From: [d 2 dcblu] at [fre.fsu.umd.edu] (L.L. Cool Ranch Dressing) Newsgroups: rec.games.frp.archives Subject: RESOURCE: TECH GUIDE (2) Date: 29 Mar 1996 15:00:12 -0500 HIGH TECHNOLOGY ITEMS SECTIONS: Energy Sources Weapons Phaser Medical Supplies and Equipment Miscellaneous Items Control Transmitters ---------- Energy Sources Techno-items usually require an energy cell to function as in the case of hi-tech weapons. Below is a list of the various energy cells. Atomic Energy Cells (A) - These are bulky, heavily-shield nuclear batteries weighing 12 kilograms. they will hold a charge for 1000 years if unused. Once dead, they may be recharged by replacing their Fuel Cylinder. Replacement cylinders may be found in military supply depots or a few nuclear power plants and factories. Chemical Energy Cells (C) - These rechargeable batteries come in many shapes and sizes. They lose their charge after 1 to 6 years of disuse. Hydrogen Energy Cells (H) - Similar to Chemical Energy Cells, but are less common. They don't lose their charge from disuse. Solar Energy Cells (S) - These are Chemical Energy Cells fixed to a Solar Panel so they recharge in sunlight. Energy Cell Charger - When connected to a power source (line or broadcast), this will recharge and Chemical or Hydrogen Energy Cell. ---------- Weapons Type Range Damage Value Supply Power Code Laser Pistol 3/ 6/ 9 5d6 30000 10 H D Laser Rifle 10/20/30 6d6 36000 6 H D Mark I Blaster 5/10/15 1d6 6000 8 H D Mark II Blaster 5/10/15 2d6 12000 8 H D Mark III Blaster 7/14/21 3d6 18000 8 H D Mark IV Blaster 5/10/15 4d6 24000 8 H D Mark V Blaster 7/14/21 5d6 30000 6 2H D Mark VI Blaster 7/14/21 6d6 36000 6 2H D Mark VII Blaster 7/14/21 7d6 42000 6 2H D Mark VIII Blaster 7/14/21 8d6 48000 6 2H D MKI Disruptor 5/10/15 1d20 20000 20 H D MKI Disrup. Rifle 10/20/30 2d20 45000 30 H D MKII Disruptor 10/20/30 2d20 40000 30 H D MKII Disr. Rifle 20/40/60 4d20 85000 40 H D MKIII Disruptor 20/40/60 4d20 80000 40 H D MKIII Disr. Rifle 40/80/120 6d20 125000 50 H D MKIV Disruptor 40/80/120 6d20 120000 50 H D MKIV Disr. Rifle 80/120/240 8d20 165000 60 H D Needler 2/ 4/ 6 * 4000 10 C D Stun Ray Pistol 1/ 2/ 3 * 5000 10 S D Stun Ray Rifle 3/ 6/ 9 * 7500 6 S D Electroflail - 2d6 12000 - S D Energy Mace - 10d6 60000 - C B Paralysis Rod - * 3500 - CSH D Stun Whip - * 4000 - C D Light Saber - 8d6 48000 - H C Vibro Dagger - 3d6 18000 - H C Chemex Grenade - 10d6 4000 - - F Energy Grenade - 12d6 4500 - - F Fragment Grenade - 5d6 2500 - - F Poison Gas Grenade - * 2500 - - F Stun Grenade - * 3000 - - F Tear Gas Grenade - * 2000 - - F CDP A - 10d6 6000 - - F CDP B - 12d6 7000 - - F Concussion Bomb - * 7500 - - F Fission Bomb (C) - 40d10 17000 - - F Fission Bomb (D) - 60d10 17000 - - F Fusion Bomb - 15d10 10000 - - F Matter Bomb (Alpha) - 15d6 8000 - - F Matter Bomb (Beta) - 30d6 20000 - - F Matter Bomb (Delta) - 60d6 50000 - - F Micro-Missile 10/30/50 7d6 30000 - - F Mini-Missile 30/60/90 20d10 40000 - - F Neutron Bomb - 20d10 15000 - - F SDP - 6d6 3000 - - F Surface Missile 1000/2000/4000 * 70000 - - F Notes: Range is in tens of yards. Each range category (Short, Medium, or Long) includes attacks from distances equal to or less than the given range. The modifiers for range are -2 for medium range and -5 for long range. * means that the item has special effects that are outlined in the equipment descriptions. Value is in gold pieces. Supply is the number of shots the power cell is good for before becoming useless. Power is the number and type of power cell the weapon is powered by. Code is the complexity used in the Gamma Technique. Missile Weapons These include a variety of weapons. All are designed to project a beam, missile, or ray of some sort at a target in range. All need power and ammunition to function. Hi-Tech missile weapons can be fired twice per round and a normal attack roll is made. Laser Weapons - Each shot sends a laser beam at the target. Mark Blaster Weapons - Each shot sends a sonic blast at the target. Mark I-IV are pistols and Mark V-VIII are rifles. The wielder of sonic missile weapon doesn't make a normal "to hit" roll. Instead, the target makes a saving throw vs. paralyzation to avoid being hit. This saving throw is made at a bonus of +2 if the weapon is used at medium range, or +5 if the target is at long range. Disruptors - Each shot sends a disruption beam at its target. A disruption beam disrupts cells in living matter causing damage to creatures eternally. All disruptors have two settings: Standard, High Power. Standard is as in the table. High Power allows a rate of fire of 2 shots per round, a +1d10 damage, and drains double the amount of power (i.e. two charges). Needler - A clip for a needler contains 10 small needles coated with a paralysis drug (save vs. poison or become paralyzed for 5d4 rounds). The energy cell will be used up after 30 shots. This weapon is completely soundless. Stun Ray Weapons - A successful shot does no damage, but knocks the victim out for 1d20 rounds. Energy Weapons Some weapons combine elements of melee and missile weapons. All are close combat weapons that can't be thrown and need power. Electroflail - A flail made