Difference between revisions of "Aberrant 2.0 Miscellaneous Equipment"

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(Created page with "=Chemicals= The year of 2150 has brought a lot of physiopharmaceutical enhancement methods to the table, and just as many methods of causing harm. Trinity-era drugs use the rules...")
 
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=Xenotech=
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Note that due to appendage differences any use of Coalition and Chromatic weapons inflicts a +2 difficulty on their use without a conversion to human ergonomics, and without sufficient experience with them characters will suffer an additional +1 difficulty due to unfamiliarity.
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==Coalition==
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'''Coalition Gamma Rifle''': A high-powered directed radiation weapon beyond all known human technology, these weapons use hard radiation to cause gross tissue damage and cell death. Only extremely heavy armor is viable protection against these weapons. More unfortunately, these are standard issue small arms to Coalition warriors, produced in extremely large numbers. Gamma rifles ignore Stamina-provided soak but can be soaked by any armor that soaks lethal damage. However, non-Impervious defensive powers or non-olaminium laced personal armor halves its soak (round up)-Vehicle armor is unaffected. Further note that baseline humans hit by a Gamma Rifle pulse that successfully rolls even a single damage level must roll Stamina + Resistance at the end of the scene. Failure means an extended agonizing death from radiation poisoning. Psions and Novas are immune to that little side effect, and merely have to deal with the aggravated damage.
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: Accuracy +0, Damage 10A, Range 250, RoF 2, Magazine 30, Mass 10, Conceal N, Min Str. 3
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'''Coalition Gamma Support Weapon''': A heavier, higher-rate of fire variant of the gamma rifle. Designed for Spinal use, only the fittest soldiers in power armor can handle one of these weapons. They are soaked in the same fashion gamma rifles are.
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: Accuracy +0, Damage 8A [4], Range 350, RoF 60, Magazine 300, Mass 25, Conceal N, Min Str. 8
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 +
'''Coalition Pulse Missile Launcher''': Pulse missiles use a miniature plasma charge to create horrific damage. The infantry-sized missile launcher can have its blast pattern adjusted for either horrific single-target damage or devastating area effect. The launcher is a massive, ugly four-shot box launcher which can be reloaded.
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: Accuracy +2, Range 2,000, RoF 2, Magazine 4, Mass 20, Conceal N, AAA, Guided, Min Str. 8
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:: Single-Target: Damage 15L [10], AP (3)
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:: Area: Damage 12L [6], Exp (1)
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:: Standoff: If attack fails by a MoF of less than 2, the target is hit by a 10L [5] attack anyhow from standoff detonation.
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'''Coalition Plasma Grenades''': Basically a pulse missile warhead with no engine on it. Pulse grenades can be set to shaped-charge or area detonation and have the ability to self-orient themselves on targets.
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: Accuracy +0, Range (Thrown)
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:: Single-Target: Damage 15L [10], AP (3)
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:: Area: Damage 12L [6], Exp (1)
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===Coalition Vehicles===
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*'''Coalition Fighter''': Safe Speed 3000 (2400), Max Speed 20000 (16000), Acceleration 20G, Maneuver +5, Passengers 0, Armor 20 (+16), HLs HLs -0 x 10, -1 x 10, -2 x 10, -4 x 10, Eject!
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: The Coalition fighter uses unknown propulsive systems to provide itself incredible acceleration and staying power. Heavily armed and quite well-armored for a fighter, using Spinal pilots with extreme G-tolerance and exceptional reaction speed, and armed with a pair of heavy grasers and vehicle-sized pulse missiles, Coalition fightercraft are more than a match for anything. Vehicular Direct Neural Interface provides +4 to all awareness rolls and +2 to attack accuracy, while multitasking systems reduce multiple action penalties by 1. Coalition armor is made of exotic materials, soaking aggravated damage at half-effectiveness.
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: '''Twin Tactical Grasers''': Accuracy +3, Dmg 12A [10], Range 10,000, Rate 2, Magazine 50, AP(3)
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:: Soaked by non-impervious, non-olaminium vehicle armor at half effectiveness. Considered full-on aggravated damage against personnel.
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: '''Pulse Missiles''': Accuracy +0, Dmg 25L [20], Range 30,000, Rate 8, Magazine 8, AP(8), AA, Guided
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: '''Point Defense Grasers''': Accuracy +2, Dmg 8A [4], Range 400, Rate 150, Magazine (inf), PD (can "parry" attacks)
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*'''Coalition Battlesuit''': Strength 10 [10], Handling +3, Max Speed 80 (~100 km/h), Armor 18, -0 x 10/-1 x 6/-2 x 6/-4 x 6/Disabled
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: Roughly 2.5 meters tall, the battlesuit may be the size of a scout VARG, but has armament befitting a tactical VARG. Hypercarbon armor, a self-healing endosteel frame, and a powerful combination of weapons makes the Coalition battlesuit extremely deadly. Advanced sensors add +4 to all awareness rolls and +2 to attack accuracy, and multitask systems reduce multiple action penalties by 1. Battlesuits are designed for Spinal use and cannot accept a humanoid pilot. Similar to the fighter, they soak aggravated damage at half-effectiveness.
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: '''Heavy Graser''': Accuracy +0, Damage 12A [6], Range 500, RoF 100, Magazine (inf)
