Difference between revisions of "Neo-Jovian Arsenal"
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===Weapon Upgrades=== | ===Weapon Upgrades=== | ||
+ | There are dozens of major arms manufacturers across the human galaxy and innumerable small ones - not to mention one-off custom work done by technicians in the field. Unsurprisingly with so many different manufacturers there are variations both large and small on the common weapon families. | ||
+ | |||
+ | All weapons are defined by their generation, the general era in which they were introduced. For every generation that they are built at ''past'' the generation they are introduced, they gain +1 on their attack roll and 1 automatic upgrade point. | ||
+ | |||
+ | Additional upgrade slots may be 'purchased' for +1 Weapon Size each, increasing by a further +1 cumulative for every subsequent upgrade slot 'bought'. | ||
+ | |||
+ | ====Ranged Upgrades==== | ||
+ | '''Accurized''' | ||
+ | :Upgrade Slots: 1 | ||
+ | :Effect: +1 on attack rolls | ||
+ | |||
+ | '''Longshot''' | ||
+ | :Upgrade Slots: 1 | ||
+ | :Effect: +2 maximum range brackets, +1 on attack rolls past Moderate range | ||
+ | |||
+ | '''Piercing''' | ||
+ | :Upgrade Slots: 1 | ||
+ | :Effect: +1 to Armor Piercing, -1 on damage bracket seperation | ||
+ | |||
+ | '''High Caliber''' | ||
+ | :Upgrade Slots: 1 | ||
+ | :Effect: -1 on attack rolls, +1 damage, +2 weapon size | ||
+ | |||
+ | '''Magnum''' | ||
+ | :Upgrade Slots: 1 | ||
+ | :Effect: +1 Damage (+2 out to Close), double range penalty | ||
+ | |||
+ | '''Smart''' | ||
+ | :Upgrade Slots: 2 | ||
+ | :Effect: Sensor added to attack rolls | ||
+ | |||
+ | '''Enhanced Power''' | ||
+ | :Upgrade Slots: 2 | ||
+ | :Effect: +1 Damage | ||
+ | |||
+ | ====Melee Upgrades==== | ||
+ | '''Balanced''' | ||
+ | :Upgrade Slots: 1 | ||
+ | :Effect: +1 on attack rolls, +1 to Melee defense ''if'' the weapon already provides a parry bonus | ||
+ | |||
+ | '''Buster''' | ||
+ | :Upgrade Slots: 1 | ||
+ | :Effect: -1 on attack rolls, +1 cumulative damage per damage tier, +2 weapon size | ||
+ | |||
+ | '''Piercing''' | ||
+ | :Upgrade Slots: 1 | ||
+ | :Effect: +1 to Armor Piercing, -1 on damage bracket seperation | ||
+ | |||
+ | '''Enhanced Power''' | ||
+ | :Upgrade Slots: 2 | ||
+ | :Effect: +1 Damage (+2 on Smashing) |
Revision as of 19:04, 4 July 2014
Gunnery Weapons
Linear Carbine
- Size: 4
- Type: +0 Kinetic
- Glancing: 3
- Solid: 6 (+4)
- Range: Moderately Near (-1 Attack)
- A common lightweight electromotive weapon firing midcaliber slugs at high velocity.
Linear Rifle
- Size: 6
- Type: +0 Kinetic
- Glancing: 3
- Solid: 7 (+4)
- Range: Moderately Far (-1 Attack)
- A heavier version of the carbine, using the same ammunition but propelling them at higher velocity giving flatter trajectories and slightly superior terminal effects.
Sniper Rifle
- Size: 8
- Type: -4 Kinetic
- Glancing: 4
- Solid: 10 (+4)
- Range: Extremely Distant (-1 Attack)
- Tags: Sniper
- A modified linear rifle with a longer barrel and more powerful magnetic accelerators and tweaked for maximum precision. While its slow-firing nature means that it makes a poor in-close weapon, when used properly it can be extremely lethal.
Heavy Railgun
- Size: 10
- Type: -6 Kinetic
- Glancing: 4
- Solid: 8 (+4)
- Smashing: 16 (+8)
- Range: Distant (-1 Attack)
- A cut-down naval railcannon, the heavy railgun was deployed early and often by Space Independence Alliance mobile suit units to bombard Solar Federation warships from a distance.
Giant Gatling
- Size: 10
- Type: +0 Kinetic
- Glancing: 4
- Assault: +2 (Max 10)
- Range: Moderately Near (-1 Attack)
- Tags: 3 Bursts, Assault
- A massive multibarreled linear gun that can unload a prodigious amount of fire in a short span of time. Additional magazines (3 shots per) take up 1 space each. Changing magazines takes one action.
