Retractable Tire Blades: $250, 30lbs, 1 space, 0 DP.
This is something from James Bond and I included it in my replica of the Aston Martin DBV.
Those stats
above are for the brushcutter, and while in general I think things should weigh more, I'm
also a stickler for consistency. The other model is the retractable wheelguards which are $250, 50lbs, and 1space per pair, which I'll add to this as well, but instead of front/back, "pair" will be per side.
The
write-up for the brushcutter states: "Extends or retracts in one
second. Extending or retracting [it] is a firing action." So we'll keep
that as well. In the movie, these came out of the center of the tires
and were able to shred the target's tires and chew up the side metal. I
think that they must come out of the axle, and so I'm thinking that the
car won't be able to turn when it's deployed. Also, there should be a
hazard for both vehicles while the damage is occurring. Damage should occur for each second.
So, proposed rules are that once the blades are deployed, the car cannot turn the wheels or the blades will break. Once extended, any vehicle component next to the blade will take 1d6 worth of damage per second of contact, depending on a 1d6 roll: 1-2 front tire, 3-4 side armor, 5-6 rear tire. If tire is targeted, then WG/WH will be affected in their same rate as other targeting. The attacking car sustains a D1 hazard, the targeted car sustains a D2.
Again, these rules are proposed. This really needs to be playtested.
UPDATE: Reader "Pat G" suggests this modification, which I think makes sense: "can only make D1 maneuvers"- which would allow drifts into the target.
Showing posts with label new weapon. Show all posts
Showing posts with label new weapon. Show all posts
Wednesday, November 6, 2013
Friday, October 11, 2013
Stuff to have in Car Wars
As I only get into Car Wars every year in the early fall (I don't know why, but that is really what happens), I missed the announcement that they are going to be making a 6th edition. I need to write the SJG folks with all my wonderful obsessive points and plans. But even if the 6e stinks, I probably will stay in 2.5e with just a lot of home-brewed ideas.
For some reason, this part of the game is my favorite, hence all my posts under the tag "weapon analysis". I don't want full verisimilitude, but I think there needs to be some correspondence to what is useful in current anti-tank warfare (which is what CW is).
Part of the problem in calibrating the CW-RW (Car Wars - Real World) correspondence is that CW was slapped together with different mentalities over the 12 or so years of it's heyday (1981 to 1992; CWC2.5e was 1990, UACFH was 1992... although the pdf of CWC2.5 lists 1996 & 1998, so I wonder if that book is now more authoritative.)
I go through this part of the CW project/obsession every year as well. It starts with analyzing the weapons, like the "The State of the Art, 2039,Part I", by Craig Sheeley and Charles Oines (and HTMLized by Gustav Dahlström); see all my blog posts for the whole Sturm und Drang.
What I want to do with this post is to get the notes down of what I think needs to be added, for now (unless noted, all pictures are from the linked Wiki article):
For some reason, this part of the game is my favorite, hence all my posts under the tag "weapon analysis". I don't want full verisimilitude, but I think there needs to be some correspondence to what is useful in current anti-tank warfare (which is what CW is).
Part of the problem in calibrating the CW-RW (Car Wars - Real World) correspondence is that CW was slapped together with different mentalities over the 12 or so years of it's heyday (1981 to 1992; CWC2.5e was 1990, UACFH was 1992... although the pdf of CWC2.5 lists 1996 & 1998, so I wonder if that book is now more authoritative.)
I go through this part of the CW project/obsession every year as well. It starts with analyzing the weapons, like the "The State of the Art, 2039,Part I", by Craig Sheeley and Charles Oines (and HTMLized by Gustav Dahlström); see all my blog posts for the whole Sturm und Drang.
What I want to do with this post is to get the notes down of what I think needs to be added, for now (unless noted, all pictures are from the linked Wiki article):
- Personal equipment: Pistol Gripped Sawed Off Double Barreled Shotgun (PGSODBSG, or "Mad Max Gun" or even "Bronze Gun"). As I tipped off, this is the weapon of the police force, the Bronze, in the Mad Max movies. And how can that *not* be in Car Wars?! (Note, the pic below is from Rage, a computer game that came out in 2011, and I totally missed it! It looks like a Mad Max/CW hybrid game, coooooool!)
- Mini-Multiple-Fire-Rocket-Pod (I wrote it up already, here). Cloest to the Hydra 70mm rocket system.
- Minigun - 30 cal gatling gun. I've written about it here, and here, and I realize that I really should consolidate all of this. Hrm.
- Grenade Machine Gun (GMG) - like the Mk 19, which was used even in Vietnam.
- 25mm Chain Gun - the famed M242 Bushmaster, which could possibly be the CW "Autocannon"
- 20mm Autocannon - like the famed 20mm Oerlikon, back in use since WWII!, which could be the CW "heavy machine gun"
- 40mm Bofors - This may be too big for standard CW vehicles.Still, it's an old military standby, in use since 1934!
- 30mm Avenger - Oh baby, the best of the best, the 30mm GAU-8 Avenger. For all I know, this could be the RFTG (6 spaces), the HVMG (3), or the GC (5).
- 25mm Equalizer - A lesser known Avenger type. To quote from the Wiki: "GAU-12/U Equalizer is a five-barrel 25 mm Gatling-type rotary cannon." (Pic from here). Same quetions as above, is this the HMVG or GC?
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Sunday, February 21, 2010
Pyramid: Uncle Al's 2050 Catalog Supplement
Finally finally finally, Steve Jackson Games allowed their Car Wars articles up on the intertubes, including a long lost article on the [insert retching sound] Stickyfoam: Pyramid: Uncle Al's 2050 Catalog Supplement. Thanks to Michael Owens of SWAT for letting me know, here.Here's the crucial data, just in case something happens:
Stickyfoam Sprayer (SfS) - $750, 25 lbs, 2 spaces, 3 DP; 25 shots ($30 and 2 lbs each). Loaded cost $1,500, loaded weight 75 lbs.; loaded magazine costs $800 and weighs 65 lbs. The sprayer mixes two binary chemicals to produce an instant 1" x 1/2" patch of stickyfoam. Any hazard suffered or maneuver performed on stickyfoam adds D4 to the difficulty; stickyfoam also does 1 point of damage to each tire and slows the vehicle down by 5 mph per 1/2" of stickyfoam crossed. Stickyfoam does not burn or melt, but its effects can be negated by Sand Ammo, Stickyfoam Neutraliser, or Superacid. Pedestrians entering a square with stickyfoam will be stuck fast until the foam biodegrades or is neutralised.
Catalytic Spikes -- $60 and 5 lbs each. Look just like regular spikes and are loaded in a regular spikedropper. A loaded magazine costs $650 and weighs 65 lbs. Does 1d damage to tires, no damage to solids, like regular spikes - but injects a chemical that continues to dissolve the rubber, doing 1 point of damage every second turn, even to solid tires, until the tire disintegrates completely. Plasticore tires will take 4 points of damage before being reduced to bare plastic; damage will then stop.
