CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
* Requires training
Special
Ranged Weapons
These
weapons are illegal for private use.
Some can still be procured through black market sources in exchange for
XP. Those listed as EXP are experimental
weapons that can only be acquired in-game.
Ammunition for these weapons may be hard and expensive to come by.
Sniper
Rifle: 2d12, 11
shot clip, L (comes with Scope and Flash Suppressor), requires mounting to fire
(prone with bi-pod, braced on wall, etc), no BAB if used without and Range S.
(1 XP)
Machinegun:* (M-60, etc) 48 bullet drum, L
2d10 x
1d2 burst (DC 12 Ref Sv ½ damage) 4 bullets
2d10 x
1d2 spray, up to 4 adjacent targets (DC 12 Ref Sv ½ damage) 8 bullets
If used
hand-held, lose BAB for attack. If fired
while braced or mounted, no penalty. (1 XP)
Chaingun:* (a gatling-type mini gun, ammo is belt-fed
from a backpack or a box) 96 bullets,
L (+1 Str and Con bonuses to use
handheld) If used hand-held, lose BAB for attack. If fired while braced or mounted, no penalty.
(1 XP)
2d10 x 2 burst (DC 12 Ref Sv ½ damage) 8 bullets
2d10 x 2 spray, up to 4 adjacent targets (DC 12 Ref Sv ½
damage) 16
Flame-thrower:* 3d6, 10 shots, C, Burns for an
additional 1d6 until extinguished. Called
shot at the fuel tank causes explosion, 1 XP to survive. (1 XP)
Plasma Rifle:* (clip fed, uses glowing, blue cells)
20 shots, L (EXP, usually only used in and outside Space Stations, impact
weapons cause too much damage.) 3d6 single shot, 3d6 x 2 burst 4 shots
Laser Rifle:* (power supply is a backpack) 20 shots,
recharge 1 hr, (EXP, usually only used in and outside Space Stations, where
impact weapons can cause too much damage.)
2d12 + -1 to non-Dex bonus AC, S (L in space)
1d12 spray, up to 4 adjacent targets, C (L in space), 4
shots
Sonic
Blaster:* (large
pistol) 5 shots, recharge 1 hr, C, (EXP)
Everyone
in 40’ area without ear protection (including the shooter, weapon typically
comes with earplugs), DC 12 Fort Sv or Stunned 1 rd and deafened for 1 turn
Flasher:*
(large pistol) 5
shots, recharge 1 hr, S, (EXP)
Everyone
in area in front of pistol without eye protection (and behind if shooting into
a mirror, typically comes with tinted goggles), DC 12 Fort Sv or Stunned 1 rd
and blinded for 1 turn
Ranged Explosive Weapons
These weapons are illegal for private use. Some can still be procured through black
market sources in exchanged for XP. All
of these weapons have some special rules.
On any direct hit against individuals within the blast radius, they may
attempt a DC 12 Ref Sv for ½ damage. A
near hit (a miss on a Natural 12 and up) may cause ½ damage, which may be
entirely avoided on a DC 12 Ref Sv. If
the gunner is within the blast radius, they will take damage in the same manner
as the target.
Hand
Cannon:* 3d10, 10’
area, L, 5 shells, +1 Str and Con bonuses to use (1 XP)
RPG:* (Rocket Propelled Grenade) 1d4 x
10 + Stun 1 rd, 20’ area, L, can’t be used at Close range without taking damage
(1 XP)
LAW:* (Light Anti-Tank Weapon) 1d6 x 10
+ Stun 1 rd, 40’ area, L, can’t be used at Close range without taking damage (1
XP)
Stinger:* (Anti-aircraft weapon) 1d6 x 10 + Stun 1 rd, 40’ area, VL, can’t be
used at Close range without taking damage (1 XP)
Grenade:* 2d10 + Stun 1 rd, 10’ area, S, may
effect up to 4 if bunched together (1 XP/box of 4)
Grenade
Launcher:* May be
mounted on an Assault Rifle (single shot) or a separate gun (6 shells). Can be
loaded with fragmentation grenades, smoke, tear, and Flash Bang grenade
shells. 1 rd to reload, M range (1 XP)
These weapons are illegal for private use. Some can still be procured through black
market sources in exchanged for XP.
Those listed as EXP are experimental weapons that can only be acquired
in-game.
EMP Blaster: (Electro Magnetic Pulse, large rifle)
about 40’ radius, all electronic devices in the area are shutdown and require
servicing to be restarted. (Military
grade hardware does get a saving throw.)
Shooter is immune to effect. Good
for 1 shot, 1 hr to recharge (EXP)
Railgun:* (electro-magnetic propulsion for
high-explosive shells) This is essentially a small piece of field artillery,
must be mounted for use, requires two people to move, can’t be used on moving
targets (large, stationary targets are AC 12 at L range, automatic if closer),
fires 1 shell at a time, takes 2 rds to reload and charge, must be plugged in
(outlet or generator). Blows a 20’ hole
through anything (will shatter Force Fields, exposing those inside the next
rd), DC 18 Fort
Sv for someone to survive
inside the area, those making save are unconscious 1 turn. VL (EXP)
Smoke Grenade:* Fills 40’ area with smoke, obscures
everything in area to normal vision (1 XP/box of 4)
Tear
Gas:* Fills 40’
area with gas, DC 12 Con Sv or incapacitated 1 turn, unless wearing some
protection (1 XP/box of 4)
Flash Bang Grenade:* DC 12 Fort Sv or blinded and
deafened for 1 turn, 20’ area, S (1 XP/box of 4)
Thermite:*
When properly set,
begins a high-heat reaction, capable of burning through armor, requires
demolition skill (DC 12 each charge, fail-doesn’t go off or doesn’t work
right), takes 2 rds to set (1 XP/charge)
Explosives:* (C-4, TNT, etc) When
properly set, destroys target, or blows a hole in it, but must be set at place
of intended explosion, takes 2 rds to set, requires Demolitions skill (DC 12
each charge, fail-doesn’t go off or doesn’t work right). Must evacuate to at least outside of Short
range. Stuns everyone in M radius 1
rd. Anyone inside blast radius, DC 18
Fort Sv or dead, those making save are unconscious 1 turn. (1 XP/charge)
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