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:: Soaked in the same way as the gamma support weapon.
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: '''Missile Pod''': Accuracy +2, Range 2,000, Rate 10, Magazine 10
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:: Single-Target: Damage 20L [15], AP (5)
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:: Area: Damage 14L [8], Exp (1)
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:: Standoff: If attack fails by a MoF of less than 2, the target is hit by a 12L [6] attack anyhow from standoff detonation.
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: '''Anti-Personnel Mount''': Mounts a gamma rifle and fires automatically with a dice pool of 10d including sensor bonus.
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==Chromatic==
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'''Chromatic Laser Carbine''': A fairly standard laser weapon equivalent to human-built biotech lasers, the laser carbine becomes much more powerful in the hands of the Chromatics, who are universally skilled with Photokinesis.
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: Accuracy +2, Dmg 12L, Rng 300, Rate 20, Magazine 60, Bio, Tolerance 2, Conceal O, Mass 3, Min Str. 1
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'''Chromatic Laser Pistol''': Similarly, the Chromatics user laser pistols roughly equivalent to modern ones with slightly inferior across-the-board performance made up by universal skill in the photokinetic mode.
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: Accuracy +2, Dmg 7L, Rng 150, Rate 2, Magazine 25, Bio, Tolerance 1, Conceal J, Mass 1, Min Str. 1
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'''Chromatic Amplifier Staff''': The amplifier staff is a biotech two-handed weapon used by certain high-ranking Chromatics, a combination of psi-amplifier and polearm. With heavy enamel blades and the ability to amplify all Photokinesis modes, these are some of the most lethal actual weapons available to the Chromatics.
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: Damage Strength + 7L, Tolerance 3
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: +1 Psi, +2 to Photokinesis
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'''Chromatic Vacuum Suit''': Chromatic gear seems to be universally biotechnological in origin and their vacuum gear is no exception. A combination of body armor, mobility enhancer, and vacuum gear, it is roughly equivalent to biotech based space survival suits. Fortunately, the armor seems to be relatively lightweight compared to a VAS and can be penetrated by most military-grade firearms.
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: +2B/5L soak, +1 Strength/Stamina, Penalty -0, Destruction 20, Tolerance 1.
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==Qin==
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'''Human-Typed Biotoxin Flechettes''': These biotech flechettes are compatible with all Qin Bodyguard and Warrior weapons and specifically designed to counter Aberrants.
 +
: If a human or nova takes any damage from these flechettes, the victim should roll Quantum or Psi, difficulty +3, and takes 1 level of unsoakable lethal damage per margin of failure. A successful roll reduces additional damage to 1 die of unsoakable lethal damage instead.
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===Qin Biosuits===
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Technically, by dint of being piloted rather than worn, biosuits are mecha. They are, however, very unusual mecha. They can, of course, only be used by Qin, or Novas with particular skill in shapeshifting and telepathy. Note that because of their nature, Biosuits use (Dexterity + Firearms) rather than (Perception + Gunnery) for their weapons.
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'''Diplomatic''': Strength 2, Handling +1, Armor 4, Health Levels -0 x 2/-1 x 2/-2 x 2/-4 x 2/Incapacitated
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: Designed to look like an attractive, androgynous human being, a Qin Diplomatic Biosuit is essentially what it says-a shell for Qin diplomats to present a humanoid face. Qin Diplomatic Biosuits have an effective Appearance rating of 4 towards humans.
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'''Bodyguard''': Strength 6 [2], Handling +2, Armor 10, Health Levels -0 x 4/-1 x 2/-2 x 2/-4 x 2/Incapacitated/Gutted
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: Bodyguard Biosuits are used as a diplomatic protective detail for Qin diplomats, and possess integrated weapons. The default Biosuit possesses a Flechette weapon and a laser weapon, one in each arm, as well as a pair of retractable high-frequency blades. All weapons count as Formatted.
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:: HF Blades: Damage Str + 3L, AP (3)
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:: Laser: Accuracy +3, Damage 12L, Range 350, Rate 40, Magazine (inf), AP (2)
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:: Flechette: Accuracy +2, Damage 9/12/15L, Range 50, Rate 180, uses 9/18/36 shots.
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'''Warrior''': Strength 8 [5], Handling +3, Armor 12, Health Levels -0 x 5/-1 x 5/-2 x 5/Incapacitated
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: When shit gets real, so do the Qin. Warrior suits make no attempt to pretend to be human, having four arms (treat as multiple arms, -1 multiple action penalty), extreme speed and agility, and incredible toughness. Warrior suits have integrated weapons, as shown below. A Warrior suit has a powerful biocomputer which improves targeting and tracking, adding +1 to accuracy-and all weapons count as formatted for accuracy bonuses.
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:: Lightning Gun: Accuracy + 2, Damage 12L [8] + 8d EMP, Range 1,000, Rate 1, Magazine (inf), AP (2)
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:: Biomissile Launcher: Accuracy +2, Dmg 12L [6], Range 2,500, Rate 1, Magazine 4, AA, Exp(3), Guided
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:: Flechette: Accuracy +2, Damage 9/12/15L, Range 50, Rate 180, uses 9/18/36 shots.
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=Chemicals=
 
