Friday, December 24, 2010

New Weapons and Armor

New Weapons and Armor

Energized Weave
Energized Weave allows for interesting armor designs

Energized Weave armor is the closest that a person can come to wearing two shields. Though using similar technology, it is not able to intercept attacks like a shield does, but protects the wearer from energy and kinetic impacts by allowing the wearer's natural bio-electric field to transfer load to the wearer's armor. This extends the armor's protective value equally to all parts of the wearer's body, and in addition to protection from energy attacks, has the added benefit of keeping the wearer comfortable in mundane extremes of hot and cold. Many cutting-edge fashion designers have taken advantage of the technology to create minimalist attire that still protects against the elements... including lead.

Energized Weave increases the effective ballistic and impact values of an armor piece by 2, this augmentation does not count when calculating encumbrance or other effects.
Energized Weave armor functions normally against energy attacks, rather than at half value.
Attackers may not take called shots to increase damage against a target wearing energized weave armor.
Armor that is to be enhanced with energized weave must be worn largely in contact with the body, therefore this modification must be made to the bottom layer of armor, and cannot be made to over-garments such as trenchcoats and security armor.
Only one piece of Energized Weave-enhanced armor may be worn at a time, although matched ensembles may count as one item.

Energized Weave armor cannot receive other energy absorbing modifications.
Price: 5,000¥x (ballistic+impact) ratings of the armor. Availability: as armor +4

Plasma Weapons

Plasma weapons cause fire damage by launching a ball of searing-hot coalesced plasma at their target. The plasma does not cool instantaneously, targets hit by a plasma bolt must make a damage resistance test at the end of the combat turn at a TN of half the weapon's power and against a damage code 1 step lower.
Targets resist plasma damage using half of their impact armor.
Plasma weapons are wielded with the energy weapons skill and cause only ½ normal recoil. They can accept most accessories.
Plasma Pistol

Plasma Pistol
Damage: 8S
Ammo: 10
Range: Heavy Pistol
Conceal: 5
Price: 5,000¥ Index: 2
Avail: 12/2weeks


Plasma Rifle
Plasma Rifles
Damage: 12S
Ammo: 30
Range: Sport Rifle
Conceal: –
Price: 7,500¥, Index: 2
Avail: 14/21 days

Tesla “Green Hornet”
Damage: 5M
Ammo: 20
Conceal: 7
Price: 10,000¥
Avail: Tesla Faction
Special: Burst Fire/ Full Auto only, no additional cost for mech integration.
This tiny “pepper pot” style plasma gun was designed to be mounted on Tesla scouter mechs, but was soon adapted to hand-held use. It's distinctive report when fired on full-auto will summon Teslas from all over the barrens.


Raider Weaponry
These weapons are most commonly found in the hands of Raiders, although they can easily be replicated or found elsewhere. Their brutality and lack of subtlety can satisfy particularly vicious urges.

Ballistic Fist
Ballistic Fist
Damage: (Str+1)M stun and 8S ballistic
Ammo: 3(m)
Conceal: –
Price: 750¥
Avail: 4/24hrs
Since the invention of the pistol mankind has longed to perfect the “glove with a gun in it”. Who would have thought that Raiders in the barrens would be the first people crazy enough to succeed? In addition to adding weight to the wearer's punches, this glove discharges a shotgun shell on a successful hit.

Chainsaw
Damage: (Str+4)D
Conceal: –
Reach: 1
Price: 500¥
Avail: 2/8hrs
The exceptional weight and unwieldiness of a chainsaw imposes a +3 TN penalty on the wielder's attacks. This penalty can be reduced by 1 for each 2 points by which the user's strength exceeds 4.

Raider Harpoon Gun
Damage: 5M
Ammo: 2
Range: Shotgun
Conceal: –
Price: 1,000¥
Avail: 12/6days
This particularly vicious weapon launches long and cruelly barbed harpoons mounted in an over-under crossbow fashion. Targets that take a moderate or higher wound from this weapon receive a -2,-4, or -6 penalty to a physical stat of the attacker's choice depending on how much damage has been received. Penalties can stack, but cannot reduce an attribute to less than 1, and remain until the harpoons are removed. Removing a harpoon requires either a simple action (and a 5M damage resistance test) or a complex action (and a TN 5 bio-tech test).
Loading 1 harpoon into this weapon requires a complex action.

Potent Ammunition

Shield-Piercing Bullets
These bullets are wrapped in a quantum jacket designed to pierce shields. Upon contact they reduce a shield's rating by their own for the purpose of the shield's damage resistance test. If the shield's rating is reduced to zero, the shield immediately overheats and the bullet passes through unimpeded. They must be painstakingly manufactured on an individual basis in a process that takes many hours by its nature. They are very rare and highly illegal. Prices listed are Per Bullet
Price: Rating x 500¥ Street index: 3
Availability: Rating x 2/ Rating x 2 days

Hammerhead Rounds
Using depleted-uranium cores and overcharged explosives, Hammerhead Rounds are designed to be effective against hardened targets and barriers. Hammerhead rounds cause double the normal recoil, and ad +1 to the base TN to hit a target. However, they also add +4 to a weapons power, and apply their full effect against barriers, rather than half.
Price: ¥500 Per 10, street index: 2
Availability: 12/ 7 days

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