May 05, 2010 01:03
I'm not errataing every gun in the game, so this shit is on a case by case basis when you ask me for the gun.
THE BIG AMMO AND STUFF COST BREAKDOWN
Plate, Hybrid Composite (armored vehicle/robot armor): 10,000c per 1sq. ft plate, repairs 40 MD
Plate, Ballistic Steel (body armor/power armor): 200c per 1sq. ft plate, repairs 30 MD
Mesh, Carbon Composite (soft body armor only): 100c per sq. ft, repairs 10 MD
Plate, Hardened Steel (unarmored vehicles): 50c per 1sq. ft plate, repairs 5 MD
Mini E-Mag: 500c each, 50c to recharge
Short E-Mag: 1000c each, 100c to recharge
Long E-Mag: 2000c each, 400c to recharge
Canister E-Mag: 8000c each, 1100c to recharge
Triax FSE-"Clip": Doesn't exist; ignore FSE mag sizes and bonuses
Standard Rail Gun Rounds: 150c for 300 round belt including plastic box and cloth ammo pouch
Triax DU Rail Gun Rounds: Don't exist (DU rounds for chemical propellant guns only)
Bandito BB Light Rounds: 20c per round
Bandito BB Heavy Rounds: 40c per round
Wilk's CFT Rounds: 5c per round
M1 .50cal Ammunition: 1c per round (1D6)
Wellington API .50cal Ammunition: 3c per round (1D6+1)
Wellington HEAP .50cal Ammunition: 10c per round (2D6+1; can't be fired from automatic weapons)
Wellington/Triax HE Shotgun Slugs: 20c per round (used in all CS and Triax 'pump' guns, 4d6)
GAW 20mm HE: 150c per round
GAW 20mm APDS: 250c per round
GAW 30mm HEI: 400c per round
GAW 30mm APDS: 500c per round
Primer, mortar (1000ft): 50c each
Grenade, Smoke: 50c each
Grenade, Tear Gas: 15c each
Grenade, Flashbang: 100c each
Grenade, Frag: 200c each
Grenade, Plasma: 500c each
Grenade, Dual-Purpose: 500c each
Grenade, Micro-Fusion: 800c each
Grenade, Naruni Fragmentation: 500c each
Grenade, Naruni HE: 800c each
Mortar, 60mm HE: 500c each
Mortar, 60mm Smoke: 100c each
Naruni Slimline Plasma Cartridges (3d6 MD) : 25c per round
Naruni Light Plasma Cartridges (5d6 MD): 45c per round, 100c for mag (9rd or 30rd, same price)
Naruni Standard Plasma Cartridges (10d4 MD): 80c per round, 100c for mag (20rd)
Naruni Heavy Plasma Cartridges (10d6 MD): 120c per round
Naruni Superheavy Plasma Cartridges (20d4 MD): 200c per round, 500c for mag (8rd)
*if Smart, add 10k to price
EXTRA GUN ACCESSORIES YOU CAN GET
Scopes: In a bizaare twist of rule breaking awesome, scopes lower target numbers to hit things. They are not cumulative with laser aiming modules or front grips. Note that any aiming device MUST be adjusted and can be knocked loose from any hard fall, including being paradropped, getting crit, or any knockdown. If used after being knocked loose, the weapon suffers automatic misses (natural 20 still hits).
Calibrating a scope requires at least 3 aimed shots (at least +1 aim) at any target where a hit location can be judged. The exception is the JA-12 (and similar guns) which has a painting laser setting and can be calibrated with one painting laser "shot," even without Aim.
CONVENTIONAL RIFLE SCOPES
-2.5x zoom lowers 50ft-1000ft target number by 4.
-4x zoom lowers 1000ft-2000ft target number by 4.
-A conventional adjustable glass 2-6x scope of high quality (don't buy a bad quality scope, you will pay for it) costs roughly 1500c. The same price can also buy a 3-9x scope, if very long distance shooting (~1500m) is a big issue. Since lasers don't actually shoot that far, my guess is probably not.
-Super high quality (+1 to strike with aim) doubles price. Somewhat uncommon.
-A wide angle, extended eye relief glass scope adds 1000c to the price. This is mandatory for people with elongated facial structures.
-Reinforced glass lenses cost an additional 1000c but are much less likely to be knocked loose if damaged. This does not necessarily stop the scope coming loose from its mount after a drop.
