Post by Zyraen on Feb 17, 2019 23:29:09 GMT 8
Note that the cost below isn't $, it is in the monetary unit we will use for the game.
Rather than rewrite all the costs in $, each monetary unit can be approximated to $5, where $ is the world reserve currency (a pool of weights for all the major world powers' currencies).
Note that costs and some numbers are subject to revision. If a revision affects a player that has a piece of equipment, that player will be given the chance for a full refund or other changes, possibly retroactive.
The term "Magical" used below refers to the magic item list. In this setting, most "Magic Items" that are obtainable are probably technological gadgets etc.
==================
GENERAL RULES FOR FIREARMS
- All firearms have Proficiency 2 (unless otherwise stated), and are Weapons.
- All characters proficient with Martial Weapons are treated as trained with firearms. This means they can use both Basic and Advanced firearms.
- If you are trained with the respective firearm, you can apply your Highest Trait to Attack with it. Otherwise, you must use Finesse, and are denied the proficiency bonus (if any). Some firearms (like grenades) may have other rules penalizing the use of it by those not proficient with it.
- You can only reload a firearm that you are proficient with. Only the person controlling / holding the weapon can reload it.
- No reload is either a free action reload, or the weapon has enough ammunition that it is moot. Such a firearm may still run out of ammo, though.
- Some firearms have silencers, but these are not automatically silent. The firer is entitled to a Stealth or Performance check against the passive Perception of creatures within earshot. If it fails, the shot is still heard.
- To knock a creature unconscious with a firearm, you have to take -4 Attack to aim for a non-critical body part. A firearm attack that reduces an NPC to 0 HP will probably kill it.
- ALL the listed options are abilities in their own right, hence cannot be stacked with other abilities. They always apply to "All", friend or foe, unless otherwise stated. The only exception is Single Shot, which is a Ranged Basic Attack and obeys the rules thereof.
- You can also use Ranged Weapon keyword powers through any Firearm that has the Single Shot option as if the Firearm is your Ranged Weapon.
- Ammunition for Advanced Firearms and Specialised Firearms are subject to availability. Check with the GM before purchasing.
HOLDING AND HIDING FIREARMS
- Only Pistol, Handgun, Submachine Guns (and grenades) are one-handed firearms. All other weapons are considered two-handed.
- Pistols and Handguns can be concealed in clothing.
- Submachine guns can only be hidden under a coat ; once the coat is removed, the submachine gun is visible.
- All Two-Handed Firearms cannot be hidden.
CRITICAL RANGE AND HELMETS
- Many Advanced and better Firearms crit more easily against those who do not wear ballistic helmets.
- If a feature or something improves your Critical range, and you stack it with Firearms, stack the increase. eg You manage to get a feature that increases your Critical Range from 20 to 19-20, and use a Submachine Gun which crits on 19-20. You may stack both increases to Crit on a 18-20, but only against those who do not wear ballistic helmets.
- Ballistic helmets cost 10. They do not have magical item properties and occupy your Head slot.
- Proficiency with Ballistic helmets falls under Light Shield proficiency. Those wearing ballistic helmets but not proficient with them take a -2 penalty to attack rolls.
- Ballistic helmet will hereinafter be referred to as "Helmet" for short.
- Note that many NPCs may wear helmets or similar, but depending on what they are wearing, the effect may be limited against firearms.
MISFIRING
- Unless otherwise stated below, Firearms misfire on a natural 1. Before the weapon can be used again, it must cleared (one reload action) and reloaded (another reload action).
- Some firearms have a certain number of rounds per magazine. If the firearm misfires, the entire magazine has to be disengaged and the remaining ammunition in that magazine may not be used again during that encounter.
================
BASIC FIREARMS
- All Basic Firearms require a Swift Action reload, unless otherwise stated. The number of rounds indicate the number of shots before a reload is required.
- Ammunition for Basic Firearms are not tracked, and you are assumed to restock it whenever convenient in a city. For extended forays away from city, the GM may sometimes qualify constraints eg. "You might be running low on ammo" etc
- Magical Weapon/Implement Properties that affect Weapons apply with these Weapons. These properties are installed as augments. In practice, you likely have a differently augmented .
Handgun (eg. Desert Eagle) 6 rounds, 10/20, 1d8 damage.
Cost: 20
- Single Shot
Shotgun : 1 round, 5/10. 1d12 damage when target in short range, else 1d6 damage.
Cost: 40
- Single Shot
- Area 1, with no squares outside of Short Range.