Flak Gun
- Size: 6
- Type: +6 Kinetic
- Glancing: 2
- Concentrate: +1 damage (+1)
- Range: Moderate (-1 Attack)
- Tags: Armor/Shield Weakness (x2), Concentrate (max 10 damage)
- A modified large-caliber linear gun firing proximity-fuzed shells. Effective at hitting evasive targets, not so effective at penetrating armor.
Pulse Carbine
- Size: 3
- Type: +0 Energy
- Glancing: 2
- Solid: 6 (+4)
- Energy Use: 1/shot
- Range: Moderate (-1 Attack)
- A compact one-handed particle-pulse gun, Solar War era. Shaped like a particular large pistol (or particularly compact submachinegun).
Pulse Rifle
- Size: 5
- Type: +2 Energy
- Glancing: 2
- Solid: 7 (+4)
- Energy Use: 1/shot
- Range: Moderate (-1 Attack)
- A pulse gun featuring a longer acceleration chamber, giving it a bit more punch and superior accuracy.
Megaparticle Spray Gun
- Size: 4
- Type: +4 Energy
- Glancing: 2
- Assault: +2 (Max 4)
- Energy Use: 2/shot
- Range: Moderately Near (-3 Attack)
- Tags: Armor Piercing (2), Shield Weakness (x2), Assault
- The Space Independence Army's first overtechnology energy gun, originally chest-mounted to the Carolean. While short-ranged it could pack a punch if the full spray hit.
Megaparticle Gun
- Size: 6
- Type: +0 Energy
- Glancing: 2
- Solid: 7 (+4)
- Energy Use: 2/shot
- Range: Moderate (-1 Attack)
- Tags: Armor Piercing (2), Shield Weakness (x2)
- An early Overtechnology energy gun, built to punch through heavily-armored Jovian mobile suits with a coherent-matter beam. Only a modest improvement over pulse rifles of the era.
Heavy Beam Gun
- Size: 8
- Type: -2 Energy
- Glancing: 4
- Solid: 10 (+4)
- Energy Use: 3/shot
- Range: Distant (-1 Attack)
- A powerful if not especially efficient particle beam gun, capable of long-range fire.
Plasma Gun
- Size: 4
- Type: -4 Energy
- Glancing: 5
- Solid: 10 (+4)
- Smashing: 15 (+8)
- Energy Use: 1/shot
- Range: Moderate (-1 Attack, -1 Damage)
- Tags: Shield Weakness (x2)
- Stubby assault gun used for light antishipping work. Plasma bolt dissipates quickly over range. Normally capacitor-fed (not included)
Panzerfaust
- Size: 2
- Type: +0 Kinetic
- Glancing: 1
- Solid: 7 (+4)
- Smashing: 15 (+8)
- Range: Not So Close (-2 Attack)
- Tags: Armor Piercing (4), One Shot
- Disposable unguided warhead launcher.
Bazooka
- Size: 6
- Type: -4 Kinetic
- Glancing: 4
- Solid: 8 (+4)
- Smashing: 16 (+8)
- Range: Not So Close (-2 Attack)
- Tags: 3 Shots
- Smoothbore launcher firing semiarmor-piercing explosive shells. Additional magazines (3 shots per) take up 1 space each. Changing magazines takes one action.
Heavy Bazooka
- Size: 10
- Type: -6 Kinetic
- Glancing: 6
- Solid: 12 (+4)
- Smashing: 25 (+8)
- Range: Not So Close (-2 Attack)
- Tags: 2 Shots
- Smoothbore launcher firing larger semiarmor-piercing explosive shells. Additional magazines (2 shots per) take up 1 space each. Changing magazines takes one action.
Dumbfire Pod
- Size: 4
- Type: +0 Kinetic
- Glancing: 4
- Assault: +2 (Max 5)
- Range: Not So Close (-2 Attack)
- Tags: Assault, 2 Shots
- A conventional multiple launcher pod firing explosive rockets. Not especially accurate, but dangerous if they all hit.
Guided Weapons
Smart Grenade Launcher
- Size: 6
- Type: +0 Electronic
- Glancing: 1
- Solid: 7 (+4)
- Range: Not So Close (-1 Attack)
- Tags: Armor Piercing (2)
- A stubby automatic grenade launcher style weapon capable of firing various different types of ammunition. Statistics are for standard anti-MS shaped-charge grenades.
Smart Bazooka
- Size: 8
- Type: +0 Electronic
- Glancing: 4
- Solid: 8 (+4)
- Range: Moderately Far (-1 Attack), Minimum Range (Very Close)
- The Smart Bazooka is a large magazine-fed bazooka-style weapon firing small guided missiles.
