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Wyld's Weapons

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Wyldknight Wyldknight's picture
Wyld's Weapons
I recently got into a new EP game and with my GMs permission began making modifications to the weapons rules along with adding a few of my own. I thought I would share what I came up with on the EP forums. Some of the things are pretty basic (trade ap for dv) but the main difference is that my attempt was to give all the different levels of pistols a reason for existence instead of having Heavy pistols being the end all small fire arm short of assault rifles. I plan on making similar changes to all the weapons but as of now pistols and a few melee weapons are the only ones I've finished. Weapons Despite the fact that firearms are the dominant personal weapons, you shouldn’t underestimate the potential of a good blade or even fist. With today’s high security it can sometimes be impossible to sneak a gun on board while a simple kitchen knife or densiplast glove will get right by as long as it’s in your luggage. Melee weapons are used in hand-to-hand combat and range from those popular with street thugs—knives, bats, and knuckles—to the more specialized weapons wielded by martial arts experts. Melee Weapons Shadow blades: The Shadow series edged weapons were designed for stealth. Made of detection proof materials and a black matte coating that keeps it from causing a glare that may attract detection it is the ideal melee weapon for a subtle approach. The blade itself is treated with a special forging process that allows it to cut through armor more effectively (extra – 1 to AP.) The shadow series comes in a number of designs and to represent this any edged weapon can be a part of it. Merely increase it to the next cost level (trivial to low for example) but remember the materials only keep the blade from being detected. In the case of a wasp knife the canisters contents can still be detected by the right sensors without proper shielding. Because of strict blueprint control and licensing usually only found in the hands of professionals. Claymore: Essentially a heavier monofilament sword, the claymore must be wielded with two hands by anyone with less than 25 SOM (the damage presented is assuming such a person is using two hands so there is no bonus to damage for doing so). While weapons such as things are usually useless to your average transhuman with the advent of near immortality dueling to the death has become a newly popular sport with those who can afford constant morph replacement. Even outside of such scripted combat in the right hands and under the right circumstances it can be more useful than a gun. Stats are AP -5, DV 2d10 +4. [Low] Fineblades: The fineblade forging process gives an edged weapon greater ability to cut through armor but sacrifices damage potential in the process. This is a process applied to weapons but is simple enough to not change the cost. It lowers the DV by one while increasing AP by 1. Snap blades: When you can’t get your hands on some cyber claws but still want that element of surprise with a hidden weapon snap blades are your best bet. These blades are sheathed in a forearm protector that cab be hidden under your sleeves. Thee blades will extend or contract via muscle movement or mesh command. The sheath comes in two versions. The cheap plain sheath [trivial] and the senor defeating sheath (-20 to sensor attempts) [low] Gun knife: Now before you say anything no, it is not a knife duct taped to a gun. The gun knife is a surprise attack or last ditch weapon. Loaded with a propellant in the handle the blade is shot out of the handle towards an opponent (using the Kinetics skill). You’re probably asking yourself what’s the point of this weapon? Simple, it’s cheap, easy to produce, and just about every scum too cheap to afford a real gun will be packing a bandolier full of these things. Use light pistol damage with a -1 to AP but half the range. [trivial] Telescoping Staff : When collapsed, this weapon is quite easy to conceal (+10 to Palming). A quick spin telescopes both ends of the staff out of the handle, multiplying the overall length. Firearms Firearms are currently the most versatile of weapons. In Eclipse Phase they are also the most confusing. Sniper rifles are full auto with a high magazine size then assault rifles and there is no logical reason to even use a submachine gun. These following guns are an effort to give each weapon a role and reason for existence. NOTE: Just because one company makes a gun doesn’t mean another won’t make a similar model with the same mechanical advantages and weaknesses. Direct Action makes the Scout which is a rival to Medusan Arms Viper. This is for those of you who like a gun but don’t like the picture that goes with it. Pistols Light Pistols Light pistols are the weakest of all firearms but that doesn’t mean their pointless. They are quiet (apply an extra -10 when using a silencer), easy to conceal (+10 when attempting to hide the gun), and they are quick to break down and reassemble (+10 to Hardware: Armorer when disassembling