Rifle: No Reload. 10/20. 1d10 damage.
Cost: 50 / 100 with Scope
With Scope: Use a move action to aim. You ignore long range penalty when aiming, and if Target is within 11-15 squares of you, you gain +1 Attack.
- Single Shot
- If the Firearm misfires, it takes a standard action to clear the misfire and reload.
================
ADVANCED FIREARMS
- All Advanced Firearms require a Move action reload, unless otherwise stated. You may pay a feat for Rapid Reload to reduce it to Swift action reload.
- Magical Weapon/Implement Properties that affect Weapons do not apply with these Weapons. All Advanced Firearms have their own enhancement bonus, that is increased every 5 levels of upgrade. The default/base enhancement is written next to the bolded name.
Submachine Gun +2: 24 rounds, 10/20, 1d8 damage
Cost: 1500 (Lv 7 Item) / Magazine: 300
- Critical Damage: 1d8 per Enhancement. If the target does not wear a Helmet, crits on a 19-20.
- Single Shot (1 round)
- Single Target Burst (6 rounds) Gain a +3 ability bonus to the attack roll.
- Twin Strike (12 rounds) Make two attacks. Each shot hit deals 1d8 damage (no Pri Trait bonus)
- Area 1 in 10 (12 rounds)
Assault Rifle +2: 30 rounds, 20/40, 1d10 damage.
Cost: 2500 (Lv 9 Item) / Magazine: 500 / Silencer : 1000
- Critical Damage: 1d10 per Enhancement. If the target does not wear a Helmet, crits on a 19-20.
- Note that the Assault Rifle can penetrate certain types of cover when not equipped with Silencer.
- Single Shot (1 round) Usable with Silencer .
- Single Target Burst (5 rounds) Gain a +3 ability bonus to the attack roll. Usable with Silencer.
- Twin Strike (10 rounds) Make two attacks. Each shot hit deals 1d10 damage (no Pri Trait bonus)
- Area 1 in 20 (10 rounds)
- Wall 6 in 20 (20 rounds)
GRENADES
- These are a special type of Advanced Firearm. They are 1 use only.
- Grenades have no proficiency bonus, but those not trained have to make an unmodified save. If failed, roll a d4 and a d8. The d4 divided by 2 determines the distance it travels away from the origin, and the d8 determines the direction (starting with 1 as the direction opposite the GM on the map)
- the Grenade's Burst attack occurs one or two seconds after it lands. Those with Readied actions to do so can move away from its burst.
Frag Grenade: 1 use. 2d12 damage
Cost: 400 (Lv 3 Item)
- Area 3 in 10. Atk vs Reflex. Those adjacent to the origin take half-damage on a miss.
Flashbang: 1 use. N/A
Cost: 400 (Lv 3 Item)
- Area 2 in 10. Atk vs Will. Those hit are Blinded (SE).
================
SPECIALISED FIREARMS
- These Firearms each require their an Exotic Weapon Proficiency feat in their respective use. You must first be proficient with Military Weapons to take any of the Exotic Weapon Proficiency feats related to these firearms.
- You can use Specialised Firearms without being proficient with it, but there are restrictions for which abilities can be used. As per normal firearms, you cannot reload them without being proficient.
- Magical Weapon/Implement Properties that affect Weapons do not apply with these Weapons. All Specialised Firearms have their own enhancement bonus, that is increased every 5 levels of upgrade. The default/base enhancement is written next to the bolded name.
Sniper Rifle +2: Move Action Reload, 1 Round. 30/Sight. 1d12 damage.
Cost: 3000 (Lv 10 Item) / Every 3 Rounds: 600
When used by someone proficient with it, this weapon ignores All Cover. The calibre can penetrate many materials.
Sniper Rifles are Silenced against all those that are in the Sniper's Long Range
- Critical Damage: 1d12 per Enhancement. If the target does not wear a Helmet, crits on a 18-20
- Single Shot (1 round)
- Aimed Shot (1 round) You must be proficient with the Sniper Rifle and be able to see the target. You spend your Move action on the same turn to take careful aim, then take a Standard action to fire the Sniper Rifle. You can aim for a critical body part such such that if you hit, you deal three times Sec Trait extra damage (four times Sec Trait on crit). If that Target wears a helmet, he can roll 1d6, and on a 5+ he does not take the extra damage. If you miss, you may add Sec Trait ability bonus to the Attack roll as free Action, but you do not deal extra damage.