of mithril and charged with electricity. The slightest touch cause a severe shock. The Solar Energy Cell is good for 40 minutes. Energy Mace - This energized club is powered by a Chemical Energy Cell good for 20 minutes. Paralysis Rod - This 1 yard long rod may be powered by a Chemical Energy Cell (good for 4 hours), a Solar Energy Cell (good for 8 hours), or a Hydrogen Energy Cell (good for 12 hours). When brought into contact with exposed flesh (not protected by clothing, armor, etc.), it overloads the victim's synapses, causing unconsciousness and paralysis lasting 4d4 hours. The victim can't be awakened prematurely. Stun Whip - The Chemical Energy Cell in this item is good for 30 minutes. A target hit by one of these 3 yard wire whips becomes unconscious for 5d4 minutes. Light Saber (Vibro Blade) - The handle of this device houses a the energy cell good for 20 minutes. When in use, a blue-etched force field forms a 1 foot blade that will cut through almost anything (GMs discretion). Vibro Dagger - Similar to the vibro blade, but with a blade of only 6 inches long, the vibro dagger's cell is good for 30 minutes. Grenades These are exploding devices usually delivered by hand. A character should use the standard grenade-like missile combat rules. Before throwing the grenade, the character activates it by "pulling the pin" on it. Once the pin is pulled, the grenade automatically explodes the next round. All characters within 9 yards of an exploding grenade are suffer the effects of the grenade. Damage is halved if save vs. paralyzation is made by victims. Chemex Grenade - Creates a chemical explosion (complete with lung- searing flame) within the area. Energy Grenade - Releases blast of energy within the area. Fragment Grenade - Covers the area with jagged metal chards. Poison Gas Grenade - Spews poison gas throughout the area that hangs in the air for 1d6 rounds (-2 if area is windy). Characters must save vs. poison or suffer 3d6 points of damage for each round exposed to the gas. Stun Grenade - Spews paralysis gas that acts like poison gas, but hangs in the air for only 1d4 rounds. also, characters are knocked unconscious by the gas for 5d4 rounds taking no damage if a save vs poison is failed. Tear Gas Grenade - Spews tear gas that hangs in the air for 1d6 rounds (-2 if area is windy). Characters make a save vs poison. Failure indicates that the character suffers a -2 "to hit" and suffers a -1 penalty to armor class. The effects last for 3 rounds. Bombs & Missiles This category includes demolition charges, small warheads, and sophisticated missiles. These items have any type of fusing device the GM wishes (proximity, impact, heat, time delay, etc.). Most lack delivery and guidance systems and have to be carried to the desired spot and detonated. All characters within area of effect suffer damage. Damage is halved if save vs. paralyzation is made by victims. CDP A (Concentrated Damage Pack Type A) & CDP B (Concentrated Damage Pack Type B) - A canvas backpack full of plastic explosives designed to be placed by the bearer against a structure to be destroyed. Blast radius is 30 yards for type A and 60 yards for type B. Concussion bomb - A canister 10 inches long and 3 in diameter with small "hooks" that fit various delivery systems. Has the effect of a stun grenade, but has a 60-yard blast radius and a cloud duration of 2d6 minutes. Fission Bomb - A black steel sphere 15 inches in diameter. Has a 1-mile blast radius. Come in 2 versions: Clean and Dirty. The dirty bomb causes radiation (GM decides the effects of radiation). Fusion Bomb - A 50-inch diameter black steel disc. The blast radius is 60 feet. Matter Bomb - A disc similar in appearance to a fusion bomb. Comes in alpha, beta, and delta types. The alpha has a blast radius of 9 yards; the beta has a blast radius of 30 yards; and the delta has a blast radius of 60 yards. Micro-Missile - A 3-inch long missile that comes complete with its own plastic handgrip/launcher. It does a blast radius of 15 yards. Mini-Missile - A 15-inch long missile in its own disposable, shoulder- held launcher. It has a blast radius of 30 yards. Neutron Bomb - A 18-inch in diameter duralloy sphere. This bomb has a blast radius of 300 yards. The bomb only damages living beings; it doesn't harm equipment, vehicles, or buildings. SDP (Small Damage Pack) - A canvas bag of plastic explosives. The blast radius is 12 yards. Surface Missile - A slender 3 yards long cylinder, usually fixed to a military installation, or vehicle, and directed by computers and radar at the launch site. There are 3 types of surface missiles: neutron, fission, an concussion. The first two are simple bomb of the appropriate type attached to a surface missile. The latter type will do 30d10 points of damage to anyone in a 100-yard blast radius. ---------- Phaser There are two types of phasers: Phaser I and Phaser II. Phaser I does not have a handle and can fit easily in the palm of the hand. The hydrogen energy cell in a Phaser I holds 50 charges. Phaser II is larger and has a handle. The two hydrogen energy cells in a Phaser II holds a total of 100 charges. Type Range Charges Phaser