or reassembling.) Direct Action Scout: Perhaps the world’s most compact pistol, the DA Scout features a magnetic strip which can be activated or deactivated with a thought to stick to a number of surfaces including an agents armor so no need for a holster. It also fires a larger round then most light pistols losing some ammo capacity (-1) in exchange for more power (+1 DV). Comes with a built in laser sight. [low] Soulafe High Class: A light pistol for men and woman of stature, the High Class is built with smart material that allows it to change its color to match the wearers outfit. Popular among those who want to be able to defend themselves with style it has also become the weapon of choice among some less reputable citizens for the sole purpose that they can have messages played on the side of the gun such as “Your mother liked my other gun more.” Because of its longer than average barrel the High Class has medium pistol range but loses its bonus to concealment. Apply an extra -10 to visual perception tests if the skin of the gun has been set to blend in with its background. [moderate] Fire Fist: A scum made weapon, the Fire Fist is an oddly designed light pistol. Its shape allows the user to create a fist with the barrels coming from in between each finger. This almost completely conceals the gun (-10 to visual Perception test) and while it can fire like any other normal weapon its design makes it unwieldy (- 10 to attack test) unless it is used in close range with little room to miss. It’s biggest advantage is when used in a melee attack. The attacker makes the usual unarmed test but on a successful attack the pressure on the barrels acts as a trigger to fire all 4 (there is a barrel under the pinky) rounds at once. The attack then roles the unarmed attacks damage and then the pistols damage with a +4 DV. Reloading the weapon is an arduous process as the front must be slid up and each round individually loaded, this takes two complex actions. Because of this the Fire Fist is usually used and then thrown away for a more efficient weapon. [low] Gordo Industries LAP M-1: The Light Armor piercing Pistol Model 1 is the flagship light pistol for Gordo Industries. Featuring a specially designed magazine (+20% cost) the LAP M-1 can hold twice the ammo of other light pistols while also having armor piercing capabilities (AP -2). These advantages are offset by the increased cost for both the gun and its magazines. The peculiar ballistics of the LAP M-1 makes it easier to identify then other guns and it is noticeable difficult to find unlicensed copies of its blueprint for the creation of an untracked model (modifiers at GMs discreation). It comes equipped with a smartlink. [moderate] Decker Icarus: The Icarus is the gun of choice for anyone expecting a hostile environment. While some guns need to be modified to fire in adverse conditions the Icarus just shrugs those off and keeps firing. Any test that has to be made to see if the gun keeps firing is considered an automatic success. In the case of the attacker getting a critical failure or the defender a critical success assume the gun had a slight malfunction but will still be in working order when the owner has the time to clear the mechanism. [low] Medium Pistols Medium pistols are the compromise between a light pistols ease and a heavy pistols power. While lacking the advantages both carry it also has none of their weaknesses. Medium pistols are what you will usually find being carried by your average security guard or private security agent. Saeder Armaments 556: The 556 is called so because of the in company made ammunition it holds. While nothing about it makes it easier to kill people the ammo is notoriously easy to make and has flooded the market (-20% cost for ammo/+10 when producing it yourself). The company has tried to remedy this issue but black market armorers are seeing to it that the flood isn’t drying up soon. [low] Ceska Scorpion: The Scorpion got its name from the it’s impressive sting, the enhanced firing rate which puts it closer to a mini submachine gun with less armor piercing and damage. It fires 6 rounds in a single burst (an extra +1d10 which can make it +2d10 if both bursts hit one target or have it split to hit two targets for +1d10 each) but it lacks full auto capability. Because of barrel modifications to withstand increased stress from the enhanced firing rate the range has been cut to that of a light pistol. The top loading magazine holds an extra 12 rounds. [moderate] Coyvot Peacekeeper: The Peacekeeper has become the standard firearm of many law enforcement agencies. It’s special grip which molds to the persons hand (+20 to avoid being disarmed), under barrel laser sight, and standard safety system (page 342) make it perfect for any officer of the law. Ironically it has also found fans in the Night Cartel because it’s hard to figure out who shot whom when the ballistics are so similar. [low] Horizon Firearms Rubix: An impressive entry into the firearms business by Horizon Incorporated. The gun can be easily be broken down into about 20 component parts that mimic jewelry, writing instruments, and