- Note that you can also use Aimed Shot to aim for a non-critical body part to knock unconscious, and in such a case you do not deal extra damage if you hit, but nor do you take the -4 penalty to attack roll. If you miss, you may add Sec Trait ability bonus to the Attack roll as a free action, and the target will be hit normally and might die if reduced to 0 HP.
- Note that some Targets do not have a Critical Body part, and an Aimed Shot does no extra damage. Others are subjective and you may have to actually describe yourself AIMING at one particular spot and hope that IS indeed a Critical spot.
Flamethrower +3: 2 "Rounds", Standard Action Reload. 4d6 fire damage
Cost: 10,000 (Lv 13 Item) / Gas Canister (2 "rounds"): 1,000
- Flamethrowers never Misfire. A flamethrower has no proficiency bonus. All its attacks are made vs Reflex, but it is Weapon keyword. If the user of the flamethrower is not proficient with it, he may not apply his Slayer bonus damage to that dealt by the weapon.
- The flamethrower's "wall" is a zone of burning fire 4 squares (20') high that blocks line of sight and each square of the wall costs 3 extra squares of movement. The user of the flamethrower rolls damage once during his turn when attacking, and that damage is applied to all targets of the flame thrower; half that damage is applied to creatures that start in the zone or enter the zone. Each creature may only take the damage once per turn.
- Wall 8 in 8 (1 "round") : The first square of the wall must be adjacent to you. If you use this attack while not proficient with the Flamethrower, you take -3 to your attack rolls and the first square of the wall must be your own square, therefore you will be a target for your own attack, and are also treated as starting your turn in the burning zone. The flamethrower wall then becomes the burning zone as mentioned above until ENT.
- Sustain Standard (1 "round"): You must be adjacent to an existing Flamethrower Wall and proficient with a Flamethrower to use this. The existing Wall persists. Every square in the original Wall that is not within Burst 2 of you, expands to become Burst 2 (so you are not caught in the expanded zone). Then you make an attack against every creature in the new, expanded Zone. The existing wall and expanded Zone lasts until ENT, unless sustained. Note that if Sustained (typically by a separate Flamethrower), the zone does not expand further.
- Any Creature starting or entering more than one flamethrower zone takes damage only from the more damaging zone, each turn. This applies even when moving between two flamethrower zones.
To Be added
- Machine Gun
- Autocannon (aka Chain Gun)
Rather than rewrite all the costs in $, each monetary unit can be approximated to $5, where $ is the world reserve currency (a pool of weights for all the major world powers' currencies).
Note that costs and some numbers are subject to revision. If a revision affects a player that has a piece of equipment, that player will be given the chance for a full refund or other changes, possibly retroactive.
The term "Magical" used below refers to the magic item list. In this setting, most "Magic Items" that are obtainable are probably technological gadgets etc.
==================
GENERAL RULES FOR FIREARMS
- All firearms have Proficiency 2 (unless otherwise stated), and are Weapons.
- All characters proficient with Martial Weapons are treated as trained with firearms. This means they can use both Basic and Advanced firearms.
- If you are trained with the respective firearm, you can apply your Highest Trait to Attack with it. Otherwise, you must use Finesse, and are denied the proficiency bonus (if any). Some firearms (like grenades) may have other rules penalizing the use of it by those not proficient with it.
- You can only reload a firearm that you are proficient with. Only the person controlling / holding the weapon can reload it.
- No reload is either a free action reload, or the weapon has enough ammunition that it is moot. Such a firearm may still run out of ammo, though.
- Some firearms have silencers, but these are not automatically silent. The firer is entitled to a Stealth or Performance check against the passive Perception of creatures within earshot. If it fails, the shot is still heard.
- To knock a creature unconscious with a firearm, you have to take -4 Attack to aim for a non-critical body part. A firearm attack that reduces an NPC to 0 HP will probably kill it.
- ALL the listed options are abilities in their own right, hence cannot be stacked with other abilities. They always apply to "All", friend or foe, unless otherwise stated. The only exception is Single Shot, which is a Ranged Basic Attack and obeys the rules thereof.
- You can also use Ranged Weapon keyword powers through any Firearm that has the Single Shot option as if the Firearm is your Ranged Weapon.
- Ammunition for Advanced Firearms and Specialised Firearms are subject to availability. Check with the GM before purchasing.
HOLDING AND HIDING FIREARMS
- Only Pistol, Handgun, Submachine Guns (and grenades) are one-handed firearms. All other weapons are considered two-handed.
- Pistols and Handguns can be concealed in clothing.