ELECTRONIC SCOPES
-Numerous manufacturers make an automatic digital rangefinding scope similar to a digital camera. These provide no special bonuses to strike, but range the field of view as needed for the shooter. They also have an electronic zeroing method, must be dialed in by hand. 5000c. These scopes are more suitable for sniping than for combat, and may lose their zero or even break if the weapon takes a hard fall.
-Numerous manufacturers also make nightvision and infared scopes. NV scopes typically range in the 6000-7000c range, while thermal scopes range around 15k to as much as 30k. All have auto rangefinding as above.
Laser Aiming Module: Requires an undercarriage slot. Gives a +1 to strike when using Aim (intial aim +2, subsequent aim +3, +4). 1000c.
Reflex Sight: Requires a scope mount, but gives the same bonus as a LAM. 1000c for a red dot. A holographic reflex sight costs much, much more, but has gyroscopic stabilization, so if it is knocked loose it will automatically adjust. 25,000c.
Front Grip: Requires an undercarriage slot on a rifle-sized weapon. Gives +1 to strike when not using Aim. 100c.
Bipod: Requires an undercarriage slot on a rifle-sized weapon. Gives a flexible supported firing position. If used properly, allows for machinegun-sized bursts. 100c.
Tripod: Required for large weapons to be able to fire. Most large weapons cannot be used without a tripod. Even if they are, be aware that machinegun-sized bursts require a supported position. 500c.
Vehicle Mount: If a vehicle doesn't have a weapon mount (such as a civillian truck) a mount will need to be added for a weapon emplacement to be usable. 500c. Space is needed, ask before you assume things.
ERRATA FOR GUNS AND STUFF
Remember, all handguns are half range.
Grenades
Hand Grenades: All grenades have a 70 foot + 2 * PS effective throwing range. Double this distance if using Supernatural/Robot PS.
Rifle Grenades: All rifle grenades have a 1200ft effective range.
Rifle Grenade Launchers: Most are limited to 1 shot.
Grenade, Frag: 3d6 MD, 60 foot radius (note: Armorers and Demolitionists can make frag grenades with 120ft kill radii, same dmg)
Grenade, Plasma: 5d6 MD, 30 foot radius
Grenade, Dual-Purpose: 6d6 MD, 20 foot radius (rifle grenade only)
Grenade, Micro-Fusion CS: 6d6 MD, 45 foot radius
Grenade, Naruni Fragmentation: 4d6, 60 foot radius (note: if K-HEX is available, custom 120ft radius grenades are possible)
Grenade, Naruni HE: 6d6, 45 foot radius
Note: Naruni grenades must be purchased separately for hand or rifle; they do not do double duty
Autocannon, 20mm HE: 4d6 per round, half to 20ft splash radius
Autocannon, 20mm APDS: 4d6 per round, deals full to heavy armor
Autocannon, 30mm HEI: 6d6 per round, 60ft splash radius; deals fire damage
Autocannon, 30mm APDS: 5d6 per round, deals full to heavy armor
Mortar, 60mm HE: 4d6 MD, 60 foot radius
Missiles
Missiles deal the normal point blank explosive damage on direct hits (ow!)
Missiles deal full damage to everything in the splash
Generic
L-20
-Mag size reduced to 12 (huge nerf!!)