other commonly carried items, making the weapon quite easy to transport illegally. Putting them back together requires at least a minute (20 turns with a Hardware: Armorer check) though this can be cut in half if the job is rushed and the person assembling it can get a bonus (+10) if they have an AR assist program overlaying what to do when. A silencer specifically designed for the gun (+20%) must be purchased and if part of the assembling process adds another 4 turns to put together. [moderate] Medusan Arms Thunderbolt: Wanting to find a way to create a heavy pistols fire power but with less weight and noise MA created the Thunderbolt, an impressive medium pistol which hits with the power of its heavier counter parts. The heavier bullet (use heavy pistol damage but not AP) is what sets this gun apart but the increased size of the bullet decreases ammunition available(magazine size reduced to 10) and the bluntness of the round (AP -1 instead of – 2) means this gun can’t pierce armor as well as it’s bigger brother. Heavy Pistols Heavy pistols are the hand cannons of the firearms world. Their distinct advantage in both damage and armor piercing capabilities are marred by the increased noise and muzzle flash (+20 to any perception test trying to find them) and being almost impossible to hide (-10 to a palming test to hide it). They are big, powerful, and one of the least subtle weapons you can use. Coyvot Guardian: When a SWAT team storms a building odds are they will have the Guardian as their sidearm. The bigger brother of the Peacekeeper, Guardians are made to keep collateral damage through over penetration to a minimum while causing increased damage to intended targets. The pistols AP is decreased by 2 but it gains +2 to its DV. It comes with a smartlink built in. [low] Vectrix Arms Bullhound: The Bullhound was built with a simple mission, make a heavy pistol that kills people very well. A mission they accomplished with this third attempt. The Bull Hound has increased damage potential all around (1 bonus to both AP and DV) but loses ammo in the process (12 rounds) and can no longer fire full auto. While lacking full auto is a drawback the gun makes up for it with increased damage and an under barrel micromissile launcher which can hold one missile and must be manually reloaded (one complex action.) [low] Direct Action Gemini: Aiming to emulate the classic image of the gunslinger dual wielding pistols DA created what may become the must have weapons for every modern day cowboy. The Gemini gun system uses two smartlinked pistols loaded with a hyper specialized sensor system that feeds logistical data from one pistol to another. When wielded together the pistols sensors negate the usual -20 from multiple targets attacked. To make room for the special sensor package the Gemini can no longer in FA modes and are limited to light pistol range. [moderate] Gordo Industries Desperado: Heavy pistols hit hard, everyone knows that. This one however hits harder then all of them. The Desperado uses a cylinder because magazines were too small to fit all that bullet into a pistol sized package. Both DV and AP are increased by 3 but the wielder needs a body that can handle such a weapon (at least SOM 25) and silencers just don’t work on it. Since it holds only 5 shots it is best to fire SA unless you want to blow most of your bullets at once on a burst, FA isn’t even an option. This pistol also has extended range (twice normal heavy pistol range) and a built in smartlink which helps you wield the beast. Bushwick United Huntsmen: The Huntsmen was designed for ease of use but more importantly it has increased armor piercing capability to take down the heavier prey rich sportsmen have custom made for their hunting grounds. While the damage suffers for this (AP increased by 1, DV decreased by 1) it’s hard to argue with results.
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CodeBreaker CodeBreaker's picture
Re: Wyld's Weapons
Quote:
Firearms Firearms are currently the most versatile of weapons. In Eclipse Phase they are also the most confusing. Sniper rifles are full auto with a high magazine size then assault rifles and there is no logical reason to even use a submachine gun. These following guns are an effort to give each weapon a role and reason for existence.
Nice selection of weapons. But just a quick aside on this paragraph. Sniper Rifles got downgraded to SA only during the errata. Also, Submachine Guns have a few advantages. They have a longer range, but they also have enough ammo in a single clip to fire two long bursts, while a Heavy Pistol has a shorter range and can only fire one and a single. I seem to remember someone drew the numbers out and the Submachine Gun does, overall, more damage as long as the fight lasts more than three phases.
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Wyldknight Wyldknight's picture
Re: Wyld's Weapons
See thats the problem, most of our fights take place in close range so spray weapons and heavy pistols with the occasional assault rifle have been dominating. Throw in explosives and our fights don't usually last that long.