- Submachine guns can only be hidden under a coat ; once the coat is removed, the submachine gun is visible.
- All Two-Handed Firearms cannot be hidden.
CRITICAL RANGE AND HELMETS
- Many Advanced and better Firearms crit more easily against those who do not wear ballistic helmets.
- If a feature or something improves your Critical range, and you stack it with Firearms, stack the increase. eg You manage to get a feature that increases your Critical Range from 20 to 19-20, and use a Submachine Gun which crits on 19-20. You may stack both increases to Crit on a 18-20, but only against those who do not wear ballistic helmets.
- Ballistic helmets cost 10. They do not have magical item properties and occupy your Head slot.
- Proficiency with Ballistic helmets falls under Light Shield proficiency. Those wearing ballistic helmets but not proficient with them take a -2 penalty to attack rolls.
- Ballistic helmet will hereinafter be referred to as "Helmet" for short.
- Note that many NPCs may wear helmets or similar, but depending on what they are wearing, the effect may be limited against firearms.
MISFIRING
- Unless otherwise stated below, Firearms misfire on a natural 1. Before the weapon can be used again, it must cleared (one reload action) and reloaded (another reload action).
- Some firearms have a certain number of rounds per magazine. If the firearm misfires, the entire magazine has to be disengaged and the remaining ammunition in that magazine may not be used again during that encounter.
================
BASIC FIREARMS
- All Basic Firearms require a Swift Action reload, unless otherwise stated. The number of rounds indicate the number of shots before a reload is required.
- Ammunition for Basic Firearms are not tracked, and you are assumed to restock it whenever convenient in a city. For extended forays away from city, the GM may sometimes qualify constraints eg. "You might be running low on ammo" etc
- Magical Weapon/Implement Properties that affect Weapons apply with these Weapons. These properties are installed as augments. In practice, you likely have a differently augmented .
Handgun (eg. Desert Eagle) 6 rounds, 10/20, 1d8 damage.
Cost: 20
- Single Shot
Shotgun : 1 round, 5/10. 1d12 damage when target in short range, else 1d6 damage.
Cost: 40
- Single Shot
- Area 1, with no squares outside of Short Range.
Rifle: No Reload. 10/20. 1d10 damage.
Cost: 50 / 100 with Scope
With Scope: Use a move action to aim. You ignore long range penalty when aiming, and if Target is within 11-15 squares of you, you gain +1 Attack.
- Single Shot
- If the Firearm misfires, it takes a standard action to clear the misfire and reload.
================
ADVANCED FIREARMS
- All Advanced Firearms require a Move action reload, unless otherwise stated. You may pay a feat for Rapid Reload to reduce it to Swift action reload.
- Magical Weapon/Implement Properties that affect Weapons do not apply with these Weapons. All Advanced Firearms have their own enhancement bonus, that is increased every 5 levels of upgrade. The default/base enhancement is written next to the bolded name.
Submachine Gun +2: 24 rounds, 10/20, 1d8 damage
Cost: 1500 (Lv 7 Item) / Magazine: 300
- Critical Damage: 1d8 per Enhancement. If the target does not wear a Helmet, crits on a 19-20.
- Single Shot (1 round)
- Single Target Burst (6 rounds) Gain a +3 ability bonus to the attack roll.
- Twin Strike (12 rounds) Make two attacks. Each shot hit deals 1d8 damage (no Pri Trait bonus)
- Area 1 in 10 (12 rounds)
Assault Rifle +2: 30 rounds, 20/40, 1d10 damage.
Cost: 2500 (Lv 9 Item) / Magazine: 500 / Silencer : 1000
- Critical Damage: 1d10 per Enhancement. If the target does not wear a Helmet, crits on a 19-20.
- Note that the Assault Rifle can penetrate certain types of cover when not equipped with Silencer.
- Single Shot (1 round) Usable with Silencer .
- Single Target Burst (5 rounds) Gain a +3 ability bonus to the attack roll. Usable with Silencer.
- Twin Strike (10 rounds) Make two attacks. Each shot hit deals 1d10 damage (no Pri Trait bonus)
- Area 1 in 20 (10 rounds)
- Wall 6 in 20 (20 rounds)
GRENADES
- These are a special type of Advanced Firearm. They are 1 use only.
- Grenades have no proficiency bonus, but those not trained have to make an unmodified save. If failed, roll a d4 and a d8. The d4 divided by 2 determines the distance it travels away from the origin, and the d8 determines the direction (starting with 1 as the direction opposite the GM on the map)
- the Grenade's Burst attack occurs one or two seconds after it lands. Those with Readied actions to do so can move away from its burst.