-3-round burst damage still deals triple
-Range reduced to 1200ft
Bandito Arms
The Bandito
-MDC changed to 30
Bandito BB Light Rounds: Deals 15 MD of effective knockback magnitude in addition to listed damage (15+1d6)
Bandito BB Heavy Rounds: Deals 25 MD of effective knockback magnitude in addition to listed damage (25+2d4)
Note: This KB magnitude is cumulative with multiple hits in the same attack
Bandit IP-10 Ion Pistol
-No strike bonus
Bandit LP1 Laser Pistol
-Range reduced to 300 feet
-Payload is still 20 rounds
-No strike bonus
Bandit BB Revolver
-Uses BB light rounds
-No HF
Bandit BB Sawed-Off
-Cannot be fired one-handed, ever
-Uses BB heavy rounds
-No drum version (buy the BB Shotgun)
-No HF
Bandit BB Shotgun
-Cannot be fired one-handed, ever
-Uses BB heavy rounds
-No double-barreled version (buy the BB sawed-off)
-12 round internal magazine, hand-loaded (1 APM per round)
-No HF
Bandit 5000 BB Rail Gun
-Uses BB light rounds
-Causes KB as BB light rounds
-Comes with bipod standard; if fired supported, high PS is not needed
-1d6 damage per round, normal machinegun burst sizes allowed
-Can be fed with the standard 60 round drum or a 300 round belt
-No laser targeting
Bandit 5500 Rail Gun
-Uses standard railgun rounds
-Comes with bipod standard; if fired supported, high PS is not needed
-1d4 damage per round, normal machinegun burst sizes allowed
Bandit 6000 Grenade Launcher
-Uses standard rifle grenades
-Normal burst sizes
-Bursts deal full damage per grenade to everything in the area of the attack
-Both WP: Heavy AND WP: Machinegun are required to use large sized bursts
-36 round drum
-Reloading drum is dependent on availability of replacement drum; 4 actions if it is immediately present near the gun, more if it must be retrieved from a backpack
-Half range (1000ft)
-No laser targeting available (wtf palladium)
Chipwell Armaments
Chipwell RPA does not get RPA Combat skill bonuses. In the event that someone actually has RPA Elite for a Chipwell design, I suppose we could give them Basic for their trouble. A massive overhaul of a Chipwell to allow for RPA Basic to function is basically impossible (complete replacement of all motor systems AND thousands of man-hours of computer programming for scripted RPA movement routines). Due to their clunky operation, Chipwell machines are -3 to parry and dodge unless the RPA Combat Basic skill is known.
Chipwell RPA ALL use Long E-Mags as power supplies. 2 Long E-Mags for approximately 24 hours of use. Adding in a fusion reactor is a 750k expenditure (1 mil for a NG reactor) plus installation. This includes the Assault Suit (does not have a stock fusion reactor).
Most unmodded Chipwell tech has reliability issues, especially if crits are scored against them. A character with appropriate repair skills can correct many of these problems. Due to the relatively low level of armor protection, big hits will still cause mechanical failures in a Chipwell suit.
Chipwell RPA is very high demand.
CAI-50 Challenger
- Height increased to 10 feet
- Weight increased to 400lbs
- No longer a true exoskeleton; pilot sits in a very cramped pilot's compartment (similar to the GB pilot compartment)
- Cosmetically a little bulkier, similar to the Samson
- No targeting system; has only a basic HUD with 4x telescopic vision
- Stock radio distance is 1 mile, no encryption
CAI-100 Warmonger
- MDC increased to 80, no longer SDC
- PS reduced to 16R
- Cost reduced to 75k
- MIM launcher has 2 shots (not 6), is slaved to the shoulder, and costs 25k (total cost with launcher still 100k)
- No random environmental failures
- No optics of any kind. If MIM launcher is installed, has a separate HUD of the launcher, has FLIR, and up to 8x zoom. It's clearly a CR-1 knockoff viewfinder that is wired to the HUD in the most ghetto way possible.
- Stock radio distance is 1 mile, no encryption
Coalition States
All CS handguns
- Range reduced to 300ft (instead of 400ft)
C-5
-Range reduced to 150ft (instead of 400ft)
-Payload reduced to 3
-Uses 12ga shotgun slugs
C-10
-Scope is now a auto-rangefinding electronic scope.
C-27
-Uses long E-Mags (normal payload)
-Canister gives an extra double payload (up to 3x normal)
CP-40
-3-round burst is as listed (does triple)
-Stock LAM
CP-50
-3-round burst is as listed (does triple)
-No stock LAM
Kittani
Note: All Kittani energy weapons use Kittani mags, not American ones
K-4
- Weight increased to 10lbs
- Damage reduced to 2d6+6
- Burst size standard
- Range reduced to 2000ft
K-30
- Changed to a submachine gun
- Burst size standard
- Front grip standard (can be removed if desired)
- Payload increased to 30/long
K-1
- Weight increased to 16lbs
- Grenade launcher removed
- Damage increased to 5d6+6
- Range increased to 4000ft
- ROF single shot only
- No standard scope, but electronic auto rangefinding scope is the normal purchase (+5000c)
Naruni Enterprises
Micro-Missiles do not exist, ignore all weapons that use them
Naruni light cartridges are roughly 9x80mm
Naruni standard cartridges are roughly 12.5x110mm
Naruni superheavy cartridges are roughly 30x140mm
NE-2L
- Range reduced to 200ft (instead of 250 for half range)
NE-4
- Payload reduced to 4 shots (magazines cost the same ~!)