Crystal Spikes -- $30 and 4 lbs each. Do damage just like regular spikes and are loaded in a regular spikedropper. A loaded magazine costs $350 and weighs 45 lbs. Made of transparent plastic, Crystal Spikes can be seen on a roll of 1 at 6" distance, on a 1-2 at 5", on a 1-3 at 4", and so on; Visibility Targeting Modifiers apply. Not available in Catalytic, Explosive or Incendiary versions.
Pyrophoric Oil -- Any standard oil jet or discharger can drop Pyrophoric Oil. CPS 5x normal, WPS normal. Pyrophoric oil won't burst into flame until the pressure-sensitive microbeads inside are crushed, causing a chemical reaction (50 lbs to trigger anti-personnel version, 300 lbs to trigger anti-vehicle version) that ignites the slick. Damage and other effects as a Flaming Oil Jet. Volatile weapon.
Pic from the SJGames site.
Friday, August 8, 2008
New Weapons - From Other People 5 (Fluffy @ SJGames Thread)
From the SJGames Forum Thread on New Weapons: Author - Fluffy
- Anti Missile System- (AMS) to hit 4, 2d+2 damage, 3DP, 3 sp, 650lbs, $6500, 5 shots, $140, 20 lbs per shot. Loaded cost $7200, loaded weight 750 lbs. Loaded mag $750/115 pounds. Area effect. Must be linked to a ATAD or Computer Gunner and set for a certain speed, firing at anything at that speed or faster. May be fired manually, but to hit is 6. May use no special ammo.
- Gauss Needler (GN)- To hit 6, 2d damage, 2DP, 1sp, 250lbs, $4000, 10 shots, $15/5lbs per shot, loaded cost $4150, loaded weight 300lbs. Does half damage to vehicles. Area effect. Drains 1 PU per shot.
- Heavy Anti-Power Plant Rocket (HAPPR)- To hit 9, damage 1d-2, $1700, 2DP, 1sp, 100lbs, 1 shot. Functions identically to the APPR, but has 3 anti-power plant warheads that scatter after the explosive is detonated. Roll three times for damage, and roll 3 times for location if hitting a random area.
- Heavy Double Barreled Vehicular Shotgun- To hit 6, Damage 3 hits, $2200, 2DP, 1Sp, 185lbs, 10 shots, $3/2lbs per shot, loaded cost $2230, loaded weight 205 lbs. May fire one or two shots at a time, to hit determined separately.
- Heavy Vehicular Shotgun-(HVS) To hit 6, Damage 3 hits, $1600, 2DP, 1Sp, 155lbs, 10 shots, $3/2lbs per shot, loaded cost $1630, loaded weight 175lbs. May load any shotgun round.
- Laser Point Defense System (LPDS)- To hit 6, damage 1d-2, $6000, 2DP, 1 sp, 225lbs., area effect, drains 2 power units per shot. May fire up to three times aimed, or may be set on rapid fire, firing in a 1” long cone, similar to a beehive tank gun round, hitting on a each target on a 4 or better, doing only 1 point of damage to each target hit. This use drains 3 power units. The LPDS may not be made pulse.
- Light Vulcan Machine Gun (LVMG)- To hit 6, damage 1d+2, 2DP, 1½ sp, $1700, 240 lbs, 20 shots, $30/3lbs per shot. Loaded cost $2300, loaded weight 300lbs, loaded mag $650, 75lbs., area effect. May use anti-personel and tracer ammo.
- Mini-Grenade launcher (MGL)- To hit 7, damage as per grenade, 1DP, 1sp, $700, 125lbs, 5 shots, Cost as per grenade, 4lbs, 145lbs loaded, max range 25". Loaded Magazines weigh 35lbs.
- Micro-Laser (McL)-To hit 6, 2hits damage, 0DP (Destroyed on first hit), $1500, 65lbs, 1/3sp, area effect. Drains ½ power unit per shot. If made pulse, does 3 hits of damage.
- Mini-Laser (MiL)- To hit 6, 1d-2 damage (always at least one point), 1DP, $2500, 90lbs, ½ sp, area effect. Drains ½ power unit per shot.
- Point Defense System (PDS) To hit NA, Damage as per Discharger type, 1 DP, $800, 120 lbs, 1 sp, 10 shots, 5lbs/ CPS as per discharger type. The PDS essentially is a plate that folds back in the vehicle and may be loaded with packs similar to dischargers. It may be mounted like any other weapon and while loaded is dealt with as far as targeting like a discharger. May use any discharger type except PDG’s.
- Railgun (RG)- To hit 7, 7d +3 damage, 5DP, 6sp, $55000, 800lbs, 10shots, 10 lbs/$200 per shot, loaded cost $57, 000. Loaded mag 115lbs/$2050. Drains 4 power units per shot.
- Road Bombs (RBmb) To Hit NA, 3d damage (see below), 2DP, 1 sp, $450, 100lbs, 1 shot, Burst effect. Road bombs are very large mines. They use the same counter as mines, and are encountered and detonated in the same fashion, but when they are hit do 3d damage in a 1/2 inch radius, to exposed armor and tires in that area. They have a 1d standard burst radius to everything one inch beyond that. May use proximity fuses. Road Bombs when first dropped can be set with a delay up from 1 phase up to 5 turns. Hitting a road bomb before it is armed is the same as hitting a debris counter.
- Ultra Rocket (UR)-To hit 9, 6d damage, 2DP, 1 sp, $7500, 125lbs, 1 shot weapon, burst effect. May use all standard rocket modifications. Burst effect. Military Item.
- Vehicular Automatic Weapon (VAW)- To hit 7, 1d+1 damage, 1DP, ½ sp, $850, 65 lbs, 1.5lb/$7.5 per shot, 10 shots, loaded cost $925, loaded weight 80lbs. Loaded mag, $125/30lbs. ½ damage to vehicles, may use anti-personnel ammo. Area effect.
- Vehicular Autoshotgun (VASG)- To hit 6, damage special, 2DP, 2sp, $1600, 140lbs, 6lbs/$30 per shot, 10 shots, loaded cost 200lbs, $2300. Loaded mag, $350, 75lbs. The VASG rolls to hit normally, but hits with d6 shots, each doing 2 hits. At ranges of greater than 10”, subtract 1 from the roll (but never less than one). Treat each shot separately for purposes of damage to armor, but as one big group for purposes of hazard. May use slugs, and slug rounds are not lost due to range. Firing the VASG for cycles, as well as side mounted VASG on trikes and Sub-compacts is a D1 hazard. Area effect.
- Vehicular Double Barreled Shotgun (VDBSG)- To hit 6, 2 hits damage, 2DP, 1sp, $$1450, 140lbs, 1lb/5 per shot, 10 shots, loaded cost $1460, loaded weight 150lbs. Loaded mag, $100, 20lbs. May use Slug ammo. May fire one or two shots at a time, to hit determined separately.