I 5/10/15 50 Range is given in Phaser II 10/20/30 100 tens of yards. A phaser is different than other weapons in that it has a setting controls that allows various forms of damage. SPREAD: Normal - The wielder makes a normal "to hit" roll. Wide - The wielder doesn't make a normal "to hit" roll. Instead, the target makes a saving throw vs. paralyzation to avoid being hit. This saving throw is made at a bonus of +2 if the weapon is used at medium range, or +5 if the target is at long range. SETTING: The number following the setting is the number of charges that will be drained from the battery per hit. Wide-spread attacks will drain twice the number of charges per person affected. The setting are as followed: Stun (1) - Target must make a successful saving throw vs. wands or be rendered rigidly immobile for 5d4 rounds. A save indicates that the stun didn't affect the character this time. The ray from this setting is blue. 1 (2) - Target suffer 1d10 points of damage, save vs. wands for half damage. The ray color from settings 1 through 10 are various shades of red (1 being light red, and 10 being dark red). 2 (3) - Target suffer 2d10 points of damage, save vs. wands for half damage. 3 (4) - Target suffer 3d10 points of damage, save vs. wands for half damage. 4 (5) - Target suffer 4d10 points of damage, save vs. wands for half damage. 5 (6) - Target suffer 5d10 points of damage, save vs. wands for half damage. 6 (7) - Target suffer 6d10 points of damage, save vs. wands for half damage. 7 (8) - Target suffer 7d10 points of damage, save vs. wands for half damage. 8 (9) - Target suffer 8d10 points of damage, save vs. wands for half damage. 9 (10) - Target suffer 9d10 points of damage, save vs. wands for half damage. 10 (12) - Target must save vs. death magic or die. Maximum (14) - This setting causes matter to vanish. It affects even matter (or energy) of a magical nature. Disintegration is instantaneous, and its effects are permanent. Anything within the 10' X 10' X 10' cube is obliterated. A thin, green ray (no wide-spread attack) causes physical material affected to glow and vanish leaving no trace. Overload (all) - This setting causes the phaser to build up energy that surpasses safety parameters until it explodes destroying the phaser. Phaser I has a blast radius of 25 yards and does 5d10 points of damage to living things in the blast radius. Phaser II has a blast radius of 50 yards and does 5d20 points of damage to living things in the blast radius. ---------- Powered Armor Type AC Value Power Code Energized Armor 2 75000 A E Inertia Armor 2 110000 2A E Powered Alloyed Plate 2 120000 A E Powered Plate Armor 3 100000 A E Powered Assault Armor 1 150000 3A E Powered Attack Armor 1 150000 2A E Powered Battle Armor 2 150000 2A E Powered Scout Armor 2 150000 2A E All powered armor consists of a sealed suit with a power source that makes it function like a "second skin" when worn. Energized Armor and Inertia Armor may function without a power source (but it will be impossible to make jet-assisted jumps). Other types won't function properly without a power source. They will still protect the wearer in most cases, but their force fields (if any) won't work and the character won't be able to move while in them. Gas doesn't penetrate functioning powered armor since there is a 72-hour oxygen supply inside that works independently of the armor's power system. All suits have a 2-way radio, a Medi-kit, ultraviolet and infrared sensors, and an audio system that automatically dampens loud noises and amplifies soft noises (wearer can make out individual sounds at 4 times the normal distance). Energized Armor - The suit's jet-pack lets the wearer make jumps of 180 yards. It is powered by a single Atomic Energy Cell good for 40 hours. Inertia Armor - Suit has a partial force field that can absorb up to half of the damage (25 points of damage per round) inflicted on the wearer. It also has a jet-pack for use in making jumps of up to 180 yards. It is powered by two Atomic Energy Cells good for 60 hours. Powered Alloyed Plate - The single Atomic Energy Cell (good for 44 hours) gives this armor the ability to move under its own power while worn. The wearer moves as if unburdened while carrying an additional 30 pounds and as if burden when carrying 60 pounds over his normal amount. Powered Plate Armor is an improved version using a single Atomic Energy Cell good for 52 hours. Powered Assault Armor - The three Atomic Energy Cells in this suit are good for 48 hours. While in operation, the suit provides a force field that absorbs all damage inflicted on the wearer (50 points per round maximum). In addition, the wearer moves as if unburdened while carrying an additional 90 pounds and as if burden when carrying 180 pounds over his normal amount. The wearer moves at quadruple speed and can make 30 yard jumps. Built in the finger of each hand is an independently- powered laser pistol and built into the helmet is a micro-missile launcher with a 20-missile clip. Built in the back of the suit is a grenade launcher (90 meter range) with a 15 grenade clip containing assorted grenades. The suit's powered fists do 