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Captain Piranha Captain Piranha's picture
Re: Wyld's Weapons
Some characterful and nicely fleshed out weapons here. I agree that pistols do require more differentiation than there is in the standard rules. I was going for something similar, with light pistols giving a bonus to concealability and only medium pistols being capable of burst fire.
Wyldknight Wyldknight's picture
Re: Wyld's Weapons
Thank you. We haven't had a chance to play test the changes I made but I think they seem pretty balanced on paper. I just figured by this point semi automatic pistols and machine pistols would be combined into one weapon so it wouldn't matter so much. Right now I am working on something to put SMGs ahead. I'll most likely go with that enhanced firing rate I put on one of the Medium pistols and maybe bonuses to suppressors like light pistols making them the stealth weapon of choice whereas assault rifles can also be stealthy but you sacrifice the extra quiet for extra fire power.
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marcoasalazarm marcoasalazarm's picture
Re: Wyld's Weapons
There are never enough guns (think that at some time in the future there might be a gun book?). I particularly like that Snapblades (what can I say? I love 'Predator').
Quincey Forder Quincey Forder's picture
Re: Wyld's Weapons
I was wondering, is there something akin to the BLADE system in the EP verse, as seen in Shinji Mikami's new game VANQUISH? in that system, several guns, from handgun to assault rifle are "folded" into a remote control-like handle. Plus, when the BLADE is loaded to capacity and "meets" a gun similar to one it already has, it upgrades the gun it has. [url]http://www.youtube.com/watch?v=cYuFVBLnc78[/url]
[center] Q U I N C E Y ^_*_^ F O R D E R [/center] Remember The Cant! [img]http://tinyurl.com/h8azy78[/img] [img]http://i249.photobucket.com/albums/gg205/tachistarfire/theeye_fanzine_us...
Wyldknight Wyldknight's picture
Re: Wyld's Weapons
I like the idea of a multiweapon system built into a single frame. Something like that I feel would be highly prized and saved for the tier 1 forces. Whoever the EP equivalent of the SAS/Delta force are. I think whipping up stats for something like that wouldn't be hard, I'll get on it if no one else does. And may I say Predator is awesome. I'm working on an Ultimate hunter built after him heh.
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Quincey Forder Quincey Forder's picture
Re: Wyld's Weapons
Well considering that DARPA is part of Ozma, now, I could see them building a prototype of it for Direct Action. That would make a great story hook: the characters are hired to steal the prototype. Problem is: it's on Earth, on a secret research facility
[center] Q U I N C E Y ^_*_^ F O R D E R [/center] Remember The Cant! [img]http://tinyurl.com/h8azy78[/img] [img]http://i249.photobucket.com/albums/gg205/tachistarfire/theeye_fanzine_us...
fafromnice fafromnice's picture
Re: Wyld's Weapons
I like the idea of a "transphormers" gun ;), I was thinking of Railgun with special nano-bullets ... if you find something that work please share ;) the GunKnife, funny thing ... I have the idea of a gunknife with multpile throwing blades, with specialized nano-fabricator ... it will be cool, no ? second, this is a little problem for you :P ... all the weapon are made from a cornucopia machine, my problem is : If I want to make a weapon from scratch, from nothing, from every day objects. Like something with a lead pipe with big electromagnetic rail made with hanger ... in the jovian state, where the cornucupia machine are watched by the powerful, it will be a solution for some anarchist to throw the power in place out sure thing it will not be effective if we find something, an idea, what component do you think it will need, what faction are spreading the plan in the mesh (probably the anarchist), with what skill a player will created something like that, etc.

What do you mean a butterfly cause this ? How a butterfly can cause an enviromental system overload on the other side of a 10 000 egos habitat ?

Wyldknight Wyldknight's picture
Re: Wyld's Weapons
fafromnice wrote:
if we find something, an idea, what component do you think it will need, what faction are spreading the plan in the mesh (probably the anarchist), with what skill a player will created something like that, etc.
Not sure about components but I think any faction that believes in open source will have some sort of cheap and easy weapons to make somewhere on the mesh. As for making weapons you would need Hardware: Armorer to build, repair, and modify weapons but if you want to make your own from scratch that would probably require the Academic: Weapons Design skill.
