 1, Mass 0.5 kg, No range increments, armor with soak >1L or more renders the target immune
  • HERF Rifle: Accuracy +1, Dmg 6E, Range 100, Magazine 40, RoF 2, Mass 4kg

Ordinance

Ordinance is the really heavy stuff, the fun guns that get broken out when you need to bring a Nova down. Or if you are a Nova and you need a toy to play with. Most Ordinance requires at least Mega-Strength 1 or 2 to use effectively, and requires Mega-Dexterity to aim. A Nova which seeks to make use of guided weapons may also wish to have Mega-Perception and some method to program weapons on-the-fly, such as Cyberkinesis.


Missiles and Bombs

Missiles
Each one of these options is assumed to take up 1 or more hardpoints. Cruise missiles are generally only found on bombers.

  • Manportable SAM: Accuracy +0, Dmg 8L [8], Range 1,500, Rate 3, Magazine 3, AA, Exp:4, Guided,
  • Light AAM/SAM: Accuracy +1, Dmg 10L [10], Range 5,000, Rate 1, AA, Exp:4, Guided
  • Medium AAM/SAM: Accuracy +3, Dmg 13L [12], Range 10,000, Rate 1, AA, AV:1, Exp:5, Guided
  • Heavy AAM/SAM: Accuracy +2, Dmg 20L [15], Range 15,000, Rate 1, AA, AV:3, Exp:5, Guided
  • Cruise Missile: Accuracy +3, Dmg 40L [25] or nuclear, Range 20,000, Rate 1, AP:10, AV:5, Exp:5
  • Light Antitank: Accuracy +2, Dmg 15L [8], Range 2,500, Rate 2, Magazine 2, AP:10, Guided
  • Heavy Antitank: Accuracy +0, Dmg 20L [12], Range 3,000, Rate 1, AP:15, AV:2, Guided
  • Rocket Pod: Accuracy -2, Dmg 12L [6], Range 500, Rate 20, Magazine 20, AP:2, Exp:4

Bombs
Each one of these options is assumed to take up 1 hardpoint. Tacnukes aren't common, though.

  • Cluster Bomb: Accuracy +1, Dmg 12L [5], Range 800, Rate 1, AP:3, Area:10
  • FAE: Accuracy -2, Dmg 20L [10], Range 1,200, Rate 1, AP:10, Area:20
  • Microbombs: Accuracy -2, Dmg 15L [5], Range 1,500, Rate 3, Magazine 6, AP:4, Exp:5
  • Unguided Bomb: Accuracy -2, Dmg 20L [10], Range 1,200, Rate 1, AP:10, Exp:5
  • Guided Bomb: Accuracy +2, Dmg 20L [10], Range 1,500, Rate 1, AP:10, Exp:5
  • Tactical Nuclear Bomb: Accuracy -2, Dmg 30A [10] + 60L [20], Range 500, Rate 1, Exp:5 (reduces both aggravated and lethal damage)

Guns

The minimum strength requirement for these weapons is when dismounted. One dot of Mega-Strength counts as 10 dots of regular Strength for weapons requirements.

Additionally, these weapons have 2 magazine sizes, separated by a slash. The first size is the magazine for a vehicle-mounted weapon, such as a coaxial MG, feeding from a large ammunition feed. The second size is for a weapon that is not mounted to a vehicle, but rather carried by hand or mounted on a pintle (note that some weapons expect backpacks or giant barrels full of ammunition) Finally, weapon masses are unloaded masses.

Smaller Guns

  • Medium MG (M60, M240): Accuracy +1, Dmg 10L, Range 150, Rate 60/20, Magazine 2400/100, AP:2, Burst:3, Mass 12, Min Str. 3
  • Heavy MG (M2, Kord): Accuracy +1, Dmg 10L [2], Range 300, Rate 30, Magazine 1200/150, AP:3, Mass 30, Min Str. 7
  • Minigun: Accuracy +0, Dmg 10L, Range 150, Rate 300/100, Magazine 4000/2000, AP:2, Burst:3, Mass 15, Min Str. 6
  • 30mm Autocannon: Accuracy +0, Dmg 12L [4], Range 300, Rate 25, Magazine 600/50, AP:5, Mass 60, Min Str. 12