9d6 damage. Powered Attack Armor - The two Atomic Energy Cells in this suit are good for 40 hours. This type is the same as the Powered Assault Armor, but its force field absorbs 40 hit points maximum per round and the wearer moves at triple normal speed. Powered Battle Armor - The two Atomic Energy Cells in this suit are good for 48 hours. This type of armor contains a force field that absorbs all damage inflicted on the wearer (maximum of 30 hit points). The wearer moves as if unburdened while carrying an additional 60 pounds and as if burden when carrying 120 pounds over his normal amount. He may move at double his normal speed and make 15 yard jumps. Powered Scout Armor - The single Atomic Energy Cell (good for 56 hours) gives this armor the ability to move under its own power while worn. The wearer moves as if unburdened while carrying an additional 30 pounds and as if burden when carrying 60 pounds over his normal amount. This type of armor contains a force field that absorbs all damage inflicted on the wearer (maximum of 20 hit points). The wearer moves at quadruple speed and can make 30 yard jumps. ---------- Medical Supplies and Equipment These items are labelled with a universal symbol and include instructions for use (that will be indecipherable to most characters). The labelling system will let characters easily recognize all types of medical equipment and supplies once they encounter any example of that of equipment or material. Accelera Dose - A 6-inch long disposable jet spray tube of a compound developed to accelerate healing. Characters who spray the compound under their skin immediately heal 1d10 points of damage. Cur-In Dose - A 6-inch long disposable jet spray tube of a substance that breaks down most chemicals not normally found in the human body. If taken within 30 seconds of exposure to a drug or poison, the user experiences no effect from the drug or poison. Interra Shot - A 6-inch long disposable jet spray tube containing a sort of "truth serum" that opens the subconscious to direct interrogation. If affected, the character answers all questions truthfully for 10 minutes and then forgets the interrogation. Medi-Kit - A 3X6X12-inch metal and plastic box that can be hung on a belt for transportation. A micro-computer in the unit controls sensors that analyze medical problems in any subject it scans. The unit is held next to the skin when a scan is desired. If a character wants the kit to heal a wound, he holds it over the trauma area. The kit automatically sutures wounds, injects anti-toxins and antibiotics (where needed) and even gives simple instructions on how to perform operations. It will also spray antiseptic dressings on treated wounds. Kits are powered by a Chemical Energy Cell and keep functioning as long as their drug banks are full. There are about 4 treatments per drug bank for each type of problem the kit is designed to handle. Replacement banks (with built-in power cells) will be found in military depots and chemical plants. Medi-kits will never inject anyone with a substance (Accelera Dose, for example) poisonous to the patient. They heal 1d10+20 points of damage. The average Medi-kit heals 2d20+200 points of damage before exhausting its drugs banks. Mind Booster - A 6-inch long disposable jet spray tube containing a compound that enhances metal functioning. The user's intelligence is increased by 3 for one hour after taking the compound. However, he must rest for four hours immediately after the drug wears off or he will permanently lose 3 points from his intelligence. Poison Antidote - A 6-inch long disposable jet spray tube containing an antidote for each type of poison. If used on someone within 30 seconds of exposure to poison, the antidote may save him from damage or death. Each type of antidote always work for each type of poison. If an antidote is for another type of poison, it has a 50% chance of working on the poison the user was exposed to. The chance is modified by +10% for each level the antidote is above the poison and -10% for each level below it is below the poison. Stim Dose - A 6-inch long disposable jet spray tube containing a special stimulant that doubles the user's speed, increases his dexterity by 1 and increases strength by 3 for a period of one hour. The user must rest for eight hours immediately after the dose wears off. Suggestion Change Drug - A 6-inch long disposable jet spray tube containing a hypnotic drug that puts the user in a trance for 10 minutes. While hypnotized, the user may be given instructions that he will follow literally for the next four hours, including instructions to take orders from another character. Once out of the drug's trance, the user will only subconsciously remember his instructions. ---------- Miscellaneous Items Auto-analyzer/Tricorder - This hand computer/scanner/data transfer mechanism is most often used to analyze life forms and natural phenomenon. The character using it must make an intelligence check for each use to obtain the information he desires, although the GM may determine that the intelligence check is only needed when seeking a particularly complex piece of information. If