=Chemicals=
 
The year of 2150 has brought a lot of physiopharmaceutical enhancement methods to the table, and just as many methods of causing harm. Trinity-era drugs use the rules for [[Aberrant_2.0_Expansion#Chemicals | Chemicals]] but are generally more targeted.
 
The year of 2150 has brought a lot of physiopharmaceutical enhancement methods to the table, and just as many methods of causing harm. Trinity-era drugs use the rules for [[Aberrant_2.0_Expansion#Chemicals | Chemicals]] but are generally more targeted.

Revision as of 14:07, 27 February 2011

Xenotech

Note that due to appendage differences any use of Coalition and Chromatic weapons inflicts a +2 difficulty on their use without a conversion to human ergonomics, and without sufficient experience with them characters will suffer an additional +1 difficulty due to unfamiliarity.

Coalition

Coalition Gamma Rifle: A high-powered directed radiation weapon beyond all known human technology, these weapons use hard radiation to cause gross tissue damage and cell death. Only extremely heavy armor is viable protection against these weapons. More unfortunately, these are standard issue small arms to Coalition warriors, produced in extremely large numbers. Gamma rifles ignore Stamina-provided soak but can be soaked by any armor that soaks lethal damage. However, non-Impervious defensive powers or non-olaminium laced personal armor halves its soak (round up)-Vehicle armor is unaffected. Further note that baseline humans hit by a Gamma Rifle pulse that successfully rolls even a single damage level must roll Stamina + Resistance at the end of the scene. Failure means an extended agonizing death from radiation poisoning. Psions and Novas are immune to that little side effect, and merely have to deal with the aggravated damage.

Accuracy +0, Damage 10A, Range 250, RoF 2, Magazine 30, Mass 10, Conceal N, Min Str. 3

Coalition Gamma Support Weapon: A heavier, higher-rate of fire variant of the gamma rifle. Designed for Spinal use, only the fittest soldiers in power armor can handle one of these weapons. They are soaked in the same fashion gamma rifles are.

Accuracy +0, Damage 8A [4], Range 350, RoF 60, Magazine 300, Mass 25, Conceal N, Min Str. 8

Coalition Pulse Missile Launcher: Pulse missiles use a miniature plasma charge to create horrific damage. The infantry-sized missile launcher can have its blast pattern adjusted for either horrific single-target damage or devastating area effect. The launcher is a massive, ugly four-shot box launcher which can be reloaded.

Accuracy +2, Range 2,000, RoF 2, Magazine 4, Mass 20, Conceal N, AAA, Guided, Min Str. 8
Single-Target: Damage 15L [10], AP (3)
Area: Damage 12L [6], Exp (1)
Standoff: If attack fails by a MoF of less than 2, the target is hit by a 10L [5] attack anyhow from standoff detonation.

Coalition Plasma Grenades: Basically a pulse missile warhead with no engine on it. Pulse grenades can be set to shaped-charge or area detonation and have the ability to self-orient themselves on targets.