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fafromnice fafromnice's picture
Re: Wyld's Weapons
and what stats it will have ?
What do you mean a butterfly cause this ? How a butterfly can cause an enviromental system overload on the other side of a 10 000 egos habitat ?
Wyldknight Wyldknight's picture
Re: Wyld's Weapons
I think I missed that, stats for what weapon?
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fafromnice fafromnice's picture
Re: Wyld's Weapons
a weapon made from scrath i was thinking something like 2d10 [11] + -1 AP for each MoS on a craft test

What do you mean a butterfly cause this ? How a butterfly can cause an enviromental system overload on the other side of a 10 000 egos habitat ?

Wyldknight Wyldknight's picture
Re: Wyld's Weapons
Depends on what. A scrambled together nail gun would probably be doing light pistol damage with some AP but much more limited range for example.
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XenoSean XenoSean's picture
Re: Wyld's Weapons
A couple of weapons you list include slightly increased prices (+20%), but that's not really enough to tip it over into the next category of costs. For characters buying in new economies, that's an advantage because you're not counting every credit as you swap favors. Is this intentional? I suppose it lends credence to the transitional economies view that new economy individuals are wealthy (even if they are dangerous, crazy commies).
Wyldknight Wyldknight's picture
Re: Wyld's Weapons
I think most of the ones I listed at higher prices were specific things. Like a silencer would be more expensive for certain guns.
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Zortiander Zortiander's picture
Re: Wyld's Weapons
If concerned about building new weapons, I suggest taking the excellent and all-emcopassing rules from Shadowrun 3. You only have to modify some of the rules; but this is easy, as SR and EP are more than only related rules-wise. I was planning on doint it, but didn't get round yet.
Wyldknight Wyldknight's picture
Re: Wyld's Weapons
Care to explain these rules? Never used em.
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Wyldknight Wyldknight's picture
Re: Wyld's Weapons
VAS (Variable Assault System) The VAS was designed for special operations units who could carry a limited amount of equipment but would find themselves in situations where multiple types of weapons would be needed. The VAS is built on a frame the size of a carbine (assault rifle stats/range cut in half) but much bulkier. When the situation requires more range or power the adaptable frame begins rebuilding the weapon. Everything from the barrel to the stock begins to reform itself using parts already packed into the body of the gun. The VAS can transform between a carbine, squad support rifle (assault rifle/ double range), and standard machine gun. Transformation between forms take 2 turns and do not require a test to work. The gun comes with a smartlink built in. Is this along the lines you were talking about when you mentioned vanquished?
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Zortiander Zortiander's picture
Re: Wyld's Weapons
It's the Cannon Companion from SR3 that has the rules and you can easily get it through all the usual channels. It's probably also on amazon and ebay. The system is as follows: 1) Select a frame; this gives you base data (range, damage, weight, cost) and modification space 2) Select modifications; in essence, every possible modification (silencer, scope, camera, smartlink) etc. is attributed a cost, space & weight 3) Combine and be done! This allows you enormous flexibility in creating weapons. And since its SR, most of it is directly portable to EP, though you might want to change the naming a bit.
Wyldknight Wyldknight's picture
Re: Wyld's Weapons
That sounds awesome, I'll have to find a copy. Drivethru would probably have one. Thanks for the tip.
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Quincey Forder Quincey Forder's picture
Re: Wyld's Weapons
Excellent job! I like it!
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Wyldknight Wyldknight's picture
Re: Wyld's Weapons
Thanks, I need to finish up my list of new guns. The hardest part is coming up with ideas to make them all seem different enough.
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Zortiander Zortiander's picture
Re: Wyld's Weapons
Yeah, check it out. Though keep in mind that it's outdated (SR is now running on issue 4), so a hardcopy might be less expensive; I know French and German gameshops tend to still have that one in stock sometimes. Though if you read German, than the German version is much better, due to many more illustrations, incorporated Errata and better rules (that would be version 3.01).
Wyldknight Wyldknight's picture
Re: Wyld's Weapons
I just want to see how they did it so I can convert it into something that will work with EP so whether or not it's the latest edition isn't to much of an issue.