- Vehicular GyroSlugger (VeGS)- to hit 9, 2d damage, 2DP, 1sp, $3000, 125lbs, 1lb/$100 per shot, 5 shots, loaded cost $3500, loaded weight 130lbs. Loaded mag $550/30lbs. Max range 15”, 20” if using a long barrel, in addition to other benefits. May use any other standard gyroslugger round, CPS as per round, WPS 1.
- Vehicular Sub Machine Gun (VSMG)- To hit 6, 1d damage, 1DP, 1/3 sp, $950, 45lbs, 1 lb/$5 per shot, 5 shots, loaded cost $975, loaded weight 50lbs. Loaded mag $100/25lbs, (special: Extra magazines hold 10shots, not 5.) Area effect, may use anti-personnel ammo. Suffers double normal range penalties, ½ damage to vehicular components.
- Velocity Gun (VG)- To hit 8, damage 1d+3, 2DP, 1sp, 290lbs, $2900, 10 shots, CPS 10, WPS 1, loaded cost $3000, loaded cost 300, Loaded mag, $150, 25lbs. ½ damage to DP items and pedestrians. May use DPU ammo.
- Single Shot Grenade Launcher (SSGL)- To hit7, Damage as per grenade, 1DP, $250, 45lbs, ½ sp, 1 shot, Cost as per grenade, 4lbs, loaded weight 49lbs, max range 25", may not use extra magazines.
- Single Shot Gyroslugger (SSGS)- To hit 8, Damage as per gyroslugger round, 1DP, $1750, 30lbs, ½ sp, 1 shot, CPS as per gyroslugger round, WPS 1, Loaded weight 31lbs, max range 15”, may not use extra magazines.
- Armor Piercing Explosive - CPSx3, WPSx2. Maybe used in any weapon that may use HD ammo. APEX ammo does one extra point of damage per 2d (round up) to plastic armor. While it does not do extra damage to metal armor, it does remove one point of metal on any 5 or 6 on the damage die. It doesn’t have an appreciable burst radius, but doesn’t cancel any area effect.
- Antipersonnel Grenade Shells- For pedestrian GL’s, GL’s only (no AGLs). Both are giant shotgun shells, and each only has a maximum range of 10”.
- Dual Purpose- Lowers to hit roll by 1, does 1d damage, ½ to vehicles and tires.
- Flechette- Lowers to hit roll by 1, 1d+1 damage to pedestrians and tires only.
- Hardball (tm) ammo- CPS x2For Shotguns, Dbbl Shotguns, and Vehicular shotguns. Fires three hard plastic balls. No damage to vehicular components or tires, and only does 1 point to pedestrians. Any pedestrian hit is affected as if by a concussion grenade.
- Laserproof missiles- Adds 10% to cost and weight of any missile. Missiles so modified are not harmed by laser fire.
- Lizard Spit (tm) ammo- For Shotguns, Dbbl Shotguns and Vehicular shotguns. Turns your shotgun into a mini-flamethrower. +1point damage, burn modifier 2/1, Cost x10. On a to hit roll of 2, roll 1 die: 1 no extra effect, 2-5 weapon is taken to 0DP or otherwise rendered unfunctional [sic], 6- ammo explosion. When used in hand weapons, does 1 point to vehicular components and tires. Volatile. Max range 7"
- Military Grade Explosive Rockets - Weight x1.5, cost x125. Single shot rockets only. Military Grade Explosive Rockets do 3x the listed damage, and may be made laser guided or armor piercing as per normal. MGE Mini-Rockets do 2d+2 dice of damage. May not be used to modify SR’s or UR’s as they both already use MGE.
- Slug Ammo - For shotguns, Dbbl Shotguns, and Vehicular Shotguns. Adds one to the ‘to hit’ number, +1 damage. Cost x5.
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New Weapons - From Other People 4 (Uncle Edgar)
Uncle Edgar (note, link now seems to be down)
Heavy Gauss Gun (HGG) – To-hit 6, $15,000, 500 lbs., 3 spaces, 3 DP, 5d6 damage, 10 shots, CPS 75, WPS 15. Loaded cost $15,750, Loaded weight 650 lbs., Magazine cost $800, Magazine weight 165 lbs. Area effect. Drains 3 power units per shot.
Gauss Cannon (GCn) – To-hit 7, $30,000, 800 lbs., 4 spaces, 4 DP, 6d6+12 damage, 10 shots, CPS 25, WPS 5. Loaded cost $30,250, Loaded weight 850 lbs., Magazine cost $300, Magazine weight 65 lbs. Drains 5 power units per shot. The GCn can only be mounted on oversized vehicles.
Light X-Ray Laser (LtXL) – To-hit 7, $10,000, 500 lbs., 2 spaces, 3 DP, 3d6 damage. Area effect. Drains 3 power units per shot. The LtXL can be pulse-modified but cannot use IR or BG optics. Like its larger cousins, LtXL is not compatible with the LGL.
Automatic-Fire Grenade Launcher -- To-hit 7, $5,000, 250 lbs., 2 spaces, 3 DP, damage by grenade type, 30 AF grenades, CPS 20 plus grenade cost, WPS 5.
Heavy Gauss Gun (HGG) – To-hit 6, $15,000, 500 lbs., 3 spaces, 3 DP, 5d6 damage, 10 shots, CPS 75, WPS 15. Loaded cost $15,750, Loaded weight 650 lbs., Magazine cost $800, Magazine weight 165 lbs. Area effect. Drains 3 power units per shot.
Gauss Cannon (GCn) – To-hit 7, $30,000, 800 lbs., 4 spaces, 4 DP, 6d6+12 damage, 10 shots, CPS 25, WPS 5. Loaded cost $30,250, Loaded weight 850 lbs., Magazine cost $300, Magazine weight 65 lbs. Drains 5 power units per shot. The GCn can only be mounted on oversized vehicles.
Light X-Ray Laser (LtXL) – To-hit 7, $10,000, 500 lbs., 2 spaces, 3 DP, 3d6 damage. Area effect. Drains 3 power units per shot. The LtXL can be pulse-modified but cannot use IR or BG optics. Like its larger cousins, LtXL is not compatible with the LGL.
Automatic-Fire Grenade Launcher -- To-hit 7, $5,000, 250 lbs., 2 spaces, 3 DP, damage by grenade type, 30 AF grenades, CPS 20 plus grenade cost, WPS 5.
The AFGL may have different grenade types may be mixed in the magazine but the order of the rounds must be recorded. Rotary magazines can be installed for half cost ($250) and normal weight (10 lbs.) to the AFGL and its magazines. This revision of the AFGL description is meant to correct the errata and implicit rules regarding magazines in the AFGL descriptions given in ADQ 9/2, p.5 and UACFH, p.18.
