1 Wear and Tear
Determine number of previous owners (1d8) if second-hand.
Reduce price for each successive owner, with first owner causing the most
significant reduction. For each owner, 30% chance of some user-added
modification – use general quirk table, ignoring negative quirks. Add the
listed price to the asking price.
Manufacturer
Determine manufacturer and derive number of design quirks and
price modification.
Budget Weapons will look cheap and mass-produced. Stamped-metal
parts are common. Think rural-area AK-47s and the Sten.
Conventional Weapons are just that. They look how you’d
expect. Think M16 or H&K MP5.
Unconventional Weapons push the boundaries of normal design,
such as the Mateba or the FN P90.
Exotic Weapons are entirely separated from the design of
normal weapons, such as the H&K G11 or Korobov TKB-022.
1d6
|
Manufacturer Class
|
Price Modification
|
1-2
|
Budget – 1d4 quirks, at least 1 must be mixed or negative.
|
Unit at 50-75% cost.
|
3-4
|
Conventional – 1d4-2 quirks.
|
Unit at 100% cost.
|
5
|
Unconventional – 1d6 quirks.
|
Unit at 150% cost.
|
6
|
Exotic – 1d8 quirks.
|
Unit at 200% cost.
|
Quirks (assumes
projectile weapons)
Class 0 – Negative Quirk
Class 1 – Mixed Quirk
Class 2 – Positive Quirk
Price reflects the price as an after-market modification, or
to correct the issue for negative traits. 1/3 of these prices is parts, the
rest is labour.
1d50
|
Quirk/Modification
|
Class
|
Price (Cr)
|
1
|
Extended Barrel. Weapon has a
significantly lengthened barrel. Increase ranges by 25%, -2 to use in close
quarters. Awkward to move around.
|
1
|
100
|
2
|
Shortened Barrel. Weapon has a
significantly shortened barrel. Decrease
ranges by 25%, +1 to use in close quarters.
|
1
|
100
|
3
|
Increased Calibre. The weapon
was designed to use a larger-than-normal calibre. Decrease magazine capacity by 25%, increase damage by 1.
|
1
|
100
|
4
|
Decreased Calibre. The weapon
was designed for a smaller calibre than most in its class. Increase magazine capacity by 25%,
decrease damage by 1.
|
1
|
100
|
5
|
Aim-assist System. Weapon has
an advanced computer embedded within the optics, partially aiming the weapon.
Weapon fires at +2 to hit. System runs
for 12 hours on A-cell, or connects to Assault Suit/Powered Armour.
|
2
|
300
|
6
|
Shoddy Manufacture. Poor design
or maintenance has led to an inferior weapon. Weapon explodes on a natural 1,
dealing 1d6 damage to wielder.
|
0
|
-
|
7
|
Grenade Launcher. Weapon has an
underslung grenade launcher with a magazine capacity of 3. Damage as standard
grenade, range 200/400.
|
2
|
300
|
8
|
Micro-flamer. Weapon has
embedded micro-flamer. Fuel capacity enough for 3 uses. Range 10/30. Deals
1d6 damage, burns for 1d6 rounds.
|
2
|
200
|
9
|
Bayonet. Weapon has a standard
bayonet attachment. Allows melee attack with damage as knife.
|
2
|
25
|
10
|
Mono-bayonet. Weapon has a Monoblade
bayonet. Allows melee attack with damage as Monoblade.
|
2
|
100
|
11
|
IR Pointer. Weapon has an
infra-red laser pointer. +1 to hit for yourself and allies equipped with
night vision.
|
2
|
50
|
12
|
Shotgun. Weapon has an
underslung shotgun designed for breaching doors. Damage/range as normal. 3 magazine
capacity.
|
2
|
100
|
13
|
Micro-laser. Weapon has an
underslung micro-laser. Damage as laser pistol, use Projectile weapon skill.