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fafromnice fafromnice's picture
Re: Wyld's Weapons
Hey ! I know that it have a post somewhere for the shotgun type weapon in EP you are creating some cool weapon so I was thinking if you have an idea for Stats and rule for this type of weapon I was thinking of something but i'm not sure is fonctionel right now :P

What do you mean a butterfly cause this ? How a butterfly can cause an enviromental system overload on the other side of a 10 000 egos habitat ?

Wyldknight Wyldknight's picture
Re: Wyld's Weapons
Well spray weapons do that for the most part but classic shotguns have the ability to load a lot more ammunition types then the flechette style of the shredder weapons. I think designing a classic shotgun weapon would mean having to make a bunch of ammo types. It may take a couple of days but I actually want to do it so look back here in a bit and I may have something.
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theshadow99 theshadow99's picture
Re: Wyld's Weapons
For a multifunction weapon you may want to look at modern (cancelled) inspiration like the XM8 ( http://en.wikipedia.org/wiki/XM8_rifle ), one of my all time favorite weapons... The wikipedia entry no longer shows it, but they made a chart of the various 'modes' it could work in by changing components (something that isn't needed in a smart material variant for EP). It was operable as a SMG, Assault Rifle, LMG, and a dedicated marksman rifle if I remember all the options correctly. Just change out a barrel, magazine system, or other pieces to make it fit your current need. I've been trying to 'aquire' a prototype version of that for a few years now because I like the idea... Though I'm doubtful it's entirely legal in civilian hands...
Wyldknight Wyldknight's picture
Re: Wyld's Weapons
That, while cool, wasn't exactly what I was looking at. This type of gun would be able to fire classic flechette rounds (not as effective as a shredder though), grenades, probably dragon breath rounds which would turn it into a torch with a bit less range, and saboted slugs which considering the time this game takes place in I would guess could emulate the classic APDS. It would be more like a classic smooth bore shotgun which I could never see going out of style because of how adaptable they are.
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Rastus Rastus's picture
Re: Wyld's Weapons
Actually, I myself have some homemade rules for shotguns I wrote up a long time ago. Feel free to go ahead with whatever you were thinking of, but I figure I might as well share what I got in case it gives you ideas for something better. Shotgun Description: An old favorite of humanity and a classic weapon. Shotguns feature impressive stopping power but only modest armor penetration and range. These firearms are not only found in the hands of civillians as a defensive weapon, but are favored amoungst Security and Military forces due to the sheer versatility of what a shotgun can fire. Post-Fall shotguns are more advanced models which feature special barrels that, through use of memory metals and electricity, can change it's shape and size in small ways, allowing it to chamber different caliber shells(from 10-gauge to 20-gauge) and even add and remove rifling at a whim(at GM's discretion, rifled shotguns use asssault rifle ranges but cannot use any special 'shotgun-only' shells nor any shotgun slugs made for smoothbore barrels). While shotguns can be made into railguns, few bother as it removes the versitility that makes them so valued. Shotguns are rifle-sized weapons. Cost:[Moderate] AP: -2 |DV: 2d10+10|Mode(s ): SS/SA|Ammo: 10|Ranges: 0-30/31-80/81-125/126-230 Special Feature: The stated AP, DV, and Range from above are for solid slugs(which can use any of the special types listed in the main book), however slugs are not the only kind of shell a shotgun can use. Shotguns get to use several special cartridges that no other kinetic weapon can use. Note that each of these special cartridges uses a skill other than Kinetic Weapons, however at GM's discretion the user can default from half to three quarters of their Kinetic Weapons skill instead(morph bonuses are added after). ----- And just because, four specialty 'shotgun-only' shells: ----- Buckshot: The standard shell that gave the shotgun it's name. This cartridge fires several large pellets at velocities comparable to low-caliber handguns, giving it high damage potential against unarmored targets. Armored targets, however, fair much better against this cartridge and therefor not as many people still use buckshot very often unless overpenetration is a concern. Uses Spray Weapons skill and is considered a Cone attack(use cone rules pg.193). Cost: [Trivial] AP: +7 | DV: 4d10 | Range: 0-10/11-35/36-60/61-80 Dragon Breath: A pyrotechnic cartridge