Neo-Jovian Arsenal

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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
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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.

Remote Weapons

Remote weapons have gone in and out of style over generations, most notably once the introduction of Scarlet Veils obseleted many 'smart' weapons - and then the slow reintroduction as quantum signalling opened up new avenues to work around the Veils. The advantages of remote weapons are substantial; they are dispersed, can attack from multiple vectors, in some cases do not expose the parent unit to return fire and make a convenient platform for synthetic aperture sensor arrays. Likewise, they have their own disadvantages; they are often vulnerable, they require their own propulsion, power and control systems adding to complexity, often have sharply limited operational time and they require added handling equipment on the parent unit.
Nobody likes admitting it, but we're a generation or more behind the Verge when it comes to remote weapons. Simply put: We stopped using them after Scarlet Veils got introduced. They didn't. --Legate Stark 15:38, 13 July 0048 NE
Remotes - often labelled by such terms as Bits, Funnels or Airds - have individually relatively weak armament, generally comparable to pistol or carbine weapons. The reason for this is simple; fitting them with larger weapons generally bloats their size to the point at which they are verging on small fighter scale. The 'punch' of remote weapons comes from their use in arrays, firing multiple shots at once and from multiple vectors to drastically increase the likelyhood of a hit.
Many remote weapons are also capable of being used defensively, essentially turning them into mobile CIWS turrets. In this mode they will fire on inbound missiles and melee-distance craft. Changing the operational mode between offensive and defensive is a free action, but can only be done when it is the action of the parent unit. Also, due to the limited amount of energy each remote has, they have the following rules:
Battery: How much power the remote weapon's onboard systems can hold. This can be recharged whenever they dock with their mother unit from their mother unit's own reactor/battery.
Drain: How much power the remote weapon uses per attack.

INTACT Mk 14 'Fulgorin' Funnel Array

Accuracy: 1
Burst: 3
Range: 4
Speed: 10
Control Range: 15
Penetration: 5
Strength: 0
Size: 4
Battery: 8
Charge: 2
Special: Armor Piercing: 2, uses Aleph Weapon skill
Funnels have Agility: 6 and a strike defense pool equal to the controller's Aleph + Aleph Weapon skill. Any successful attack destroys one Funnel, imposing a -1 penalty to Accuracy and Burst. A funnel array that suffers 4 hits (reduced to -1/-1) is rendered useless.

INTACT Mk 17 'Tiensin' Funnel Array

Accuracy: 0
Burst: 2
Range: 4
Speed: 8
Control Range: 20
Penetration: 7
Strength: 0
Size: 5
Battery: 9
Charge: 3
Special: Armor Piercing: 2, uses Aleph Weapon skill
Funnels have Agility: 5 and a strike defense pool equal to the controller's Aleph + Aleph Weapon skill. Any successful attack destroys one Funnel, imposing a -1 penalty to Accuracy and Burst. A funnel array that suffers 3 hits (reduced to -1/-1) is rendered useless.

Seraphim Prototype Funnel Array

Accuracy: 3
Burst: 5
Range: 4
Speed: 12
Control Range: 20
Penetration: 5
Strength: 0
Size: 5
Battery: 6
Charge: 2
Special: Armor Piercing: 1, uses Aleph Weapon skill
Funnels have Agility: 7 and a strike defense pool equal to the controller's Aleph + Aleph Weapon skill. Any successful attack destroys one Funnel, imposing a -1 penalty to Accuracy and Burst. A funnel array that suffers 6 hits (reduced to -1/-1) is rendered useless.

Outremonde AAB (Automated Attack Bit)

Accuracy: 0
Burst: 0
Range: 6
Speed: 7
Control Range: 4
Penetration: 6
Strength: 0
Size: N/A (independent unit)
Battery: N/A (reactor powered)
Charge: N/A (reactor powered)
Special: Armor Piercing: 2, Independent, Extra Attack
AABs have Agility: 5 and a dice pool of D10 + Controlling craft's Electronics for all rolls. They have an Armor value of 1, and if their armor is penetrated they are destroyed. If their controlling unit is destroyed they will automatically seek out the nearest friendly unit within 20 squares and link up. Failing this they will immediately return towards their mothership. No mobile suit may control more than four AABs at any time.
As AABs are essential compact drone fighters they have a full reactor-fed power and propulsion system and do not dock with a mother craft to recharge. However they are sufficiently large that they take up 1/4 of the space of a standard mobile suit.


Size: 10
Type: +0 Kinetic
  • Glancing: 4
  • Assault: +2 (Max 10)
Range: Moderately Near (-1 Attack)
Tags: 3 Bursts, Assault

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. All weapons start off with one upgrade point and for every generation that they are built at past the generation they are introduced (generally Generation 1), 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'.

Note that most Generation 1 weapons are also available in Generation 0 format, representing particularly old or mass production 'budget' models. These have the same performance as Generation 1 equipment save they do not have an automatic upgrade point and any upgrades will need to be acquired via penalties.

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

High Caliber

Upgrade Slots: 1
Effect: -1 on attack rolls, +1 damage, +1 weapon size

Magnum

Upgrade Slots: 1
Effect: +1 Damage (+2 out to Close), double range penalty

Snub

Upgrade Slots: 1
Effect: +2 on attack rolls, Reduce weapon space by 50% (round up), double range penalty

Smart

Upgrade Slots: 2
Effect: Sensor added to attack rolls

Enhanced Power

Upgrade Slots: 2
Effect: +1 Damage

Power-Hungry

Upgrade Slots: -1 (grants an extra upgrade slot)
Effect: The weapon requires an additional point of energy to fire

Overheats

Upgrade Slots: -1 (grants an extra upgrade slot)
Effect: The weapon may only be fired once every two turns

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)