Magazine capacity of 2.
|
2
|
450
|
14
|
Alternate grip. Weapon has a
differing grip, most commonly a pistol-grip attachment. +1 to hit.
|
2
|
100
|
15
|
Folding Stock. Weapon’s stock
is replaced with a folding variant, allowing for use in smaller conditions.
|
2
|
100
|
16
|
Rare Components. This weapon
was developed with hard-to-find components, quadrupling the cost of any
repairs which need to be made.
|
0
|
-
|
17
|
Unreliable Safety. This weapons
safety may as well not be there. On any natural 1, the weapon discharges,
with a 80% of dealing full damage to the wielder.
|
0
|
200
|
18
|
Sensitive Mechanisms. This
weapon is unreliable in dirty conditions. An hours maintenance in atmospheres
with dirt, dust etc.
|
0
|
300
|
19
|
Amphibious. This weapon was
designed with amphibious operation in mind, and operates equally well
under-water and on land.
|
2
|
300
|
20
|
Loud. This weapon is incredibly
loud, and cannot be silenced. Animals
are more likely to flee once it begins to roar and kick.
|
1
|
100 (cannot be after-market)
|
21
|
Crude. This weapon is larger
than usual, and made of easily replicable parts. Maintenance and repair is
easier, although it takes up significantly more room and is heavier.
|
1
|
-
|
22
|
Fragile. This weapon does not
stand up to a beating. In a situation where the weapon is damaged, it is more
likely to simply break.
|
0
|
-
|
23
|
Resilient. Whether by design or
accident, this weapon continues to work through almost any circumstance.
|
2
|
-
|
24
|
Laser Sight. Weapon is equipped
with a visible laser-pointer. +1 to hit your target for yourself and allies,
enemies get +1 to hit you.
|
1
|
75
|
25
|
Unconventional Magazine. The
weapon only accepted an unusual or propriety magazine, which comes at twice
the normal cost.
|
0
|
-
|
26
|
Advanced Optics. Weapon has
superior optics for operating within its normal ranges. +1 to hit.
|
2
|
150
|
27
|
Jam-Prone. Weapon jams on 1-3
on a d20.
|
0
|
175
|
28
|
Night-Vision Optics. Weapon has
optics with light-amplification technology. +1 to hit from optics.
|
2
|
400
|
29
|
Thermal-Imaging Optics. Weapon
has optics thermal imaging technology. +1 to hit from optics.
|
2
|
600
|
30
|
Suppressor. Weapon has an
internal suppressor, significantly muffling the noise and light produced by
firing at the price of damage. -1 damage. (minimum of 1)
|
2
|
150 (50 for external)
|
Specialist Ammunition
(max. target ac is 9)
Hollow-point Rounds – 15Cr per 20 rounds. These rounds
expand upon contact, causing additional damage. -1 to hit from reduced
penetration, +1 damage from expansion. Reduces risk of hull penetration.
Armour Piercing Rounds (Conventional) – 20Cr per 20 rounds.
These rounds are designed to defeat more advanced armour types, and allow tech
3 weapons to defeat power-armour. +2 to target AC from armour-piercing, -2 damage
from over-penetration and lack of deformation.
Explosive Tipped Rounds – 35Cr per 20 rounds. After
penetrating, these rounds detonate to cause considerably increased damage. +1d4
damage from explosives. Loud. Messy.
Incendiary Rounds – 20Cr per 20 rounds. These rounds contain
compounds which ignite either upon penetration or in the air. 25% chance of
igniting target.
Experimental
Ammunition
Armour Piercing Rounds (Depleted Uranium) – 150Cr per 20
rounds. Utilizing a depleted uranium penetrator, these rounds are very
effective at pushing through armour. The over-penetration is compensated for by
the pyrophoric (air-combusting) properties of depleted uranium, meaning these
rounds inflict horrific damage on a target. In addition to this, they also
leave toxic soluble uranium-salts within the wound, leading to massive health
issues. +3 to target AC due to incredible AP potential, +1 damage from chemical
reactions and deposited salts.
Guided Gyrojet Rounds – 200Cr per 20 rounds. These are more
like miniature rockets than conventional ammunition. The firing mechanism of
the gun provides the initial speed, and the rocket then locks onto a target
provided by the user. The round then guides itself towards the target. This
requires the use of a weapon with Aim-assist and a computerised suit. (Vacc-suit
or powered armour) +3 to hit.
Very cool.
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