Accuracy +0, Range (Thrown)
Single-Target: Damage 15L [10], AP (3)
Area: Damage 12L [6], Exp (1)

Coalition Vehicles

  • Coalition Fighter: Safe Speed 3000 (2400), Max Speed 20000 (16000), Acceleration 20G, Maneuver +5, Passengers 0, Armor 20 (+16), HLs HLs -0 x 10, -1 x 10, -2 x 10, -4 x 10, Eject!
The Coalition fighter uses unknown propulsive systems to provide itself incredible acceleration and staying power. Heavily armed and quite well-armored for a fighter, using Spinal pilots with extreme G-tolerance and exceptional reaction speed, and armed with a pair of heavy grasers and vehicle-sized pulse missiles, Coalition fightercraft are more than a match for anything. Vehicular Direct Neural Interface provides +4 to all awareness rolls and +2 to attack accuracy, while multitasking systems reduce multiple action penalties by 1. Coalition armor is made of exotic materials, soaking aggravated damage at half-effectiveness.
Twin Tactical Grasers: Accuracy +3, Dmg 12A [10], Range 10,000, Rate 2, Magazine 50, AP(3)
Soaked by non-impervious, non-olaminium vehicle armor at half effectiveness. Considered full-on aggravated damage against personnel.
Pulse Missiles: Accuracy +0, Dmg 25L [20], Range 30,000, Rate 8, Magazine 8, AP(8), AA, Guided
Point Defense Grasers: Accuracy +2, Dmg 8A [4], Range 400, Rate 150, Magazine (inf), PD (can "parry" attacks)
  • Coalition Battlesuit: Strength 10 [10], Handling +3, Max Speed 80 (~100 km/h), Armor 18, -0 x 10/-1 x 6/-2 x 6/-4 x 6/Disabled
Roughly 2.5 meters tall, the battlesuit may be the size of a scout VARG, but has armament befitting a tactical VARG. Hypercarbon armor, a self-healing endosteel frame, and a powerful combination of weapons makes the Coalition battlesuit extremely deadly. Advanced sensors add +4 to all awareness rolls and +2 to attack accuracy, and multitask systems reduce multiple action penalties by 1. Battlesuits are designed for Spinal use and cannot accept a humanoid pilot. Similar to the fighter, they soak aggravated damage at half-effectiveness.
Heavy Graser: Accuracy +0, Damage 12A [6], Range 500, RoF 100, Magazine (inf)
Soaked in the same way as the gamma support weapon.
Missile Pod: Accuracy +2, Range 2,000, Rate 10, Magazine 10
Single-Target: Damage 20L [15], AP (5)
Area: Damage 14L [8], Exp (1)
Standoff: If attack fails by a MoF of less than 2, the target is hit by a 12L [6] attack anyhow from standoff detonation.
Anti-Personnel Mount: Mounts a gamma rifle and fires automatically with a dice pool of 10d including sensor bonus.

Chromatic

Chromatic Laser Carbine: A fairly standard laser weapon equivalent to human-built biotech lasers, the laser carbine becomes much more powerful in the hands of the Chromatics, who are universally skilled with Photokinesis.

Accuracy +2, Dmg 12L, Rng 300, Rate 20, Magazine 60, Bio, Tolerance 2, Conceal O, Mass 3, Min Str. 1

Chromatic Laser Pistol: Similarly, the Chromatics user laser pistols roughly equivalent to modern ones with slightly inferior across-the-board performance made up by universal skill in the photokinetic mode.

Accuracy +2, Dmg 7L, Rng 150, Rate 2, Magazine 25, Bio, Tolerance 1, Conceal J, Mass 1, Min Str. 1

Chromatic Amplifier Staff: The amplifier staff is a biotech two-handed weapon used by certain high-ranking Chromatics, a combination of psi-amplifier and polearm. With heavy enamel blades and the ability to amplify all Photokinesis modes, these are some of the most lethal actual weapons available to the Chromatics.

Damage Strength + 7L, Tolerance 3
+1 Psi, +2 to Photokinesis

Chromatic Vacuum Suit: Chromatic gear seems to be universally biotechnological in origin and their vacuum gear is no exception. A combination of body armor, mobility enhancer, and vacuum gear, it is roughly equivalent to biotech based space survival suits. Fortunately, the armor seems to be relatively lightweight compared to a VAS and can be penetrated by most military-grade firearms.

+2B/5L soak, +1 Strength/Stamina, Penalty -0, Destruction 20, Tolerance 1.

Qin

Human-Typed Biotoxin Flechettes: These biotech flechettes are compatible with all Qin Bodyguard and Warrior weapons and specifically designed to counter Aberrants.

