Magical Gun Porn

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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. Magical weapons with discrete stats (like Mjolnir or the Thunderhead) are also listed.

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

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)