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New Weapons - From Other People 3b (MIB 1473)
From MIB 1473 (SJGames Forum)
LMG: 1d-1, to-hit 7, 20 shots, $?, 150lbs, 1 space
LVMG (proposed): 1d+1, to-hit 6, 20 shots, $X, 325lbs, 1 space
MG: 1d, to-hit 7, 20 shots, $1500, 200lbs, 1 space
VMG: 2d, to-hit 6, 20 shots, $2700, 450lbs, 2 spaces
HMG: 2d-2, to-hit 7, 20 shots, $?, 350lbs, 1 space
HVMG (proposed): 3d, to-hit 6, $X, 750lbs, 3 spaces
AC (proposed): 3d, to-hit 7, $X, 600lbs, 2 spaces
GC (proposed): 6d, to-hit 6, $X, 1100 lbs, 4 spaces
HAC (proposed): 4d, to-hit 7, $X, 800lbs, 3 spaces
HGC (proposed): 8d, to-hit 6, $X, 1400lbs, 5 spaces
LMG: 1d-1, to-hit 7, 20 shots, $?, 150lbs, 1 space
LVMG (proposed): 1d+1, to-hit 6, 20 shots, $X, 325lbs, 1 space
MG: 1d, to-hit 7, 20 shots, $1500, 200lbs, 1 space
VMG: 2d, to-hit 6, 20 shots, $2700, 450lbs, 2 spaces
HMG: 2d-2, to-hit 7, 20 shots, $?, 350lbs, 1 space
HVMG (proposed): 3d, to-hit 6, $X, 750lbs, 3 spaces
AC (proposed): 3d, to-hit 7, $X, 600lbs, 2 spaces
GC (proposed): 6d, to-hit 6, $X, 1100 lbs, 4 spaces
HAC (proposed): 4d, to-hit 7, $X, 800lbs, 3 spaces
HGC (proposed): 8d, to-hit 6, $X, 1400lbs, 5 spaces
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New Weapons - From Other People 3a (DSumner)
From DSumner (SJGames Forum) - The [brackets] has the link to the original forum post:
Improved Vehicular Shotgun [DSumner]: Area Effect, To Hit 6, 2 hits damage, 2 DP, $750, 100lbs., 1 space, 25 shots, CPS 10, WPS 2, Loaded Cost $1,000, Loaded Weight 150 lbs, loaded extra magazine costs $300 and weighs 65.
Improved Tracer Ammo [DSumner]: CPS 2x normal cost, WPS normal. +2 to hit for second consecutive shot, +3 for third consecutive shot. Fire modifier 1; Burn modifier 1. (real life tracer ammo starts fires as it burns, I also don't see why it would do less damage than regular ammo).
Improved Light Machine Gun [DSumner]: $850, 100 lbs., 1 space, 2 DP. To Hit 7, 1d3 damage, 20 shots ($20 and 2.5 lbs. each). Loaded cost $1,250, loaded weight 150 lbs.; loaded magazine cost $450 and weighs 65 lbs. Area effect. Can use HD, tracer, anti-personnel and explosive ammo.
Improved Autocannon [DSumner]: $3,500, 500 lbs., 3 spaces, 4 DP. To Hit 6, 3d damage, 10 shots ($75 and 10 lbs. each). Loaded cost $4,250, loaded weight 600 lbs.; loaded magazine cost $800 and weighs 115 lbs. Area effect. Can use HD, Proximity, Incendiary, Tracer, Explosive (modern day AC use Tracer and Explosive rounds, so why not the CW version?), and Depleted Uranium ammo.
Improved Grenade Launcher [DSumner]: $1,000, 175 lbs., 2 spaces, 2 DP. To Hit 7, damage by grenade type, 20 shots CPS by grenade type, WPS 2.5; loaded weight 225 lbs.; loaded magazine weighs 65 lbs. Area effect. May use any type of grenade ammo. Ammo from vehicle mounted GL detonate on impact and do full damage to vehicles.
Light Grenade Launcher [DSumner]: $750, 150 lbs., 1 spaces, 2 DP. To Hit 7, damage by grenade type, 10 shots CPS by grenade type, WPS 2.5; loaded weight 175 lbs.; loaded magazine weighs 40 lbs. Area effect. May use any type of grenade ammo. Ammo from vehicle mounted GL detonate on impact and do full damage to vehicles.
Improved Autocannon 2.2 [DSumner]: $6,000, 550 lbs., 3 spaces, 4 DP. To Hit 6, 3d damage, 20 shots ($50 and 7.5 lbs. each). Loaded cost $7,000, loaded weight 700 lbs.; loaded magazine costs $1,050 and weighs 165 lbs. Burst effect. Can use HD, Proximity, Incendiary, Anti-Personnel, and Depleted Uranium ammo.
Update:
Caseless Ammo: 3x cost, ½ weight of normal ammo. Available for MG, VMG, and AC.
Magnetic Pulse Mines: Only available for Spear 1000 Mine Droppers. 1d-1 damage, CPS 150, WPS 10. If an electric power plant is damaged by this weapon (even a single point), the vehicle’s electrical system short-circuits and the power plant immediately looses all power and shuts down. It does not affect internal combustion (IC) engines or independently-powered devices, such as lasers with laser batteries. A short-circuited power plant can be recharged normally.
Smart Mines: 1.5 x the normal CPS, normal weight. Smart Mines are equipped with an IFF system that prevents them from being detonated by the vehicle that dropped them. They are also equipped with safety feature that prevents them from detonating, while the vehicle that dropped them is within the weapon's blast radius. For 2 x the normal cost they can be set to ignore multiple vehicles (i.e. ignore all "Team Foxfire" vehicles, ignore all motorcyles), or set to only detonate for certain types of vehicles.
Update:
Mini-Grenades: $20, ½ grenade equivalent, 2 hits damage, ¼ blast radius. No damage to vehicles.
Monofilament Grenade - $35. Does 1d+2 damage to all pedestrians and exposed cyclists in a 2” burst radius. No damage to tires or vehicle components.
Flame Cloud Grenade - $75. Creates a 1” X 1/2” counter that acts like a standard Flame Cloud.
Sleep Gas Grenade - $100, Creates a colorless, odorless 1” X 1/2” cloud that lasts for 30 seconds. Unprotected pedestrians and cyclists must roll once per turn every turn they are in the cloud. Multiple rolls don’t produce cumulative results – Just apply the worst results rolled so far.
1-2 Character is unconscious for 10 minutes.
3-5 Character is unconscious for 5 minutes, and can do nothing for the next 3 minutes.
6 Character is -6 to hit with any weapon and can only crawl 3 spaces per turn.
Pepper Spray - $35, 1/2 Grenade Equivalent, 5 to hit, $35, shots 5. Pepper Spray is only usable at point blank range.
1-3 Character is -2 to hit with any weapon for 1 minute.
4-5 Character is -6 to hit with any weapon and can make no HTH attacks for 1 minute.