the check is successful, the player may ask the GM 1-6 simple or yes/no questions. The analyzer can also be set up to act as an alarm, with 100 yard range. The analyzer can work via a computer link-up or with a variety of data chips that can be inserted. The analyzer runs on a Hydrogen Energy Cell that will allow it to function continuously for 18 hours. Universal Translator - This small computer translates a multitude of languages. It comes in a variety of forms, sometimes as an item of jewelry, a small rod, an ear plug, an ear implant transmitting to a computer elsewhere, etc.. When in use, the device is generally undetectable (with the exception that the speaker's lips move like he was in a Japanese martial-arts movie). The device works best when languages are preprogramed into it. In order to use a language not programed into it, the translator must "derive the language matrix". To derive a basic matrix, the translator needs to be exposed to the language for several minutes, then as time progresses the language base will improve. Communications Sender - This is a short range communications device. It resembles a 20 by 10 by 5 inch black box with a small tv screen in one side. The Chemical Energy Cell powering the device is good for 40 hours. Messages can be sent or received at a 100-mile range. Communicators - These palm-sized plastic boxes fold out to display a dial used to direct a signal in any direction. They allow users to communicate over a 4-mile range. In some cases, communicators will only respond to signals from other units tied into a particular network. Each has a Chemical Energy Cell good for 200 hours. ---------- Control Transmitters A control transmitter appears to be a small speaker, with a jack that connects it to a sonic generator. The device allows commands to be given to a specific type of creature of animal or less intelligence. Each time a command is given to a particular type of creature, a 6- sided die is rolled. If a 6 isn't rolled, the creature obeys its command. If a 6 is rolled, the creature goes mad and will attack the users of the device if possible. After the device has backfired, it cannot be used with the same species again, but functions normally with other species. Below is a listing of the various transmitters: Type Color Mammal red Fish blue Insect yellow Reptile white Plant green Robot/Android black ---------- GC COMMENT: See the comment in "Weaponry - Past & Present". ----------------------------------------------------------------------- THE CARLSON SYSTEM TO FIREARMS BY MARC CARLSON MISCELLANEOUS HOUSE RULES 1) 10 attacks per round is the maximum allowed, except where Fighter Level/Attack bonus is used. The character may well be able to perform 200 attacks per round, but for playability purposes only 10 per round is allowed. 2) Two handed attacks double the number of attacks per round, but still may not exceed 10 attacks per round (see rule #1). 3) Spells, items, and technological effects that are "Instantaneous" engage in the segment AFTER they are cast or used. 4) Spells, items, and technological effects that are NOT "Instantaneous" engage in the first segment of the next round after they are cast or used. 5) Called shots must be made on a natural +5 or better than the number needed to hit. Called shots must be announced before they are attempted. A called shot that strikes as a "20", or a critical hit, will be counted as a called shot only. 6) The "Automatic Called Shot" proficiency means that the character must make a "called shot" type roll if they intend on hitting anywhere else but the agreed upon Called shot location. For example, a gunman with "auto-called shot" for the gun hand, will automatically hit his opponent's gun hand regardless, unless they are actively trying to hit somewhere else (as a called shot). 7) Reloading a magazine requires 1 round per magazine. The actual changing out of a full magazine for an empty one only takes a fraction of a segment and may incur no penalty if the character has prepared to do so, in advance. Weapons that do not have easily reloaded magazines include Mausers, Bold Action Rifles, Revolvers, etc.. An additional round may be required to reload. 8) If a character is struck by a bullet, they must make a save vs. petrifaction or be stunned for a number of rounds equal to the number by which they missed the roll. 9) If firing on a target that is quickly acquired while the weapon is out, and the character is prepared to fire - roll a perception roll (Wisdom check, whatever) to determine if the target is actually "acquired" or "locked on to." If target is acquired the attack is made at a -0, if not the attack is made as per "Unprepared shot" (i.e., -5 to hit). HIT CHART TABLE: Gun Exact Hit Chart Roll Location 01-03 Head -- Mortal Wound. 04 Head -- Save vs Shock at a -10. 05 Neck -- Mortal Wound. 06-10 Right Arm 11 Right Arm -- Mortal Wound. 12-13 Right Hand 14-19 Left Arm 20 Left Arm -- Mortal Wound. 21-22 Left Hand 23-34 Chest 35-44 Chest -- Internal Damage. Double Damage. * 45-54 Chest -- Serious Internal Damage. Triple Damage. * 55-56 Chest -- Mortal Wound. 