Swarm Missile Pod
- Size: 2
- Type: +8 Electronic
- Glancing: 2
- Assault: +2 (Max 8)
- Range: Moderately Near
- Tags: One Shot, Assault, Atmospheric Problems (-6 attack)
- A cluster of swarmer missiles, ripple-fired in a second or two. Poorly optimized for atmospheric use.
Light Missile
- Size: 2
- Type: +4 Electronic
- Glancing: 2
- Solid: 4 (+4)
- Smashing: 8 (+8)
- Range: Moderately Near
- Tags: Limited Ammunition (2)
- A small launcher holding a pair of lightweight dogfight missiles.
Medium Missile
- Size: 3
- Type: +0 Electronic
- Glancing: 3
- Solid: 6 (+4)
- Smashing: 10 (+8)
- Range: Moderately Far
- Tags: Limited Ammunition (2)
- A larger rack mounting two longer-range missiles.
Antishipping Missile
- Size: 8
- Type: -6 Electronic
- Glancing: 10
- Solid: 20 (+4)
- Smashing: 40 (+8)
- Range: Extremely Distant
- Tags: One Shot, Anti-Ship
- Moskit.jpg
Brawl Weapons
Alpha Edge Sword
- Size: 2
- Type: +0 Melee
- Glancing: 3
- Solid: 6 (+4)
- Smashing: 12 (+8)
- Range: Brawl
- Tags: Shield Ignore, Parry (+4)
- A long sword with integrated forcefield reinforcement and energy sink.
Plasma Blade
- Size: 1
- Type: +0 Melee
- Glancing: 4
- Solid: 8 (+4)
- Smashing: 16 (+8)
- Range: Brawl
- Tags: Shield Weakness (x2), Parry (+2), Cannot Parry Physical
- Conventional plasma cutting blade sized up for an 18 meter robot.
Ivy Blade
- Size: 2
- Type: +4 Melee
- Glancing: 1
- Solid: 4 (+4)
- Range: Brawl
- Tags: Shield Ignore, Entangle
- The 'Ivy Blade' is an electromagnetically hardened whip-sword with a semiautonomous thruster package. This makes it difficult to defend against and the thick cable of hypertensile fullerenes can be used to effectively entangle enemies, but the lack of weight behind it makes it a poor choice for inflicting damage.
Pilebunker
- Size: 3
- Type: -2 Melee
- Glancing: 1
- Solid: 6 (+4)
- Smashing: 12 (+8)
- Range: Brawl
- Tags: Shield Ignore, Armor Piercing (3)
- A superhardened metal spike on an explosive launcher, designed to penetrate heavy armor.
Radiant Surge
- Size: 3
- Type: +4 Melee
- Glancing: 2
- Concentrate: +2 damage (+2)
- Energy Use: 1/shot
- Range: Special (half damage at Point Blank and Very Close)
- Tags: Shield Weakness (x2), Concentrate, Antimissile, Fixed Only
- This unusual weapon launches a blast of concentrated microwaves out of a specially-modified emitter with a variable focus.
Weapon Upgrades
There are dozens of major arms manufacturers across the human galaxy and innumerable small ones - not to mention one-off custom work done by technicians in the field. Unsurprisingly with so many different manufacturers there are variations both large and small on the common weapon families.
All weapons are defined by their generation, the general era in which they were introduced. For every generation that they are built at past the generation they are introduced, they gain +1 on their attack roll and 1 automatic upgrade point.
Additional upgrade slots may be 'purchased' for +1 Weapon Size each, increasing by a further +1 cumulative for every subsequent upgrade slot 'bought'.
Ranged Upgrades
Accurized
- Upgrade Slots: 1
- Effect: +1 on attack rolls
Longshot
- Upgrade Slots: 1
- Effect: +2 maximum range brackets, +1 on attack rolls past Moderate range
Piercing
- Upgrade Slots: 1
- Effect: +1 to Armor Piercing, -1 on damage bracket seperation
High Caliber
- Upgrade Slots: 1
- Effect: -1 on attack rolls, +1 damage, +2 weapon size
Magnum
- Upgrade Slots: 1
- Effect: +1 Damage (+2 out to Close), double range penalty
Smart
- Upgrade Slots: 2
- Effect: Sensor added to attack rolls
Enhanced Power
- Upgrade Slots: 2
- Effect: +1 Damage
Melee Upgrades
Balanced
- Upgrade Slots: 1
- Effect: +1 on attack rolls, +1 to Melee defense if the weapon already provides a parry bonus
Buster
- Upgrade Slots: 1
- Effect: -1 on attack rolls, +1 cumulative damage per damage tier, +2 weapon size
Piercing
- Upgrade Slots: 1
- Effect: +1 to Armor Piercing, -1 on damage bracket seperation
Enhanced Power
- Upgrade Slots: 2
- Effect: +1 Damage (+2 on Smashing)