Friday, February 7, 2014

Guns! Guns! Guns!


Futurist's Guide to Gadgets: Weapons Catalog!
Day One: Firearms, Heavy Weapons, & Demolitions!

Firearms                                                                                                                               
If using the less realistic option, all of these weapons have a Serious Power Burnout linked to their attack powers that represents their ammunition. Black Powder weapons, Hold Out Pistols, and Tranquilizer weapons should have a Catastrophic Power Burnout.
Black Powder Pistol [BODY: 4, Projectile Weapons: 4 (No AV, Lethal), Ammo: 1, R#5] It takes 2 phases to reload this weapon.
Black Powder Rifle [BODY: 4, Projectile Weapons: 5 (No AV, Lethal), Ammo: 1, R#5] It takes 2 phases to reload this weapon.
Flechette Pistol [BODY: 3, Projectile Weapons: 3 (No AV, Lethal), Ammo: 6, R#2]
Gyrojet or Recoilless Pistol [BODY: 5, Bomb: 5 (Full Force, No Short Range), Ammo: 6, R#2]
Gyrojet or Recoilless Rifle [BODY: 5, Bomb: 7 (Full Force, No Short Range), Ammo: 8, R#2]
Machinegun, Light [BODY: 4, Projectile Weapons: 7 (No AV, Lethal), Ammo: 12, R#3] Without a tripod or brace, a character must have a STR of 6 to fire this weapon.  
Needler or Maula Pistol [BODY: 3, Projectile Weapons: 6 (No AV, Lethal), Ammo: 6, R#2] A Maula Pistol is a variation with Poison Touch: 6.
Pistol [BODY: 4, Projectile Weapons: 5 (No AV, Lethal, Reduced Range (-1 AP)), Ammo: 8, R#2]
Pistol, Heavy [BODY: 4, Projectile Weapons: 6 (No AV, Lethal, Reduced Range (-2 AP)), Ammo: 8 R#2]
Pistol, Hold Out [BODY: 3, Projectile Weapons: 3 (No AV, Lethal), Ammo: 2, R#4]
Pistol, Light [BODY: 4, Projectile Weapons: 4 (No AV, Lethal), Ammo: 6, R#2]
Pulse Rifle [BODY: 5, Projectile Weapons: 8 (Lethal), Ammo: 8, R#2] Can be set to operate independently using its Projectile Weapons as its AV.
Revolver [BODY: 5, Projectile Weapons: 5 (No AV, Lethal), Ammo: 6, R#2]
Revolver, Heavy [BODY: 4, Projectile Weapons: 6 (No AV, Lethal), Ammo: 6, R#2]
Revolver, Light [BODY: 4, Projectile Weapons: 3 (No AV, Lethal, Extended Range (+1 AP)), Ammo: 6, R#2]
Rifle, Assault [BODY: 4, Projectile Weapons: 7 (No AV, Lethal), Ammo: 8, R#3]
Rifle, Heavy [BODY: 5, Projectile Weapons: 8 (No AV, Lethal), Ammo: 8, R#2]
Rifle, Light [BODY: 4, Projectile Weapons: 5 (No AV, Lethal, Extended Range (+1 AP)), Ammo: 12, R#2]
Rifle, Sniper [BODY: 5, Projectile Weapons: 7 (No AV, Lethal, Extended Range (+2 APs)), Ammo: 8, R#2]
Shotgun, Sawed-Off [BODY: 4, Projectile Weapons: 5 (No AV, Diminishing, Lethal, Reduced Range (-2 APs)), Ammo: 2, R#3] A sawed-off shotgun enjoys a reduced OV penalty for Multi-Attacks. Reduce CS penalties to OV by 1.
Shotgun [BODY: 4, Projectile Weapons: 5 (No AV, Diminishing, Lethal, Reduced Range (-2 APs)), Ammo: 4, R#3]
Submachinegun [BODY: 5, Projectile Weapons: 5 (No AV, Lethal), Ammo: 5, R#3]
Tranquilizer Pistol [BODY: 4, Sleep: 5 (No AV, Full Force), Ammo: 5, R#3]
Tranquilizer Rifle [BODY: 4, Sleep: 5 (No AV, Full Force, Extended Range (+2 APs)), Ammo: 5, R#2] 