57-59 Abdomen 60-64 Abdomen -- Internal Damage. Double Damage. * 65-70 Abdomen -- Serious Internal Damage. Triple Damage. * 71-72 Abdomen -- Mortal Wound. 73-84 Right Leg 85 Right Leg -- Mortal Wound. 86 Right Foot 87-98 Left Leg 99 Left Leg -- Mortal Wound. 00 Left Foot * Chances are good for a gory, lingering death with these wounds. PROFICIENCIES Characters may "spend" experience points already earned to "buy" new proficiencies and maneuvers. This may not be enough to send them below the amount needed to maintain t heir current level. TABLE: Proficiencies Proficiency Proficiency XP Cost Slots Martial Arts proficiency 20,000 1 Martial Arts specialization (See Weapons Specialization) A Martial Arts Style 20,000 1 Each new special maneuver 20,000 1 Each new weapon proficiency 20,000 1 Each New Skill (to 20% minimum) 20,000 1 Tight Weapons Group 40,000 2 Broad weapons Group 60,000 3 Weapons specialization +1 (40%) 120,000 2 +2 (60%) 320,000 3 +3 (80%) 500,000 4 Ranged Weapons special. +1 (40%) 120,000 3 +2 (60%) 320,000 4 +3 (80%) 500,000 5 Fighting Style Specialization Single Weapon 20,000 1 Two Hand Weapon 20,000 1 Weapon/Shield 20,000 1 Two Weapons 20,000 1 Take only half damage from wounds 500,000 - Special Maneuvers 20,000 1 SPECIAL MANUEVERS - Attacking a Moving target - 1/2 penalty - Attacking while Moving - 1/2 penalty - Automatic, specific "Called Shot" - no penalty - Claw Weapons - Double length of Medium Range for proficient weapons - Draw Second - Role the attack as per Fast Draw, but there is no penalty for allowing an opponant to draw first. At worst, simultaneous attack occurs. Must have Hipshoot, and Fastdraw. - Drawing a specific weapon/attacking - no penalty - Hipshooting - Sleeve Draw - Sword Draw - Fanning - Revolver multiple fire per round. 1/2 penalty. - "Fast Draw" - Must have "Hipshoot" first. Roll 1d10 to determine segment attack occurs in (+dexterity adjustment for missle, etc.). Nothing may occur earlier than first segment. If both occur simultaneously, roll separate inititatives for each.) "Fast Draw" Modifiers - 20,000 or 1 prof. slot for each +1. - "Off Hand" Weapon use (Single weapon style) - no penalty - Shoulder Arms at +1 speed factor. - "Snapshot" - Fire a missle weapon, then move up to 1/10th movement rate during the same combat segment. May also be used to move (1/20th), fire, then move (1/20th) again in the segment. The only penalty for Snapshot is "Unprepared shot". - Speed loading (a specific missle weapons) - 3 segments, no penalty COMBAT All modifiers are cumulative for hit determination. Armor class of the target is determined as per normal combat. Silencers half range. RANGE: Pont Blank +1 Short +0 Medium -2 Long -5 Extra-Long -7 Steadied Shot (1 handed weapon held two handed) +1 Braced Shot (Weapon is at rest on an object) +2 Handedness, 1 hand (for a weapon needing 2) -2 Wrong Hand -2 Wound in Gun Arm -5 Serious Wound in Gun Arm -10 Firing two weapons simultaneously -6 Aiming/Prepared Shot (takes full round of inaction) +1 Unprepared shot (i.e. Snapshot, Hipshooting, etc.) -5 Shot on an "Acquired Target" 0 Shooter has lost HP less than 50% of total -1 Shooter has lost HP greater than 50% of total -4 TABLE: To Hit Weapon Speed Max Same Changing Speed Factor ROF/R Target Target Initiative VS 8-13 1/2 -10 -15 +10 S 6-7 1 -5 -10 +5 BA 5 2 -3 -5 +3 A 4 3 -2 -3 +0 F 2-3 3 -1 -2 -5 VF 1 3 -0 -1 -10 "First Shot Determination and Initiative" Drawing From Holster (Draw and Fire proficiency needed) Coat pocket, same side +3 Coat pocket, wrong side +6 Cross Draw, Hip +2 Cross Draw, Shoulder Holster +2 Hip Holster, Open +1 Hip Holster, Open, Worn High +3 Hip Holster, Closed +4 Waistband, Front +2 Waistband, Back +3 Wrist Flip Holster +1 Attached to Belt (Phaser) +2 Gun in hand, Prepared +0 Gun in hand, Unprepared +2 Surprise Opponent given 1st move +2 Character is surprised +10 SELECTED WEAPONS Based in part on work using the 3D system. Assumed Average HP is 30, based on a statistical study of 250 characters from a variety of sources. Range in Yards Cal Name Type PB S M L VL WSM ROF AMMO DV ..39 Handcannon ss-m 2 3 8 33 128 vs 1 1 10 ..45 Smoothbore Musket ss-f 2 3 8 33 666 s 1 1 10 ..47 Handcannon ss-m 2 3 8 33 128 vs 1 1 10 ..50 "Snaphaunce" ss-f 2 3 8 33 666 s 1 1 10 c.1550 ..54 Arquebus ss-m 2 16 67 210 833 vs 1 1 10 c.1350 ..54 Matchlock ss-m 2 3 8 33 128 s 1 1 10 c.1450 ..54 Wheelock ss-w 2 3 8 33 128 s 1 1 10 c.1520 ..69 Matchlock ss-m 2 3 8 33 666 s 1 1 16 c.1415 ..69 "Tannenburg" ss-m 2 16 67 210 833 vs 1 1 16 c.1399 19th Century Weapons ..22 "Derringer" ss-c 1 3 8 10 15 a 1 1,2,4 9 ..22 Revolver rv 3 8 50 115 1500 a 1 6 8 ..25 Early Auto sa/c 3 8 50 115 1500 f 1 5 12 ..30 Revolver rv 3 8 50 115 1500 a 1 6 9 ..30 Early Auto sa/c 3 8 50 115 1500 f 1 5 16* ..32 Revolver 6 10 ..35 Early Auto 8 12 ..36 Revolver 6 12 ..38 Revolver 6 15 ..38 "Derringer" 1 20 ..44 Revolver 6 20-24 ..45 Revolver 6 18-20 * .30 cal Early Automatics include Mausers etc, that used a variety of Rifle Round. Rifles ..303 Bolt Action ba 3 8 100 200 3000 a 1 5 28 ..44 Lever Action m 2 10 34 ..45 Single Shot 1 1 42 ..50 Single Shot 1 1 50 Early 20th Century ..22 Automatic 6 9 ..22 Revolver 6 7 ..30 