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WEAPONS

Melee Weapons
Specials Cost Notes
--------------------------------

Armor Crushing: x6.0 Ablates armor faster. -1 SP per (1+DC) Kills. -(2 x
Kills) versus ablative.

Armor-Piercing: -- Reduces Armor SP


Standard: x2.0 All standard armor counted at 1/2 SP
Advanced: x4.0 All standard armor counted at 1/4 SP

Disruptor: -- Reduces Energy Shield SP


Standard: x2.0 All energy shields counted at 1/2 SP
Advanced: x4.0 All energy shields counted at 1/4 SP

Penetrator: -- Reduces Armor Damage Coefficient


Standard: x2.0 Reduces Armor DC by 1/2
Advanced: x5.0 Reduces Armor DC by 1/4

Ionization (Only): x2.0 Roll 1d10 + Servo (or just Torso/Main Body for
simplicity) rating +/- 3 per Scale difference vs 10 + "Kills" of Ion Cannon. If
failed, all of the target's controls are "locked up" for d6 Turns.
Ionization (Added): x3.0 As above and take damage.

HESH: x10.0 If armor stops all damage, 10% (Rounded down) gets
through anyway!!

Ranged Weapons (Beam/Missile/Projectile)


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Range cost = ((desired range/default range) x .5) + .5

Beam Weapons
Specials Cost Notes
--------------------------------------
Holographic Projector: x0.6 BV (not RoF; no 0.5 BVs) is portfolio. 10+Kills
is Difficulty to see through. Buy a Blast Radius for big holograms.

Ionization (Only): x4.0 Roll 1d10 + Servo (or just Torso/Main Body for
simplicity) rating +/- 3 per Scale difference vs 10 + "Kills" of Ion Cannon. If
failed, all of the target's controls are "locked up" for d6 Turns.
Ionization (Added): x6.0 As above and take damage.

Projectile Weapons
Projectile Ammunition:
Type Cost Notes
------------------------------------
Armor-Piercing: -- Reduces Armor SP
Standard: x4.0 All standard armor counted at 1/2 SP
Advanced: x10.0 All standard armor counted at 1/4 SP

Disruptor: -- Reduces Energy Shield SP


Standard: x4.0 All energy shields counted at 1/2 SP
Advanced: x10.0 All energy shields counted at 1/4 SP

Penetrator: -- Reduces Armor Damage Coefficient


Standard: x6.0 Reduces Armor DC by 1/2
Advanced: x15.0 Reduces Armor DC by 1/4

Ionization (Only): x4.0 Roll 1d10 + Servo (or just Torso/Main Body for
simplicity) rating +/- 3 per Scale difference vs 10 + "Kills" of Ion Cannon. If
failed, all of the target's controls are "locked up" for d6 Turns.
Ionization (Added): x6.0 As above and take damage.

Armor Crushing: x12.0 Ablates standard armor faster. -1 SP per (1+DC)


Kills. -2 x Kills versus ablative.

HESH: x10.0 If armor stops all damage, 20% (Rounded down) gets
through anyway!!

KER I: x6.0 Stands for Kinetic Energy Redirection. Allows a


round to "bounce," or ricochet, before detonating and expending its payload. Useful
for performing trick shots and shooting around corners, but the round MUST
ricochet! Attempting to hit a target while compensating for the ricochet confers a
-3 penalty to hit. Anything struck by the round when it ricochets suffers 1 Kill of
damage. If used in combination with Kinetic rounds, all targets struck by the
ricochet suffer the full damage of the weapon for Knockback purposes only. If
attempting to purposefully damage multiple targets with one round by "pinballing"
it against all of them, only one attack roll is needed, and each target gets their
own dodge (or parry with shields) roll. If one or more targets successfully dodges,
a Luck roll of 15(+4 for every target that dodges after the first [but not parries!
A parried roll still ricochets!]) must be made in order for the round to continue
on course to the proceeding and final targets. Ricochets as many times as the KER
level (ie I = 1, II = 2, etc). The full payload of the round is ONLY applied to the
final target.
KER II: x8.0 As above, with -6 penalty.
KER III: x10.0 As above, with -9 penalty.
KER IV: x12.0 As above, with -12 penalty.
KER V: x14.0 As above, with -15 penalty.

Missile Weapons
Specials Cost Notes
----------------------------------------
Aerospace Missile: x0.75 Can only target aerial or space-borne targets.

Water Torpedo: x0.5 Can only be fired through water at targets also
in the water.

Tunneling: x1.3 Missile travels through the ground as well as


air.

HESH: x10.0 If armor stops all damage, 20% (Rounded down)


gets through anyway!!

Homing Anti-Radiation: x2.0 Adds targets sensor rating to WA if active.


(Smart Only)

Home-On Jam: x2.0 Missile targets the source of Missile ECM and
add rating to WA if successfully jammed.

Rocket: x0.8 -2 WA, Immune to Missile ECM. Cannot be Smart,


Counter Missile, or Tunneling.

Energy Melee Weapons


Note: Treat all armor at -4SP (x1 Scale). If AP, Reduce SP by 1/2, 1/4, or -4 SP
(x1 Scale) (Which ever is better for the attacker).

Specials Cost Notes


----------------------------------
Returning: x1.5 Can be thrown, and it will come back.

Beam Shield: -- DA and WA is -3. Damage is the shield's SP. If used


to attack, the shield does half SP as damage. Beam shields do not ablate. See
Shields for differences in size.
Small x1.5
Medium x2.0
Large x3.0

Variable Beam Shield: -- As above, but gain full WA (DA is still WA-3) and do
full damage as a weapon. See Shields for differences in size.
Small x2.0
Medium x3.0
Large x4.0

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