Heavy Weapons                                                                                                         
If using the less realistic option, Bazookas, Grenade Launchers, Mortars, and Rocket Launchers have a Catastrophic Power Burnout linked to their attack powers that represents their ammunition. Flamethrowers, Gauss Guns, Heavy Machineguns, Lazguns, Smartguns, Sonic Disruptors, and Portable Fusion or Plasma Guns have a Minor Power Burnout linked to their attack powers that represents their ammunition. A Hand Cannon's Projectile Weapons has a Minor Power Burnout and its Bomb has a Catastrophic Power Burnout.
Bazooka [BODY: 4, Bomb: 9 (No AV, Full Force, Reduced Range (-2 APs)), Ammo: 1, R#2] It takes 2 phases to reload this weapon.
Flamethrower [BODY: 4, Flame Project: 9 (No AV, Lethal, Full Force, Reduced Range (-2 APs)), Ammo: 12, R#5]
Gauss Gun, Railgun, or Mass Driver [BODY: 3, Projectile Weapons: 8 (No AV, Lethal, Full Force), Ammo: 12, R#2] Without a tripod or brace, a character must have a STR of 8 to fire this weapon.  
Grenade Launcher [STR: 8, BODY: 3, Ammo: 1, R#3] Use the weapon’s STR to determine the distance and speed of grenades thrown by this weapon. It can be attached to Assault Rifles and Heavy or Pulse Rifles.
Hand Cannon [BODY: 9, Projectile Weapons: 9 (No AV, Lethal, Ammo: 10), Bomb: 12 (No AV, Ammo: 2), R#3] Without a tripod or brace, a character must have a STR of 8 to fire this weapon. 
Lazgun [BODY: 4, Heat Vision: 10 (No AV, Lethal, Full Force, Reduced Range (-2 AP)), R#3] If the beam of a lazgun crosses a Holtzman shield it causes an atomic explosion with Bomb: 20 (Full Force)
Machinegun, Heavy [BODY: 4, Projectile Weapons: 8 (No AV, Lethal, Full Force), Ammo: 12, R#3] Without a tripod or brace, a character must have a STR of 8 to fire this weapon. 
Mortar [BODY: 6, Bomb: 8 (No AV, No Short Range, Full Force), Ammo: 1, R#2] It takes 1 phase to reload this weapon.
Portable Fusion Gun [BODY: 5, Bomb: 12 (No AV, Full Force), Ammo: 3, R#2] A character must have a STR of 4 to fire this weapon. 
Portable Plasma Gun [BODY: 4, Magma: 9 (No AV, Full Force, Lethal, Reduced Range (-2)), Pulse: 9 (No AV, Full Force, Power Linked to Magma, Reduced Range (-2)), Ammo: 3, R#3] A character must have a STR of 4 to fire this weapon.  
Rocket or RPG Launcher [BODY: 2, Bomb: 8 (No AV, Full Force), Ammo: 1, R#3] It takes 1 phase to reload this weapon.
Smartgun [BODY: 5, Projectile Weapons: 8 (Lethal, Full Force), Ammo: 10, R#3] A character must have a STR of 4 to fire this weapon. 
Sonic Disruptor [BODY: 5, Sonic Beam: 8 (No AV, Lethal), Vibe: 8 (No AV, Power Linked to Sonic Beam), R#3]


Demolitions                                                                                           
Dynamite [BODY: 1, Bomb: 8 (Full Force), R#4]
Grenade, Concussion [BODY: 2, Bomb: 8 (No AV, Full Force), R#2]
Grenade, Flash [BODY: 2, Flash: 5 (No AV, Full Force, Attacks BODY), R#2]
Grenade, Fragmentation [BODY: 2, Projectile Weapons: 8 (No AV, Lethal, Explosive Radius, Full Force), R#2]
Grenade, Glue [BODY: 2, Glue: 6 (No AV, Full Force, Explosive Radius), R#3]
Grenade, Ion [BODY: 2, Pulse: 6 (No AV, Explosive Radius, Full Force), R#3]
Grenade, Nerve Gas [BODY: 2, Poison Touch: 6 (No AV, Gas Effect, Full Force), R#3]
Grenade, Plasma [BODY: 2, Magma: 7 (No AV, Full Force, Lethal, Explosive Radius), Pulse: 9 (No AV, Full Force, Power Linked to Magma, Explosive Radius), R#3]
Grenade, Sleep Gas [BODY: 2, Sleep: 6 (No AV, Gas Effect, Full Force), R#3]
Grenade, Stun [BODY: 2, Stun: 5 (No AV, Explosive Radius, Full Force), R#2]
Grenade, Tear Gas [BODY: 2, Sensory Block: 6 (No AV, Gas Effect, Full Force, Affects vision only), R#2]
Grenade, Ultraviolet [BODY: 2, Flash: 7 (No AV, Full Force, Attacks BODY), R#2] Affects targets as if sunlight
Land Mine [BODY: 1, Bomb: 8 (Full Force), R#3] OV/RV of 4 to spot
Plastic Explosives [BODY: 3, Bomb: 8 (Full Force), R#3]
Satchel Charge [BODY: 3, Bomb: 10 (Full Force), R#2]
Thermal Detonator [BODY: 2, Heat Vision: 15 (No AV, Explosive Radius, Lethal, Full Force), R#3] Can be thrown as a grenade.





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