If a human or nova takes any damage from these flechettes, the victim should roll Quantum or Psi, difficulty +3, and takes 1 level of unsoakable lethal damage per margin of failure. A successful roll reduces additional damage to 1 die of unsoakable lethal damage instead.

Qin Biosuits

Technically, by dint of being piloted rather than worn, biosuits are mecha. They are, however, very unusual mecha. They can, of course, only be used by Qin, or Novas with particular skill in shapeshifting and telepathy. Note that because of their nature, Biosuits use (Dexterity + Firearms) rather than (Perception + Gunnery) for their weapons.

Diplomatic: Strength 2, Handling +1, Armor 4, Health Levels -0 x 2/-1 x 2/-2 x 2/-4 x 2/Incapacitated

Designed to look like an attractive, androgynous human being, a Qin Diplomatic Biosuit is essentially what it says-a shell for Qin diplomats to present a humanoid face. Qin Diplomatic Biosuits have an effective Appearance rating of 4 towards humans.

Bodyguard: Strength 6 [2], Handling +2, Armor 10, Health Levels -0 x 4/-1 x 2/-2 x 2/-4 x 2/Incapacitated/Gutted

Bodyguard Biosuits are used as a diplomatic protective detail for Qin diplomats, and possess integrated weapons. The default Biosuit possesses a Flechette weapon and a laser weapon, one in each arm, as well as a pair of retractable high-frequency blades. All weapons count as Formatted.
HF Blades: Damage Str + 3L, AP (3)
Laser: Accuracy +3, Damage 12L, Range 350, Rate 40, Magazine (inf), AP (2)
Flechette: Accuracy +2, Damage 9/12/15L, Range 50, Rate 180, uses 9/18/36 shots.

Warrior: Strength 8 [5], Handling +3, Armor 12, Health Levels -0 x 5/-1 x 5/-2 x 5/Incapacitated

When shit gets real, so do the Qin. Warrior suits make no attempt to pretend to be human, having four arms (treat as multiple arms, -1 multiple action penalty), extreme speed and agility, and incredible toughness. Warrior suits have integrated weapons, as shown below. A Warrior suit has a powerful biocomputer which improves targeting and tracking, adding +1 to accuracy-and all weapons count as formatted for accuracy bonuses.
Lightning Gun: Accuracy + 2, Damage 12L [8] + 8d EMP, Range 1,000, Rate 1, Magazine (inf), AP (2)
Biomissile Launcher: Accuracy +2, Dmg 12L [6], Range 2,500, Rate 1, Magazine 4, AA, Exp(3), Guided
Flechette: Accuracy +2, Damage 9/12/15L, Range 50, Rate 180, uses 9/18/36 shots.


Chemicals

The year of 2150 has brought a lot of physiopharmaceutical enhancement methods to the table, and just as many methods of causing harm. Trinity-era drugs use the rules for Chemicals but are generally more targeted.

Toxins

Drugs

Berserker: An illegal combat drug, Berserker is PCP on steroids. It provides a fierce high, removes the person's ability to feel pain or incapacitation, removing limiters on their strength and speed, and also drives them into a fierce, unrelenting rage.

Potency: +5
Onset: 1 round
Interval: 1 scene
Addiction: +2
Effect: +2 to all physical attributes, no wound penalties (doesn't even notice Incapacitation). A Willpower roll (+2 difficulty) is required to not fly into a berserker rage in any stressful situation. Berserking means you are incapable of doing anything which requires significant thought, like trigger discipline or power usage.

Reaper: A drug designed to block fear and pain while keeping the person in question fully mentally capable, Reaper deadens emotions, blocks pain, and has few side effects save for the complete dispassionate mindset which can make it easier for a user to commit atrocities or kill.

Potency: +4
Onset: 1 minute
Interval: 1 scene
Addiction: +0
Effect: +3 Willpower, Iron Will, no wound penalties, 2 bonus successes on any roll to resist emotional manipulation, no Virtue or Vice (no way to gain or lose WP for the duration). A character on Reaper has a highly dispassionate (some would say sociopathic) mindset and may do things they would not normally be willing to do to accomplish a goal.

Nebula: A social drug that increases everyone else's perceived attractiveness and one's own via pheromonal and other cues.

Potency: +3
Onset: 1 minute
Interval: 1 scene
Addiction: +0
Effect: Lusty flaw, +1 Appearance, +2 to all Sway rolls playing on lust or sexual attractiveness.