Aircraft Guns

  • 20mm Rotary Cannon: Accuracy +2, Dmg 12L [10], Range 300, Rate 500/20, Magazine 1500/1000, Burst:25, AP:3, Mass 100, Min Str. 20
  • 30mm Rotary Cannon: Accuracy +1, Dmg 20L [12], Range 350, Rate 500/20, Magazine 1000/500, Burst:25, AP:5, Mass 400, Min Str. 25
  • Tactical Laser: Accuracy +3, Dmg 15L [12], Range 500, Rate 5, Magazine 50/5, AP:5, Mass 150, Min Str. 15

Big Guns

  • 105mm Cannon: Accuracy +0, Dmg 20L [10], Range 800, Rate 1, Magazine 60/1, AP:10, AV:4, Mass 1000, Min Str. 35
Canister: Accuracy +3, Dmg 10L [7], Range 400, Rate 1, AP:3
  • 120mm Cannon: Accuracy +0, Dmg 25L [12], Range 1,000, Rate 1, Magazine 45/1, AP:15, AV:4, Mass 1500, Min Str. 40
Canister: Accuracy +3, Dmg 12L [8], Range 500, Rate 1, AP:3
  • Tank Railgun: Accuracy +2, Dmg 30L [15], Range 1,500, Rate 1/2 (every other turn), Magazine 100/1, AP:20, AV:4, Mass 2000, Min Str. 60
Flechette: Accuracy +5, Dmg 15L [9], Range 800, AP:5

Launchers

  • Vehicle Grenade Launcher: Accuracy +0, Dmg 10L [4] or as grenade, Range 100, Rate 9, Magazine 200, Exp:3, Mass 50, Min Str. 7

Weapon Options

Accessories

Accessories can be mounted on most firearms (i.e. small guns and ordinance-size guns), although most large weapons cannot support underbarrel options or suppressors for obvious reasons, and only small guns and dismounted ordinance weapons can mount extended magazines. Use common sense.

  • Non-Magnifying Sight: Accuracy +1, first turn of aiming adds +3 versus +1 accuracy
  • Magnifying Sight: -1 difficulty from range penalties, aiming adds +2 instead of +1 accuracy/turn
  • Underbarrel Grenade Launcher: Accuracy -2, Dmg 10L [4] or as grenade, Range 75, RoF 1, Magazine 1, Exp:3
  • Underbarrel Shotgun: Accuracy -1, Dmg 7L, Rng 20, RoF 2, Magazine 4
  • Suppressor: Used with subsonic ammo, attacks do not break stealth unless opponents succeed on a Per + Awareness roll (difficulty 1 for damage of 8L or more, difficulty 3 for damage of 7-5L, difficulty 5 for damage of 4L or less) to locate shooter
  • Extended Magazine: Doubles magazine capacity for weapons aside from pistols, which increase capacity by 50%, rounded up.

Ammunition

  • Armor Piercing Ammo: AP:+3, Dmg(-1L or -[1] if weapon has damage adds)
  • Beanbag/Rubber Bullet: Doubles armor/power-granted lethal 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].
  • Hypercore: AP:+4, -4 to soak granted by Nova/Psi powers (Armor, M-Sta, Shield, etc all count as such powers).
  • 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).

Grenades

Grenades are used in grenade launchers or thrown by hand.

  • Frag: Dmg 10L [4], Exp:3
  • Flechette/Buckshot: Dmg 6L [6], Range 30
  • HEAP: Dmg 13L [5], AP:3
  • Incendiary: Dmg 5L [4], Area:2, Incendiary (successful attack sets target on fire and ignores non-sealed armor, doing 6L/turn until put out)
  • EMP: Dmg 10E, Area:2
  • Gas: Dmg None, Area:2, Gas Payload (choose any airborne toxin to deploy)
  • Stingball: Dmg 4B + [3]S, Area:2 (note: the damage add is in Stun, not Bashing, damage-all other damage is Bashing)
  • Flashbang: Dmg 12S, Area:2, roll Stamina + Resistance at difficulty (+4) or be blinded and deafened for (2 + MoF) rounds.