Aberrant 2.0 Trinity Weapons

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Melee

Biotech melee weapons used by a formatted Psion gain +1 accuracy to all attacks.

Standard

  • 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 (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.
  • 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.

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 +1 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 10L [5], 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 (Vergito), 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, Conceal O, Mass 3.5, Min Str. 2
  • Automatic Carbine (Stavros Diplomat): Acc -1, Dmg 7L, Range 80, RoF 50, Magazine 50, Conceal O, Mass 3, Min Str. 3
  • Automatic Carbine (Banji Tornado): Acc + 1, Dmg 8L, Range 125, RoF 40, Magazine 40, Conceal O, Mass 3, Min Str. 2
  • Automatic Carbine (L-K MAC-803): Acc + 1, Dmg 8L, Range 150, RoF 50, Magazine 50, Conceal O, Mass 4, Min Str. 2
  • Coil Rifle (Banji 02 Hornet): Acc + 1, Dmg 10L, Range 200, RoF 60, Magazine 60, AP(1), Conceal O, Mass 4, Min Str. 3
  • Voss 93T High-Threat Combat Rifle: Acc + 4 (ECS Linked), Dmg 8L[3] (coilgun), Range 200, RoF 50, Magazine 100, AP (1), 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 10L [5], 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 13L, Rng 300, RoF 15, Magazine 45, AP (1), 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 10L [4], Rng 1,000, RoF 1, Magazine 5, AP (2), 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 Launcher (L-K Killjoy): Accuracy +2, Dmg 12L [6], Range 2,500, Rate 1, Magazine 4, AA, Exp(3), Guided, Mass 20, Min Str. 3
  • Light Coilgun (ClinTech M-60): Accuracy +1, Dmg 9L [5], Range 600, Rate 50/10, Magazine 100, Burst (5), AP (2), Mass 15, Min Str. 3
  • Heavy Coilgun (L-K BigBoy R5): Accuracy +1, Dmg 10L [7], Range 600, Rate 80/10, Magazine 80, Burst (8), AP (2), Mass 40, Min Str. 8
  • Plasma Cannon (Voss 88T): Accuracy +0, Dmg 15L [10], Range 30, Rate 5/1, Magazine 50, Burst (5), Mass 40, Min Str. 8
  • Lightning Gun (TechnoDyne Zeus): Accuracy +1, Dmg 12L [8] + 8d EMP, Range 1000, Rate 1, Magazine (inf), AP (2), Bio, Tolerance 3, Mass 34, Min Str. 7
  • Pulse Cannon (ClinTech M-90): Accuracy +2, Damage 15L [15], Range 500, Rate 1/4, Magazine (inf), AP (3), Mass 74, Min Str. 13 (without tripod), 2 (deployed with tripod)
  • 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 7L[5] (or grenade), Range 300, Rate 2, Magazine 12, AP(1)
    • Fragmentation Shells: Damage 8L [5], Exp(3)
    • Incendiary: Damage 12L, burning (targets catch fire for 6L/turn)
    • HEAP: Damage 10L[5], AP (2)
    • 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 10L [5], AP(1), Rate 40, Magazine (inf)
Light Laser Cannon: Accuracy +2, Damage 10L [8], Range 750, Rate 5, Magazine 1000, AP (3)
Rocket Pod: Accuracy +2, Dmg 10L [8], Range 500, Rate 20/2, Magazine 20, AP(2), AV (1), Exp (3), Burst (10)
Coilgun MG: Accuracy +1, Dmg 10L [7], Range 600, Rate 80/10, Magazine 1200, Burst (8), AP (2)
AAA Missile Rack: Accuracy +2, Dmg 12L [6], Range 2,500, Rate 1, Magazine 20, AA, Exp(3), Guided
Small Missile Pod: Accuracy +0, Range 2,000, Damage 20L [15], AP(4), Rate 4, Magazine 4
Small Plasma Cannon: Accuracy +0, Dmg 15L [12], Range 30, Rate 5/1, Magazine 50, Burst (5)
60mm Grenade Launcher: Accuracy +0, Dmg 10L [7] or as grenade, Range 100, Rate 15, Magazine 100, Exp(1)
Flechette/Buckshot: Dmg 12L, Rng 50, hits everything in an arc
HEAP: Dmg 12L [6], AP(3)
Incendiary: Dmg 12L, Area(6), Incendiary (successful attack sets target on fire, doing 7L/turn until put out)
Chemical: Dmg None, Area(6), Gas Payload (choose any airborne toxin to deploy)
Ion Whip: Accuracy +0, Damage Strength + 5L (+5d EMP)

Heavy Weapons

Particle Cannon: Accuracy +1, Range 1,000, Damage 15L [15], AP(5), Rate 1, Magazine (inf)
Missile Pod: Accuracy +0, Range 2,000, Damage 20L [15], AP(4), Rate 15, Magazine 15
H-K Missiles: Accuracy +0, Dmg 24L [16], Range 5,000, Rate 2, Magazine 2, AP(6), AA, Guided
Light Autolaser: Accuracy +2, Damage 10L [8], Range 750, Rate 20, Magazine 2000, AP (3)
Medium Autolaser: Accuracy +2, Damage 12L [10], Range 1,000, Rate 20, Magazine (inf), AP (3)
90mm Mortar: Accuracy -2, Damage 15L [12] or as shell, Range 1,000, Rate 2, Magazine 30, Exp(5)
Flechette/Buckshot: Dmg 13L [3], Rng 80, hits everything in an arc
HEAP: Dmg 20L [10], AP(5)
Incendiary: Dmg 13L [2], Area(20), Incendiary (successful attack sets target on fire, doing 7L/turn until put out)
Chemical: Dmg None, Area (20), Gas Payload

Support Weapons

Heavy Plasma Cannon: Accuracy +0, Range 800, Damage 25L [16], AP(6), Rate 1 (per gun), Magazine (inf)
Large Missile Pod: Accuracy +0, Range 2,000, Damage 20L [15], AP(4), Rate 25, Magazine 25
Heavy Tactical Laser: Accuracy +3, Dmg 16L [12], Range 8,000, Rate 2, Magazine 50, AP(3)
140mm Howitzer: Accuracy -2, Damage 20L [15] or as shell, Range 8,000, Rate 1, Magazine 15, Exp(5)
Flechette/Buckshot: Dmg 15L [5], Rng 100, hits everything in an arc
HEAP: Dmg 25L [16], AP(7)
Incendiary: Dmg 15L [5], Area(30), Incendiary (successful attack sets target on fire, doing 10L/turn until put out)
Chemical: Dmg None, Area (30), Gas Payload

Accessories

Trinity-era weapons have some extremely powerful attachments. Technology marches onward.

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.
  • 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)
  • Beanbag/Rubber Bullet: Doubles armor/power-granted lethal soak, deals bashing damage past 5 meters.
  • Buckshot/Multiplex: Accuracy +3, loses -2L damage per range increment
  • 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(+1L), Weapon breaks if more 1s are rolled than successes.
  • Match: Accuracy +1, Rng +25% if aiming.
  • JHP/JSP: Dmg(+3L), double armor/power-granted lethal soak
  • Subsonic: Dmg(-1L) or (-2L) 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).