6 Character -6 to hit with any weapon and can only crawl 3 spaces per turn for 30 seconds.
Auto Shotgun - 2 Grenade Equivalent, 3 hits damage, 6 to hit, $175, shots 10, CPS 5, Loaded Cost $225.
Squad Automatic Weapon (SAW) - 4 GE (15 lbs.), 1d3 damage, 7 to hit, $500, shots 20, CPS 15, Loaded Cost $800. Extra magazines are 1 GE (3 lbs.) each. Full damage to vehicles.
Rocket Propelled Grenade (RPG): 3 GE, 1d damage, 8 to hit, $750, shots 1, CPS 35, Loaded Cost $785. Extra RPG rounds are 1 GE each, and take 2 seconds to reload. A character reloading can take no other action.
Anti-Personnel Mines (APM): $35. 2d damage to all pedestrians and exposed cyclists in a 2” radius and 1d damage in a 1" radius. 1/2 damage to tires, 1 grenade equivalent.
Bounding Anti-Personnel Mines: $60. 1D6+3 to all pedestrians and exposed cyclists in a 2” burst radius. No damage to vehicles. 1 grenade equivalent. When triggered, Bounding AP Mines fire a small canister of steel ball-bearings into the air. The canister detonates spraying the surrounding area with its contents.
“Toe Popper” Anti-Personnel Mines: $20. 2 hits damage to pedestrians. 1/4" blast radius. ½ grenade equivalent. “Toe Popper” AP mines are small explosive charges designed to wound or maim their targets.
Weapon Light: $50. Adds one grenade equivalent to any weapon it's attached to. Weapons Lights may be used at night, or in any un-lit area, to illuminate targets up to 4” away. When used, they eliminate all nighttime targeting modifiers. Weapon Lights may also be used to blind a target, following the same guidelines as vehicle searchlights. Weapon Lights may be attached to any pistol, rifle, shotgun, sub-machinegun, gyroslugger, or SAW.
Update:
High Velocity Grenade Launcher Ammo: 1d+2 damage, CPS 35, WPS 5, 1" Burst Radius. Available for GL and AGL.
“Mag Shot” Hi-Density Gauss Ammo: CPS 2x normal, WPS1.5 x normal, +1 point damage per die damage.
Special thanks to kjamma4, for letting me use the "ACE" name
Laser Safe Windshield - $250. Protects the vehicle's occupants from the effects of Blinding Lasers.
More:
Exothermic Foam: Fire modifier 2, burn duration 2. CPS 3 x normal. WPS normal. ExoFoam looks and acts just like regular Sticky Foam and can be loaded into any standard Sticky Foam Sprayer or Discharger. Any vehicle coming into contact with the counter will have its tires coated with a chemical gel that causes its tires to heat up, and spontaneously combust. Each full turn a vehicle spends in contact with a Exothermic Foam counter, or each additional 1” of Exothermic Foam crossed, adds an additional burn modifier of 1 to the vehicle’s tires. The chemical's effects begin to dissipate after 10 seconds, with the gel’s burn modifier dropping by “1” for every 3 seconds of time elapsed, after the initial 10 second "burn" until it becomes inert. Pedestrians coming into contact with the foam suffer 1 hit per turn they are in contact with a counter.
More:
Crystal Explosive Spikes: x5 normal cost, normal weight. Sighting rules as per Crystal Spikes. All other stats as per Explosive Spikes.
Improved Vehicular Shotgun [DSumner]: Area Effect, To Hit 6, 2 hits damage, 2 DP, $750, 100lbs., 1 space, 25 shots, CPS 10, WPS 2, Loaded Cost $1,000, Loaded Weight 150 lbs, loaded extra magazine costs $300 and weighs 65.
Improved Tracer Ammo [DSumner]: CPS 2x normal cost, WPS normal. +2 to hit for second consecutive shot, +3 for third consecutive shot. Fire modifier 1; Burn modifier 1. (real life tracer ammo starts fires as it burns, I also don't see why it would do less damage than regular ammo).
Improved Light Machine Gun [DSumner]: $850, 100 lbs., 1 space, 2 DP. To Hit 7, 1d3 damage, 20 shots ($20 and 2.5 lbs. each). Loaded cost $1,250, loaded weight 150 lbs.; loaded magazine cost $450 and weighs 65 lbs. Area effect. Can use HD, tracer, anti-personnel and explosive ammo.
Improved Autocannon [DSumner]: $3,500, 500 lbs., 3 spaces, 4 DP. To Hit 6, 3d damage, 10 shots ($75 and 10 lbs. each). Loaded cost $4,250, loaded weight 600 lbs.; loaded magazine cost $800 and weighs 115 lbs. Area effect. Can use HD, Proximity, Incendiary, Tracer, Explosive (modern day AC use Tracer and Explosive rounds, so why not the CW version?), and Depleted Uranium ammo.
Improved Grenade Launcher [DSumner]: $1,000, 175 lbs., 2 spaces, 2 DP. To Hit 7, damage by grenade type, 20 shots CPS by grenade type, WPS 2.5; loaded weight 225 lbs.; loaded magazine weighs 65 lbs. Area effect. May use any type of grenade ammo. Ammo from vehicle mounted GL detonate on impact and do full damage to vehicles.
Light Grenade Launcher [DSumner]: $750, 150 lbs., 1 spaces, 2 DP. To Hit 7, damage by grenade type, 10 shots CPS by grenade type, WPS 2.5; loaded weight 175 lbs.; loaded magazine weighs 40 lbs. Area effect. May use any type of grenade ammo. Ammo from vehicle mounted GL detonate on impact and do full damage to vehicles.
Improved Autocannon 2.2 [DSumner]: $6,000, 550 lbs., 3 spaces, 4 DP. To Hit 6, 3d damage, 20 shots ($50 and 7.5 lbs. each). Loaded cost $7,000, loaded weight 700 lbs.; loaded magazine costs $1,050 and weighs 165 lbs. Burst effect. Can use HD, Proximity, Incendiary, Anti-Personnel, and Depleted Uranium ammo.
Update:
Caseless Ammo: 3x cost, ½ weight of normal ammo. Available for MG, VMG, and AC.
Magnetic Pulse Mines: Only available for Spear 1000 Mine Droppers. 1d-1 damage, CPS 150, WPS 10. If an electric power plant is damaged by this weapon (even a single point), the vehicle’s electrical system short-circuits and the power plant immediately looses all power and shuts down. It does not affect internal combustion (IC) engines or independently-powered devices, such as lasers with laser batteries. A short-circuited power plant can be recharged normally.
Smart Mines: 1.5 x the normal CPS, normal weight. Smart Mines are equipped with an IFF system that prevents them from being detonated by the vehicle that dropped them. They are also equipped with safety feature that prevents them from detonating, while the vehicle that dropped them is within the weapon's blast radius. For 2 x the normal cost they can be set to ignore multiple vehicles (i.e. ignore all "Team Foxfire" vehicles, ignore all motorcyles), or set to only detonate for certain types of vehicles.