that uses mostly white phospherous and trace amounts of napalm gel, these days they are typically used for flushing out vermin, keeping nanoswarms at bay, and setting flammable objects ablaze. When firing these shells, shotguns can only fire in Single Shot mode, otherwise the still-blazing fire inside the chamber and barrel will cause unintentional cookoffs of all the rounds in the magazine, possibly injuring the user. Uses Spray Weapons skill and is considered a Cone attack(use cone rules pg.193). Cost: [Low] AP: -4 | DV: 3d10 | Range: 0-5/6-15/16-30/31-50 Flechette: Flechette shells use the same diamond-coated mono-edged tungsten slivers that the Shredder uses. This gives the shotgun impressive armor-piercing ability, but the damage potential of such tiny projectiles is limited. Uses Spray Weapons skill and is considered a Cone attack(use cone rules pg.193). Cost: [Low] AP: -10 | DV: 2d10+4 | Range: 0-10/11-40/41-70/70-100 Seeker Micromissile Sabot(SMMS): These special cartridges allow any shotgun to become a proper Seeker weapon, multiplying the destructive power of a single person without having to carry a second weapon or use an underbarrel attachment. Use of these catridges requires a smartlink. Uses Seeker Weapons skill. Cost: Per micromissile(usually moderate) AP: Per missile | DV: Per missile | Range: 5-70/71-180/181-600/601-2000
Wyldknight Wyldknight's picture
Re: Wyld's Weapons
Actually thats essentially what I was going to make. You saved me a lot of trouble heh.
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Rastus Rastus's picture
Re: Wyld's Weapons
Oh really? Go figure, heh. Well if you ever want a mockups for other crap I jotted down in my notes like handheld miniguns, weapon mods/traits, and other assorted things like firearm reliability and CQB penalties for longarms in tight spaces then I got that too, just give a yell.
Wyldknight Wyldknight's picture
Re: Wyld's Weapons
Yes, throwing that on here would be very cool. Also I have one ammo type idea that you didn't include Spy shot: This special round can only be loaded into shot guns because of the size of the round. After being fired into the air the round must meet a preprogrammed height to activate. Most use a glider system to stay airborne while slightly more expensive models will use rotating wings. The camera provides a cheap birds eye view of the area and can be upgraded with numerous camera types (thermal, night vision, etc.) Cost: Per spy, usually low AP: +10 | DV: 2 | Range: Micromissile ranges.
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Rastus Rastus's picture
Re: Wyld's Weapons
You know, looking at that I can already think of two improved varients. Super Spy Shot: In addition to deploying a small autonomous spy drone to give a birds-eye view of the battlefield, a small amount of hard to detect Smart Dust is carried inside the drone that will be dropped onto the ground upon recieving mesh commands or preset countdown timer after it is deployment, thus allowing the user of this shell to also see things from a ground view which can help spot anything that might be hiding under cover that would conceal itself from the sky. Price: [High] Offensive Spy Shot: Instead of firing a flying spy drone, this shell instead fires a full-spectrum survellience system with adheasive gecko padding on the business end that allows it to attach to nearly any surface. The deployed shell has a chameleon coating that hides it from basic visual detection. In addition to the survelliance drone, this shell also contains a small quantity of toxic gas that can be dispursed on demand, allowing it to take out anyone who notices it, or merely allow it to be used in ambushes. If shot directly at someone, treat it as if it was Plastic ammunition. Price: [Moderate + cost of toxin used] As for the other stuff I wrote, I think I'll just start up a new thread so I don't choke up this one.
Wyldknight Wyldknight's picture
Re: Wyld's Weapons
I don't mind if you post here, just makes it easier for me to have everything in one thread so I can copy it down quickly haha.
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Rastus Rastus's picture
Re: Wyld's Weapons
I made a seperate thread anyway, because I'm petty like that. :P Did put a link that directs back to here though, so hey free advertising.
fafromnice fafromnice's picture
Re: Wyld's Weapons
Swarmanoid Vs. Shotgun ... someone have an idea ? by the way nice idea

What do you mean a butterfly cause this ? How a butterfly can cause an enviromental system overload on the other side of a 10 000 egos habitat ?

Wyldknight Wyldknight's picture
Re: Wyld's Weapons
Honestly against something like that I would ignore the bonus to armor on the buckshot. It's a bunch of tiny robots, what protection they would have would be minimal.
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