Automatic 6 13 ..30 Revolver 6 10 ..32 Automatic 6 13 ..32 Revolver 6 10 ..35 Automatic 6 13-18 ..38 Automatic 6 13 ..38 Revolver 6 10 ..44 Revolver 6 12 ..45 Automatic 6 14 ..45 Revolver 6 12 Late 20th Century ..15 "Golden Gun" ss 3 8 50 115 1500 f 1 1 12 ..22 Automatic 6 13 ..22 Revolver 6 11 ..30 Automatic 6 17 ..30 Revolver 6 15 ..32 Automatic 6 13 ..32 Revolver 6 15 ..35 Automatic 6 13-18 ..357 Revolver 6 24 ..38 Automatic 6 17 ..38 Revolver 6 15 ..44 Revolver 6 13 ..44 Automagnum 7 36 ..45 Automatic 6 18 ..45 Revolver 6 16 Rifles ..22 Lever Action 8 21 ..22 M-16 ab/c 10 16 233 666 6666 F 10 20,30 49 ..30 AK-47 10 30 54 ..303 Bolt Action 1 5 28 ..465 H&H Royal Double 1 2 80 ..60 H&H Nitro Double Express 1 2 100 Shot Guns These are considered area of effect attacks. They do not need a proficiency to use, and the only "to hit" needed is to make certain the gundoes not jam. A line 100 yards long: DV: 0' - 40 DV 3y 40 6y 20 12y 10 24y 5 48y 3 96y 1 (Sawed off) A cone 10 yards long: DV: 0' - 40 DV 1y 40 2y 10 4y 5 8y 3 10y 1 Heavy Arms Burst Fire Short x2 damage (of 1 round) +1 to hit Extended x10 damage (of 1 round) +2 to hit. Spray Fire x2 damage -5 (Save versus shot gun). ..303 Maxim at/c 10 16 233 666 6666 A 600 250Belt 30 ..45 Gatling 600 50 42 ..30 M60 LMG 250Belt 60 ..50 M2 Browning 250Belt 100 Flame Thrower AOF/Range: A line 10-60' long DV: 64 Save for half. Jellied gasoline burns for 1d6 r. Land Mine Range: 0 DV: 20 at 0', -1/1' away from the blast. No save. Claymore Mine AOF/Range: 2 cones; 1 - 60 degr in front x 6'high 2 - 30 degr behind, half range DV: 0' - 500 DV 10' 500 20' 300 40' 150 80' 75 160' 40 320' 20 640' 10 Stick of dynamite DV: 40 Vial Nitro DV: 60 WWII Handgrenade DV: 80 (+ 1d20 Fragmentation) Modern Handgrenade DV: 60 (Civil War) Haynes "Excelsior" Percussion Grenade DV: 60 (+ 1d10 Fragmentation) Futuristic Weaponry Max Pow/Ammo Range ROF Stor DV Notes 9mm Advanced Combat Rifle 6666 1 20 36 9mm AdvCombat Rifle SABOT 6666 1 20 24 Barsoomian Radium Pistol 6666 2 12 40 Exploding Bullets "Electric Rifle" 1667 1 40 28 (Space 1889 Gauss Rifle) Gause Rifle 16667 1 40 30 "Klingon Plasma Cannon" 6666 1 5 120 with energy pack "Hand Beamer" - Laser 1667 1 5 20 Laser Pistol (Early Fed.) 833 1 20 40/10 (DV 40, save for 10) "Blaster pistol" 833 1 10 16 "Blaster" (Apokolips) Std. 833 1 10 25 "Blaster", Hvy 833 1 10 64 "Blaster", XHvy 833 1 10 144 Dalembert Blaster 833 1 25 38 + 1d6 rad. Athenacorp Gazi Blaster 833 1 20 38 + 1d6 rad. Svortza Blaster 833 1 20 38 + 1d6 rad. MKI Klingon Disruptor 1667 1 25 38/12 MKI Disruptor Rifle 1667 1 25 38/12 MKII Disruptor (STTOS) 20 Standard Setting 6666 1 38/12 High Power 1667 2 D/25 Disintegrate 250 lbs MKIII Hand Disruptor (STTNG) 25 Standard Setting 6666 1 38/12 High Power 1667 2 D/25 Disintegrate 250 lbs MKIV Disruptor Rifle (STTNG) 55 Standard Setting 6666 1 38/12 High Power 1667 2 D/25 Disintegrate 250 lbs MKI Phaser/Phaser I (TOS) 20 1. Stun, Lt. 833 1 38*/12* Paralysed for d10 rd 2. Stun. 833 2 38*/12* Unconscious, 2d10+10 rd 3. Stun. 833 3 38*/12* Unconscious, 3d10+20 rd 4. Stun, Wide Angle 833 4 38*/12* Unconscious, 2d10+10 rd 5. Stun, Heavy 833 2 60*/20* Uncons. 6d6 hours, Save vs. Death or receive permanent nerve damage 6. Heat 3 2 40/20 (7000 F) 7. Weld/Cut 1 1 50/25 8. Disrupt/Kill 833 2 75/20 9. Dematerialize 333 4 D/25 Disintegrate 250 lbs 0. Overload 50y blast radius DV 10,000 in blast radius MKI Phaser/Phaser I/Civilian Model 20 1. Stun, Lt. 833 1 38*/12* Paralysed for d10 min. 2. Stun. 833 2 38*/12* Unconscious, 2d10+10 rd 3. Stun. 833 3 38*/12* Unconscious, 3d10+20 rd 4. Stun, Wide Angle 833 4 38*/12* Unconscious, 2d10+10 rd 5. Stun, Heavy 833 2 60*/20* Uncons. 6d6 hours, Save vs. Death or receive permanent nerve damage 6. Heat 3 2 40/20 (7000 F) 7. Weld/Cut 1 1 50/25 MKII Phaser/Phaser II (TOS) 35 1. Stun, Lt. 833 1 38*/12* Paralysed for d10 min. 2. Stun. 833 2 38*/12* Unconscious, 2d10+10 rd 3. Stun. 833 3 38*/12* Unconscious, 3d10+20 rd 4. Stun, Wide Angle 833 4 38*/12* Unconscious, 2d10+10 rd 5. Stun, Heavy 833 2 60*/20* Uncons. 6d6 hours, Save vs. Death or receive permanent nerve damage 6. Heat 3 2 40/20 (7000 F) 7. Weld/Cut 1 1 50/25 8. Disrupt/Kill 833 2 75/20 9. Dematerialize 333 4 D/25 Disintegrate 300 lbs) 0. Overload 150y blast radius DV 1,000,000 in blast radius MKIII Phaser/Phaser Rifle (TOS) 50 Stun. 833 2 38*/12* Unconscious, 2d10+10 rd Stun, Wide Angle 833 4 38*/12* Unconscious, 2d10+10 rd Stun, Heavy 833 2 60*/20* Uncons. 6d6 hours, Save vs. Death or receive permanent nerve damage Heat 3 2 40/20 (7000 F) Disrupt/Kill 833 2 75/20 Dematerialize 333 4 D/50 Disintegrate 500 lbs Overload 150y blast radius DV 1,000,000 in blast radius MKI Phaser/Phaser 1B (Movies) 20 Stun. 833 2 40*/15* Unconscious, 2d10+10 rd Stun, Wide Angle 833 4 40*/15* Unconscious, 2d10+10 rd Stun, Heavy 833 2 65*/25* Uncons. 6d6 hours, Save vs. Death or receive permanent nerve damage Heat 3 2 60/30 (7000 F) Disrupt/Kill 833 2 80/30 Dematerialize 333 4 D/30 Disintegrate 300 lbs Overload 50y blast radius DV 10,000 in blast radius MKII Phaser/Phaser 2B (Movies) 40 Stun. 833 2 40*/15* Unconscious, 2d10+10 rd Stun, Wide Angle 833 4 40*/15* Unconscious, 2d10+10 rd Stun, Heavy 833 2 65*/25* Uncons. 