Update:
GRENADES
Mini-Grenades: $20, ½ grenade equivalent, 2 hits damage, ¼ blast radius. No damage to vehicles.
Monofilament Grenade - $35. Does 1d+2 damage to all pedestrians and exposed cyclists in a 2” burst radius. No damage to tires or vehicle components.
Flame Cloud Grenade - $75. Creates a 1” X 1/2” counter that acts like a standard Flame Cloud.
Sleep Gas Grenade - $100, Creates a colorless, odorless 1” X 1/2” cloud that lasts for 30 seconds. Unprotected pedestrians and cyclists must roll once per turn every turn they are in the cloud. Multiple rolls don’t produce cumulative results – Just apply the worst results rolled so far.
1-2 Character is unconscious for 10 minutes.
3-5 Character is unconscious for 5 minutes, and can do nothing for the next 3 minutes.
6 Character is -6 to hit with any weapon and can only crawl 3 spaces per turn.
PERSONAL WEAPONS
Pepper Spray - $35, 1/2 Grenade Equivalent, 5 to hit, $35, shots 5. Pepper Spray is only usable at point blank range.
1-3 Character is -2 to hit with any weapon for 1 minute.
4-5 Character is -6 to hit with any weapon and can make no HTH attacks for 1 minute.
6 Character -6 to hit with any weapon and can only crawl 3 spaces per turn for 30 seconds.
Auto Shotgun - 2 Grenade Equivalent, 3 hits damage, 6 to hit, $175, shots 10, CPS 5, Loaded Cost $225.
Squad Automatic Weapon (SAW) - 4 GE (15 lbs.), 1d3 damage, 7 to hit, $500, shots 20, CPS 15, Loaded Cost $800. Extra magazines are 1 GE (3 lbs.) each. Full damage to vehicles.
Rocket Propelled Grenade (RPG): 3 GE, 1d damage, 8 to hit, $750, shots 1, CPS 35, Loaded Cost $785. Extra RPG rounds are 1 GE each, and take 2 seconds to reload. A character reloading can take no other action.
MINES
Anti-Personnel Mines (APM): $35. 2d damage to all pedestrians and exposed cyclists in a 2” radius and 1d damage in a 1" radius. 1/2 damage to tires, 1 grenade equivalent.
Bounding Anti-Personnel Mines: $60. 1D6+3 to all pedestrians and exposed cyclists in a 2” burst radius. No damage to vehicles. 1 grenade equivalent. When triggered, Bounding AP Mines fire a small canister of steel ball-bearings into the air. The canister detonates spraying the surrounding area with its contents.
“Toe Popper” Anti-Personnel Mines: $20. 2 hits damage to pedestrians. 1/4" blast radius. ½ grenade equivalent. “Toe Popper” AP mines are small explosive charges designed to wound or maim their targets.
ACCESSORIES
Weapon Light: $50. Adds one grenade equivalent to any weapon it's attached to. Weapons Lights may be used at night, or in any un-lit area, to illuminate targets up to 4” away. When used, they eliminate all nighttime targeting modifiers. Weapon Lights may also be used to blind a target, following the same guidelines as vehicle searchlights. Weapon Lights may be attached to any pistol, rifle, shotgun, sub-machinegun, gyroslugger, or SAW.
Update:
MUNITIONS
Micro Rockets: To hit 9, ¼ space, 2 hits damage, CPS 35, WPS 10.High Velocity Grenade Launcher Ammo: 1d+2 damage, CPS 35, WPS 5, 1" Burst Radius. Available for GL and AGL.
“Mag Shot” Hi-Density Gauss Ammo: CPS 2x normal, WPS1.5 x normal, +1 point damage per die damage.
SPECIALTY MUNITIONS
Laser Guided Bombs: $500 for electronics and laser tuning, plus $250 per guided bomb; no weight or space. LGL may be used with regular Bombs, Cluster Bombs, and Napalm. Laser Guided Bombs follow the same basic targeting rules as laser guided missiles.DROPPED SOLIDS
Acid Mines (AM): CPS 75, WPS 5. Any vehicle detonating an Acid Mine will have its tires and underbody coated with a caustic brew of highly corrosive chemicals, which inflicts 2 hits damage to both the tires and underbody for 1d6 turns.DROPPED GASES
Acid Cloud Ejector (ACE): 1 hit damage, $750, 50lbs, 1 DP, 2 spaces, 10 Shots, CPS 50, WPS 5, Loaded Cost $1,250 weight 100lbs. Magazine costs $550, weighs 65lbs. When fired an Acid Cloud Ejector creates what appears to be a normal 1" x ½" cloud of paint, that lasts for 3 turns. Any vehicle, or pedestrian, passing through the cloud is coated with a highly corrosive solvent, that will inflict 1 hit to every exposed vehicle component, and armor location, every turn they're in the cloud, and then for an additional 1d6 turns after passing through the cloud.Special thanks to kjamma4, for letting me use the "ACE" name
DROPPED LIQUIDS
Corrosive Oil: CPS 5x normal, WPS normal. Any standard Oil Jet, Fluid Gun, or Oil Discharger can drop Corrosive Oil. Corrosive Oil can not be mixed with other oil ammunition in the same magazine. A loaded magazine costs $675, weighs 65lbs. Creates what appears to be a standard ½”x1” oil counter. Any vehicle tire coming in contact with any part of the counter suffers 1d-1 damage each turn it’s in contact with the counter.DEFENSIVE
Laser Inhibiting Aerosol - CPS 2.5x normal, WPS 2x normal weight. Looks and works like a normal smoke screen, but blocks all laser fire. Available for SS, HDSS, and GS.Laser Safe Windshield - $250. Protects the vehicle's occupants from the effects of Blinding Lasers.
Misc...
Thunderkit Power Plant: $4,000, Weight 275lbs, 3 Spaces, 7 DP, 1,500 Power Factors.More:
Exothermic Foam: Fire modifier 2, burn duration 2. CPS 3 x normal. WPS normal. ExoFoam looks and acts just like regular Sticky Foam and can be loaded into any standard Sticky Foam Sprayer or Discharger. Any vehicle coming into contact with the counter will have its tires coated with a chemical gel that causes its tires to heat up, and spontaneously combust. Each full turn a vehicle spends in contact with a Exothermic Foam counter, or each additional 1” of Exothermic Foam crossed, adds an additional burn modifier of 1 to the vehicle’s tires. The chemical's effects begin to dissipate after 10 seconds, with the gel’s burn modifier dropping by “1” for every 3 seconds of time elapsed, after the initial 10 second "burn" until it becomes inert. Pedestrians coming into contact with the foam suffer 1 hit per turn they are in contact with a counter.
More:
Crystal Explosive Spikes: x5 normal cost, normal weight. Sighting rules as per Crystal Spikes. All other stats as per Explosive Spikes.