Frag Grenade: 1 use. 2d12 damage
Cost: 400 (Lv 3 Item)
- Area 3 in 10. Atk vs Reflex. Those adjacent to the origin take half-damage on a miss.
Flashbang: 1 use. N/A
Cost: 400 (Lv 3 Item)
- Area 2 in 10. Atk vs Will. Those hit are Blinded (SE).
================
SPECIALISED FIREARMS
- These Firearms each require their an Exotic Weapon Proficiency feat in their respective use. You must first be proficient with Military Weapons to take any of the Exotic Weapon Proficiency feats related to these firearms.
- You can use Specialised Firearms without being proficient with it, but there are restrictions for which abilities can be used. As per normal firearms, you cannot reload them without being proficient.
- Magical Weapon/Implement Properties that affect Weapons do not apply with these Weapons. All Specialised Firearms have their own enhancement bonus, that is increased every 5 levels of upgrade. The default/base enhancement is written next to the bolded name.
Sniper Rifle +2: Move Action Reload, 1 Round. 30/Sight. 1d12 damage.
Cost: 3000 (Lv 10 Item) / Every 3 Rounds: 600
When used by someone proficient with it, this weapon ignores All Cover. The calibre can penetrate many materials.
Sniper Rifles are Silenced against all those that are in the Sniper's Long Range
- Critical Damage: 1d12 per Enhancement. If the target does not wear a Helmet, crits on a 18-20
- Single Shot (1 round)
- Aimed Shot (1 round) You must be proficient with the Sniper Rifle and be able to see the target. You spend your Move action on the same turn to take careful aim, then take a Standard action to fire the Sniper Rifle. You can aim for a critical body part such such that if you hit, you deal three times Sec Trait extra damage (four times Sec Trait on crit). If that Target wears a helmet, he can roll 1d6, and on a 5+ he does not take the extra damage. If you miss, you may add Sec Trait ability bonus to the Attack roll as free Action, but you do not deal extra damage.
- Note that you can also use Aimed Shot to aim for a non-critical body part to knock unconscious, and in such a case you do not deal extra damage if you hit, but nor do you take the -4 penalty to attack roll. If you miss, you may add Sec Trait ability bonus to the Attack roll as a free action, and the target will be hit normally and might die if reduced to 0 HP.
- Note that some Targets do not have a Critical Body part, and an Aimed Shot does no extra damage. Others are subjective and you may have to actually describe yourself AIMING at one particular spot and hope that IS indeed a Critical spot.
Flamethrower +3: 2 "Rounds", Standard Action Reload. 4d6 fire damage
Cost: 10,000 (Lv 13 Item) / Gas Canister (2 "rounds"): 1,000
- Flamethrowers never Misfire. A flamethrower has no proficiency bonus. All its attacks are made vs Reflex, but it is Weapon keyword. If the user of the flamethrower is not proficient with it, he may not apply his Slayer bonus damage to that dealt by the weapon.
- The flamethrower's "wall" is a zone of burning fire 4 squares (20') high that blocks line of sight and each square of the wall costs 3 extra squares of movement. The user of the flamethrower rolls damage once during his turn when attacking, and that damage is applied to all targets of the flame thrower; half that damage is applied to creatures that start in the zone or enter the zone. Each creature may only take the damage once per turn.
- Wall 8 in 8 (1 "round") : The first square of the wall must be adjacent to you. If you use this attack while not proficient with the Flamethrower, you take -3 to your attack rolls and the first square of the wall must be your own square, therefore you will be a target for your own attack, and are also treated as starting your turn in the burning zone. The flamethrower wall then becomes the burning zone as mentioned above until ENT.
- Sustain Standard (1 "round"): You must be adjacent to an existing Flamethrower Wall and proficient with a Flamethrower to use this. The existing Wall persists. Every square in the original Wall that is not within Burst 2 of you, expands to become Burst 2 (so you are not caught in the expanded zone). Then you make an attack against every creature in the new, expanded Zone. The existing wall and expanded Zone lasts until ENT, unless sustained. Note that if Sustained (typically by a separate Flamethrower), the zone does not expand further.
- Any Creature starting or entering more than one flamethrower zone takes damage only from the more damaging zone, each turn. This applies even when moving between two flamethrower zones.
To Be added
- Machine Gun
- Autocannon (aka Chain Gun)