NE-H10
- Uses Naruni slimline cartridges
- Damage reduced to 3d6
NE-75H
- Max ROF 3 shots per round
- 1 action delay between each shot
- No standard scope; this isn't a change, just a reminder
Naruni Wave 2 (in general)
- unless listed here, ask before assuming you can buy it
Naruni Ripper Blades
- Double cost
- Can't be TWed (self destructs if tampered)
NE-11
- can't load other ammo types (only standard cartridges)
NE-101/102/103/104
- DOESN'T FUCKING EXIST
NE-295
- Weight reduced to 15lbs
- Single or 3-round burst only, standard burst damage (x2)
- Uses NE Light plasma cartridges
- Damage increased to 5d6 MD
- Grenade launcher is single shot (like other rifle grenade launchers)
- Cost reduced to 55,000c
NE Classic Series
- Only available as 6-shot, .45 Colt revolver (typically Colt Single Action)
- Range 150ft
- Uses Naruni light cartridges (5d6 MD)
- Requires WP: Revolver
NE-78GL
- renamed to NE-78H
- Range increased to 3000ft
- Payload reduced to 1 shot, chamber-fed, bolt-action
- Cost reduced to 65,000c
- Takes 2 actions to reload with Bolt Action Rifle, 3 otherwise
- Max ROF 3 shots per melee (instead of 2 per 6 min)
NE-99
- Weight reduced to 45lbs (!)
- PS requirement reduced to 18(n), 8(s) for use as a shoulder-fired weapon
- Fully automatic machinegun (max 20 round bursts, normal burst size). Damage still 2d6
- Naruni energy battery provides 120 rounds as listed, American long E-mag provides 20 rounds as listed
- Range reduced to 2000ft
- No Servo-Rig technology
NE-97
- Standard automatic laser (up to 5 round bursts)
- Uses American long E-mags (made for US market)
- No undercarriage mount; has a scope mount
- 6-round grenade drum, single shot
NE-700
- Using unsupported is impossible, MUST be tripod-mounted or on a stable (ideally quadruped) RPA, or possibly a jet fighter
- Uses light plasma cartridges (5d6)
- Ultra-high ROF (40 round burst for x11)
- Maximum payload unlimited via linked belts (+1 credits per round for belted ammo)
- Requires hearing protection
- Range increased to 2000ft
Naruni Thermo-Kinetic Armor
- Doesn't exist
Naruni Forcefields
- Not sold on Earth
New Navy
M-2011
-Half payload (15 shots)
LAWS-3
-Doesn't exist
Northern Gun
NG-45LP
-Doesn't exist
NG-202
-Uses standard railgun rounds
-2d4 MD per round, standard burst sizes apply
NG-11S
-Cost reduced to 1000c, can be reloaded in 3 melee actions
NG-Super
-Half magazine size of laser
-Explosive round launcher uses shotgun rounds, 1 round chamber with pump extractor
-Explosive round damage increased to 4d6
-No bursts allowed for explosive rounds
Triax
DU Rounds
...sadly, DU isn't magnetic.
TX-5
-Range reduced to 150ft
-Payload reduced to 3
-Uses 12ga shotgun slugs
-No 'speed loader' option (wtf)
TX-16
-Range reduced to 600ft
-No 'speed loader' option
-Semi-automatic
-Uses 12ga shotgun slugs
Wellington Industries
WI-NFT1
-Doesn't exist
WI-40M
-Doesn't exist
SAWS
-Medium and Heavy SAWS don't exist
-Light SAWS payload is 2,
-Can be configured for radar, motion detection, with an IR or microwave fence trigger, or guided manually, but must use IRST to lock and fire. IRST cameras can be used to paint an infrared image of the target, that can be tracked by SAWS units. All SAWS can be configured to operate from a single radio-equipped computer terminal (including a vehicle).
Wilk's Laser Technologies
All Wilk's-Remi weapons are semi-auto (not full auto)
Remi 150
-30 round mag
Remi 157
-use standard burst size
rifts,
rifts equipment