Labels:
new weapon,
non-styx,
rules-changes,
weaponry
Thursday, August 7, 2008
New Weapons - From Other People 1 (Nova)
Before I get down to messing around with the rules and creating new weapons - even after I've paid excessive due diligence with the whole series (1-2-3-4-5) - I should present the ideas that I've seen in other places. If they've done it, likely they did it better, and why reinvent the wheel (almost literally)?
Selected Items from NOVA:
Grenade Dropper: $750, 100 lbs., 2 DP, 1 space, 15 shots, cost by grenade type, 4 lbs. per grenade. Loaded cost is $750 plus cost of grenades, loaded weight 160 lbs. This weapons drops a grenade out the side or rear of the carrying vehicle. This weapon may use a rotary magazine, but the grenade timers must be preset.
Mini-Cannon: To-hit 7, 1D6 damage, 3 DP, $1,000, 170 lbs., 1 space, 10 shots ($20 and 3 lbs. each), loaded cost $1,200, loaded weight 200 lbs; loaded magazine costs $250 and loaded magazine weight 45 lbs. HEAT and HESH ammo available at the appropriate costs. 1" Burst Effect.
Heavy Rocket Launcher: To hit 8, $1,250, 300 lbs., 3 spaces, 3 DP, 3d6 damage, 10 shots ($50 and 7.5 lbs. each). Loaded weapon costs $1,750 and weighs 375 lbs. Burst effect.
Ultra Rocket Launcher: To hit 8, $1,500, 400 lbs., 4 spaces, 3 DP, 4d6 damage, 10 shots ($100 and 20 lbs. each). Loaded weapon costs $2,250 and weighs 500 lbs. Burst effect.
Rocket Cannon: To hit 8, $3,000, 600 lbs., 6 spaces, 4 DP, 6d6 damage, 10 shots ($100 and 20 lbs. each). Loaded weapon costs $4,000 and weighs 800 lbs. Burst effect. The rocket cannon is a tank-sized rocket launcher and may only be mounted on oversized vehicles. Ammo may be modified at normal costs.
Heavy Anti-Tank Gun (HATG): To-hit 8, $3,500, 700 lbs., 4 spaces, 6 DP. 4d6 damage, 10 shots, CPS $100, WPS 15 lbs., loaded cost $4,500, loaded weight 850 lbs., burst effect. May use HEAT, HESH, APFSDS, DPU and Beehive ammo. This weapon is a larger, more powerful version of the standard AT gun. It is sometimes referred to as the "Hate Gun".
Heavy-Duty Gas Streamer: $300, 100 lbs., 2 spaces. 2 shots, 2 DP. This device produces a 10" x 2" counter of smoke (CPS $100, WPS $50), paint (CPS $100, WPS 20 lbs.), tear gas (CPS $200, WPS 50 lbs.) or toxin gas (CPS $20,000, WPS 50 lbs.).
Heavy-Duty Flame Cloud Gas Streamer: $500, 200 lbs, 3 spaces, 2 shots, 2 DP. CPS $600, WPS 50 lbs., loaded cost: $1,700, loaded weight: 300 lbs. This item produces a 10" long by 2" wide counter of gas.
Pyramid Spikes: CPS $50, WPS 10 lbs (Loaded magazine $550, 115 lbs). 1d6 to all tires. Cannot be made explosive, incendiary or expanded. Cannot be mixed with other rounds or be used in a spike gun. Pyramid spikes will damage plasticore and solids and are not destroyed when rolled over.
Light X-Ray Laser: $5,000, 300 lbs., 2 spaces, 3 DP, to-hit 7, 2 dice damage.
Medium X-Ray Laser: $10,000, 525 lbs., 3 spaces, 3 DP, to-hit 7, 3 dice damage.
Twin X-Ray Laser: $18,000, 1,125 lbs., 3 spaces, 3 DP, to-hit 7, 4d+3 damage.
Light RR: $1,000; 150 lbs.; 1 sp.; 10 shots; CPS 20, WPS 2.5; Loaded cost: $1,200; loaded weight: 175 lbs.; To-Hit 7; Damage: ld6 (burst effect). May use HEAT and HESH ammo.
Light GG: $5,000; 150 lbs.: 1 sp.; 10 shots; CPS 25, WPS 5: loaded cost: $5,250; loaded weight: 200 lbs.; To-Hit 6; Damage: 1d6 (area effect).
Medium GG: $7,500; 225 lbs.; 2 sp.; 10 shots; CPS 35, WPS 7.5; Loaded cost: $7,850; loaded weight: 300 lbs.; To-Hit 6; Damage: 2d6 (area effect).
Medium Autocannon: To-hit: 6, $11,500, 600 lbs, 4 spaces, 5 DP, 10 shots, 4d6 damage, burst effect. CPS $150, WPS 15, loaded cost $13,000, loaded weight 750 lbs.
The VSG is a short-barreled, smoothbore weapon of either 4-gauge or 8-gauge. For every full 4" of range, there is a +1 to-hit bonus and a -1 to the damage rolled. Its low cost and light weight make the VSG a favorite weapon in the lower divisions.
Selected Items from NOVA:
Grenade Dropper: $750, 100 lbs., 2 DP, 1 space, 15 shots, cost by grenade type, 4 lbs. per grenade. Loaded cost is $750 plus cost of grenades, loaded weight 160 lbs. This weapons drops a grenade out the side or rear of the carrying vehicle. This weapon may use a rotary magazine, but the grenade timers must be preset.
Mini-Cannon: To-hit 7, 1D6 damage, 3 DP, $1,000, 170 lbs., 1 space, 10 shots ($20 and 3 lbs. each), loaded cost $1,200, loaded weight 200 lbs; loaded magazine costs $250 and loaded magazine weight 45 lbs. HEAT and HESH ammo available at the appropriate costs. 1" Burst Effect.
Heavy Rocket Launcher: To hit 8, $1,250, 300 lbs., 3 spaces, 3 DP, 3d6 damage, 10 shots ($50 and 7.5 lbs. each). Loaded weapon costs $1,750 and weighs 375 lbs. Burst effect.
Ultra Rocket Launcher: To hit 8, $1,500, 400 lbs., 4 spaces, 3 DP, 4d6 damage, 10 shots ($100 and 20 lbs. each). Loaded weapon costs $2,250 and weighs 500 lbs. Burst effect.
Rocket Cannon: To hit 8, $3,000, 600 lbs., 6 spaces, 4 DP, 6d6 damage, 10 shots ($100 and 20 lbs. each). Loaded weapon costs $4,000 and weighs 800 lbs. Burst effect. The rocket cannon is a tank-sized rocket launcher and may only be mounted on oversized vehicles. Ammo may be modified at normal costs.
