Weapons rules-(Gemini)

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Weapon classes:

Light Pistol: 2D6 Conventional x Ramjet x Railgun +0/+1 accuracy Plasma x

Medium Pistol: 3D6 Conventional x Ramjet +1dam Railgun +0/+1 acc Plasma +1dam

Heavy Pistol: 4D6 Conventional +1dam Ramjet +2dam Railgun +0/+1 acc Plasma +2 dam

SMG: 4D6 Conventional Autofire Ramjet AF, +2dam Railgun +0/+1 acc, 3rd burst Plasma 3rd Burst, +2 dam

Rifle: 5D6 Conventional x Ramjet +3dam Railgun +0/+3acc, AP Plasma +3 dam

Light Assault Rifle: 6D6 Conventional +1 Dam, AF Ramjet +3dam, AF Railgun +0/+1acc, AP, 3rd burst Plasma +4 dam, 3rd burst

Heavy Assault Rifle: 7D6 Conventional +2dam, AF Ramjet +5dam, AF Railgun +0/+3acc, AP, 3rd burst Plasma +6 dam, 3rd burst

Sniping Rifle: 8D6 Conventional +1/+2 acc. +3dam Ramjet +1/+3acc +6dam Railgun +2/+5acc AP +1dam Plasma +1/+2acc +3dam.

Shotgun: 4D6 Conventional +1/-2acc Laser +2/-3 acc

Heavy Shotgun: 5D6 Conventional +1/-2 acc, Laser +2/-3 acc

Heavy Auto-Shotgun: 5D6 Conventional +1/-2 acc, AF Laser +2/-3 acc

Heavy Weapons: Heavy Assault Rifles, Heavy shotguns and Heavy auto-shotguns are NOT heavy weapons (sorry for this mis-labeling). Any weapon that is classified as a heavy weapon is designed as an anti-vehicle weapon. If you shoot someone with it, they're going to get very fucked up. Damage from heavy weapons may only be resisted by the 'Heavy Armor' rating of your armor. Each point of damage that gets through does a full bar (ie 4 points ) of damage. Toughness modifier does not affect this type of damage. A point of damage from a heavy weapon counts as 1 SDC point, resisted by the hull quality+any extra armor: if people are crewing the ship, technical dice may of course be used in this case as well. Normal weapons do very little SDC to vehicles unless they hit something vulnerable (gas tank, tires, etc.): any time a damage dice from a normal weapon comes up as its maximum value (usually a 6), consider that 1 SDC of vehicle damage, resisted by vehicle armor. Just as a note, if you shoot a person with a ship mounted weapon, they die automatically.

Each of these weapons comes in conventional, ramjet, railgun,(ram and railgun do not produce shotguns) and laser (shotguns only, baring rare examples) varieties. Also, Plasma weapons and unconventional weapons, which I haven't made rules for yet, though some of them will be the same as cyberpunk. because I don't know how to make a table, I'm just gonna do my best to write it out, and someone else can table-ify it if they want. Accuracy is pointblank and short range before the slash, medium, long, and extreme range after the slash. AP means armor-piercing: armor values are halved. Each level divides by armor by a further factor of 2 (2, 4, 8, etc.) This table does not include heavy weapons.

Weapon quality has a big effect as well: the order is as follows: Poor, Low, Average, Good, Excellent, Best, and Custom Modifiers:

Reliability: -3, -1, 0, +1, +2, +3, +4
Damage: Lasers and Plasma: -2 at poor, -1 at Low
Railguns: +1dam at excellent, +2dam at best and custom
Conventional: same as railguns
Accuracy: -2/-3, -1/-3, 0/-1, 0/0, +1/+1, +2/+1, +2/+2
Weight: +10%, +5, 0, -5, -10, -20, -50%
Special: Railgun: at excellent and above the Heavy assault rifle gains AF, Light assault rifle and SMG at best and above. Best heavy assault railguns gain +1 AP. Excellent and above plasma rifles gain +1 AP.
Price: 60%, 80%, 100%, 200%, 500%, 1000%, 50000-100000%

Close combat:

vibro knives have 2xAP against soft armor. on a to hit roll of 1 the knife breaks (1,2 for poor/low quality, not at all for excellent and up). At best AP is 3xAP (1xAP for hard armor). Custom is 3xAP (2xAP hard armor) and +1 to melee damage.

Armor note: I realize weapons and armor should be subpages under a section entitled Combat in Gemini, but I don't know how to do that.