Monday, January 13, 2014

CYBER-PULP FANTASY CORE-Special Ranged, Explosives, and Area Effect Weapons

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)


Area Effect Weapons
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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