Heavy Anti-Tank Gun (HATG): To-hit 8, $3,500, 700 lbs., 4 spaces, 6 DP. 4d6 damage, 10 shots, CPS $100, WPS 15 lbs., loaded cost $4,500, loaded weight 850 lbs., burst effect. May use HEAT, HESH, APFSDS, DPU and Beehive ammo. This weapon is a larger, more powerful version of the standard AT gun. It is sometimes referred to as the "Hate Gun".
Heavy-Duty Gas Streamer: $300, 100 lbs., 2 spaces. 2 shots, 2 DP. This device produces a 10" x 2" counter of smoke (CPS $100, WPS $50), paint (CPS $100, WPS 20 lbs.), tear gas (CPS $200, WPS 50 lbs.) or toxin gas (CPS $20,000, WPS 50 lbs.).
Heavy-Duty Flame Cloud Gas Streamer: $500, 200 lbs, 3 spaces, 2 shots, 2 DP. CPS $600, WPS 50 lbs., loaded cost: $1,700, loaded weight: 300 lbs. This item produces a 10" long by 2" wide counter of gas.
Pyramid Spikes: CPS $50, WPS 10 lbs (Loaded magazine $550, 115 lbs). 1d6 to all tires. Cannot be made explosive, incendiary or expanded. Cannot be mixed with other rounds or be used in a spike gun. Pyramid spikes will damage plasticore and solids and are not destroyed when rolled over.
Light X-Ray Laser: $5,000, 300 lbs., 2 spaces, 3 DP, to-hit 7, 2 dice damage.
Medium X-Ray Laser: $10,000, 525 lbs., 3 spaces, 3 DP, to-hit 7, 3 dice damage.
Twin X-Ray Laser: $18,000, 1,125 lbs., 3 spaces, 3 DP, to-hit 7, 4d+3 damage.
Light RR: $1,000; 150 lbs.; 1 sp.; 10 shots; CPS 20, WPS 2.5; Loaded cost: $1,200; loaded weight: 175 lbs.; To-Hit 7; Damage: ld6 (burst effect). May use HEAT and HESH ammo.
Light GG: $5,000; 150 lbs.: 1 sp.; 10 shots; CPS 25, WPS 5: loaded cost: $5,250; loaded weight: 200 lbs.; To-Hit 6; Damage: 1d6 (area effect).
Medium GG: $7,500; 225 lbs.; 2 sp.; 10 shots; CPS 35, WPS 7.5; Loaded cost: $7,850; loaded weight: 300 lbs.; To-Hit 6; Damage: 2d6 (area effect).
Medium Autocannon: To-hit: 6, $11,500, 600 lbs, 4 spaces, 5 DP, 10 shots, 4d6 damage, burst effect. CPS $150, WPS 15, loaded cost $13,000, loaded weight 750 lbs.
This weapon is a single-barrel autocannon of intermediate caliber (25-mm to 30-mm). 20th-century examples include the 25-mm Bushmaster gun on the Bradley IFV and the 30-mm chaingun on the AH-64 Apache. All types of ammunition are available. Non-oversized vehicles that fire this weapon take a D1 hazard from the recoil.Super-Heavy Autocannon: To-hit: 6, $50,000, 2,000 lbs, 12 spaces, 20 DP, 20 shots, 15d6 damage, burst effect. CPS $300, WPS 40, loaded cost: $56,000, loaded weight: 2,800 lbs. May use HEAT, HESH, APFSDS & DPU ammunition.
The super-heavy autocannon is a modern example of the GAU-8 Avenger cannon which armed the A-10 Thunderbolt. The GAU-8 was a seven-barrel 30-mm gun. Alternately, the SHAC could be a single-barrel weapon of large caliber (50-mm or above).Heavy Duty Junk Dropper: $100, 50 lbs, 2 spaces, 6 DP, 5 shots, CPS: 0, WPS: 40 lbs, loaded cost: $100, loaded weight: 250 lbs.
This item drops a 1/2" x 1/2" obstacle each time it is fired. Hitting the obstacle is a D3 hazard for all wheeled ground vehicles (including trucks). Additionally, 1d-3 points of damage are inflicted on each tireVehicular Shotgun (variant): To-hit: 7, $950, 90 lbs, 1 space, 2 DP, 1d damage, area effect, 10 shots, CPS: $5, WPS: 1 lb, Loaded Cost: $1,000, Loaded Weight: 100 lbs, maximum range: 24".
The VSG is a short-barreled, smoothbore weapon of either 4-gauge or 8-gauge. For every full 4" of range, there is a +1 to-hit bonus and a -1 to the damage rolled. Its low cost and light weight make the VSG a favorite weapon in the lower divisions.
Wednesday, August 6, 2008
New Weapon: Mini-MFRP

Of all the new weapons I've proposed see the whole series (1-2-3-4-5) the only one that I'm sure is good, necessary, and won't upset game balance, is the Mini Multiple Fire Rocket Pod (MMFRP). I'll use this as the first design challenge to work out game dynamics.

The real life model for this weapon is rather common system used on helicopters and attack planes. One example is here (where the first image is from). Many people assumed that the Micro-Missile Launcher is supposed to be this weapon, based on the picture (see to the right, taken from Uncle Al's 2035 guide) and it's misname.

The model for the new weapon is the "Six Shooter" - the Multiple Fire Rocket Pod. The original rules set for a Heavy Rocket and the MFRP was like 2 HR's, but different. And, when the MFRP was introduced, so too were mini-rockets, and the MFRP was kinda like 6 of those.
- HR = dam 3d, 2 DP, $200, 100 lbs, Sp. 1, 2" burst
- 2 HR = dam 3dx2, 4 DP, $450, 200, Sp. 2, 2" burst
- MFR = dam 1dx6, 3 DP (1/2 DP each), $450, 150 lbs, 2 Sp., 2" burst
- 1 MnR = dam 1d-1, 1 DP, $50, 20 lbs, Sp. 1/3, 1/2" burst
- 6 MnR = dam 6d-6, 6 DP, $350, 120 lbs, Sp. 2, 1/2" burst (price includes link)
It's possible that just halving the MFR will get what we need: MMFR = to hit 9, dam 1dx3, 2 DP*, $225, 75 lbs, 1 space, 1" burst. (DP = 1st shot destroys 2 rockets, second shot the final rocket and the weapon housing). Compare to 3 Mini-Rockets: 3 MnR = dam 3d-3, 3 DP, $200, 60 lbs, Sp. 1, 1/2" burst (price includes link)
It's possible, and more in line with the real world munition, that the MMFR should be 6 mini-mini-rockets, 0.5 dam per rocket.
Also, I guess for game balance the special warheads were forbidden for the MFR, but there may be a way of re-introducing them. For now, this is the prototype:
Mini Multiple Fire Rocket Pod, MMFR, to hit 9, dam 1dx3, 2 DP*, $225, 75 lbs, 1 space, 1" burst. (DP = 1st shot destroys 2 rockets, second shot the final rocket and the weapon housing)
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