6d6 hours, Save vs. Death or receive permanent nerve damage Heat 3 2 60/30 (7000 F) Disrupt/Kill 833 2 80/30 Dematerialize 333 4 D/50 Disintegrate 500 lbs Overload 150y blast radius DV 1,000,000 in blast radius ----------------------------------------------------------------------- 16 ARCANE ANSWERS TO GUNPOWDER 1) Shield (1st Wiz): provides x armor class to all projectiles and/or +n to ac/save. 2) Affect Normal Fires (1st Wiz): would either make the powder fizzle and smoke or flash and explode the weapon (as well as give quite an extra oomph to the projectile. 3) Fire Trap (4th Wiz, 2nd Pr): arcane equivalent to black powder (you can't say a charge of black powder in any muzzle loading infantry personal/squad weapon actually causes more of a blast than 1d4+7 with a 5' radius (minimum damage for a mage of level enough to cast the spell). 4) Web (2nd Wiz): no missile attacks at individuals completely caught in web and no missile attacks through web. 5) Produce Flame (2nd Pr): throw a palm full of fire, flammable objects, powder kegs, primers, loaded guns, unmixed sulfur, saltpeter, charcoal, powder horns, body, clothes, hair of gunners, etc.. 6) Fireball (3rd Wiz): PHOOOOOOOOOOOM! 7) Wall Of Fire (4th Wiz): see Fireball. 8) Lightening Bolt (3rd Wiz): see Fireball. 9) Dancing Lights (1st Wiz): cast it at the powder store house and see them run (it can look like a group with torches). 10) Mirror Image (2nd Wiz): go ahead... hit me (doesn't work to well against shotgun or especially chain or volley fire for that matter). 11) Grease (1st Wiz): flammable coating all over those peasants (low save) with firearms. 12) Wall Of Fog (1st Wiz): go ahead-shoot your mud! 13) Flaming Sphere (2nd Wiz): see Fireball. 14) Melf's Acid Arrow (2nd Wiz): for spiking a canon. 15) Gust Of Wind (3rd Wiz): bad for long distance targeting. 16) Protection From Normal Missiles (3rd Wiz): protects from siege weapons. ----------------------------------------------------------------------- NON-WEAPON PROFICIENCIES # of Slots Relevant Check Proficiency Required Ability Modifier Cowboy Cool 1 Charisma 0 Fan Shooting 1 Dexterity 0 Fast Draw 1 Dexterity 0 Hip Shooting 1 Dexterity 0 Repair Cimarron Six-Shooter 1 Intelligence 0 Speed Loading 1 Dexterity 0 Sharpshooting 1 Dexterity 0 Cowboy Cool - This allows the user to stare down an opponent in a duel and gain a psychological advantage. On a successful Charisma check by the user, the opponent suffers a -2 penalty to his next to-hit roll (and to his next Dexterity check if using the Fast Draw proficiency below). This proficiency requires two rounds of concentration to take effect. Cowboy Cool can also be used to negate someone else's attempt to use Cowboy Cool or to spin one or two six-shooters on one's fingers without dropping them. Fan Shooting - The user attempts to shoot as many missiles (i.e. darts, bullets, beams, etc.) as possible within one round. The extent of success on the user's Dexterity check indicates the number of darts that can be fired at a given combat round. A successful Dexterity check allows at least two shots during the same round; if the Dexterity score was beaten by 3-5 points, at least three shots in a round; 6-8, up to four shots; 9-11. five shots; and 12 or more, all six shots. Each successive shot suffers a cumulative -1 penalty to hit (-1 for the first shot, -2 for the second,, etc.). Of course, this assumes that the weapon holds six missiles. The first shot occurs when the user should normally be allowed to fire during the combat round (i.e. initiative). Each successive shot will then happen in each successive segment. Fast Draw and Fan shooting proficiencies can be used simultaneously. Fast Draw - Upon making a successful Dexterity check, a user can shoot before anyone else during a combat round, regardless of the original Initiative result. If two opponents fight a duel and both use the Fast Draw proficiency, the one who beats his Dexterity score by the highest amount gains the initiative. Hip Shooting - The user has the ability to shoot from the hip. The proficiency allows the user to shoot faster, adding a +2 bonus to Dexterity checks made for Fast Draw or Fan Shooting attempts. Unfortunately, it is less accurate and causes a -2 penalty to hit in both cases. Repair Cimarron Six-Shooter - On a successful Intelligence check, the user can repair a jammed Cimarron Six-Shooter. Each attempt takes a full hour. He may try as many times as needed to repair the weapon. An unmodified score of 20 causes the weapon to break permanently. Speed Loading - For a specific missile weapon, character cuts reloading time of weapon in half with no penalties. Sharpshooting - On any to-hit roll of 20 or better after modifications, the user may make an extra Dexterity check. If successful, the user designates a a particular spot on a target to be hit by the dart. This can be used to automatically disarm an opponent or inflict maximum damage. Sharpshooting cannot be used with the Hip Shooting or Fan Shooting proficiencies. -----------------------------------------------------------------------