Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Chucks 1E Eclipse Phase Wiki
Search
Search
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Weapons
(section)
Page
Discussion
English
Read
Edit
Edit source
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
Edit source
View history
General
What links here
Related changes
Special pages
Page information
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
= Kinetic Weapons = Kinetic weapons damage the target by firing a hard impact projectile at high-velocities. Slugthrowers have evolved from the mechanical firearms of the early 21st century, however, and now fall into two categories: chemical firearms and railguns. Though their mechanisms for firing are different, they are roughly similar in effect. Railguns have a higher penetration and inflict more damage, which is offset by more limited ammunition choices. While modern beam weapons have their uses, they rarely match the punch of kinetic weapons, therefore slugthrowers are still perceived as the most versatile and effective weapon system. Kinetic weapons are constructed from lightweight, reinforced plastoceramic materials, which are easily produced even without nanofabrication. By default, modern kinetic weapons are ambidextrous but more importantly feature safety and smartlink systems that automatically connect to the wielder’s mesh inserts for firing assistance, target recognition, and tactical networking. The wielder of a firearm or railgun uses Kinetic Weapons skill. == Firearms == Modern chemical firearms use caseless ammunition that is auto-loaded from a magazine. They are effectively recoilless (thanks to rheological smart fluid mechanisms) and electronically fired (an electric charge vaporizes the propellant, using the expanding steam and plasma to eject and accelerate the projectile). Note that older, pre-Fall firearms still exist and are traded by black marketeers, though they use outdated system such as liquid propellants or cased ammunition. At the gamemaster’s discretion, these relics may suffer shorter ranges, less penetration, fewer firing modes, or reduced damage. '''Pistols:''' Pistols are small-sized and designed for one-hand use. Light pistols sacrifice penetrating ability for concealability. Heavy pistols focus on stopping power, with medium pistols occupying a middle ground. All versions fire in semi-automatic, burst-fire, and full-auto modes. '''[Low]''' '''Submachine Guns:''' SMGs use pistol ammunition, but are medium-sized and may fire in semi-auto, burst fire, or full auto modes. They typically are designed in a bullpup configuration for close quarters operations and are ideal for tactical and strike teams. '''[Moderate]''' '''Automatic Rifles:''' Automatic rifles use rifle ammunition and have greater range and penetration than SMGs. They fire in semi-auto, burst fire, or full auto modes. They are two-handed weapons. '''[Moderate]''' '''Sniper Rifle:''' Sniper rifles are optimized for range, accuracy, penetration, and stopping power. They fire in semi-auto mode only and are two-handed weapons. '''[High]''' '''Machine Gun:''' Machine guns are heavy weapons, typically mounted, and intended to provide continuous fire for support or suppressive purposes. They fire in burst fire or full auto modes, and are two-handed weapons. '''[High]''' == Railguns == Railguns use a pair of electromagnetic rails to slide and accelerate a non-explosive conductive projectile at extremely high velocities (Mach 6+) to create an overwhelming, penetrating attack. The kinetic energy of the projectile exceeds that of an explosive-filled shell of greater mass and creates shock and heat waves upon impact that shatter and incinerate the target, or portions of it. While railguns are more potent than firearms, the ammunition choices are limited as the projectile must be conductive and able to survive both acceleration and heat created in the process due to friction. Nanofabrication allows railguns to be manufactured on the personal weapons scale while high-energy portable batteries provide the power to fire them. Railgun operation is silent except for the supersonic crack of the projectile. Railguns are available in the same models as firearms (pistols through machine guns), with the following modifications: * Increase AP by –3 * Increase damage by +2 * Increase the maximum for each range category by x1.5 * Increase Cost category by one * Railguns may only use regular and armor-piercing ammunition * Railguns also require battery power for each shot.Standard railgun batteries hold enough power for 200 shots, after which they must be recharged at the rate of 20 points per hour. {| class="wikitable" ! colspan="10" |Kinetic Weapons |- |'''Firearms''' |'''Armor Penetration (AP)''' |'''Damage Value (DV)''' |'''Average DV''' |'''Firing Modes''' |'''Ammo''' |'''SH''' |'''MD''' |'''LN''' |'''XLN''' |- |Light Pistol | --- |2d10 |11 |SA, BF, FA |16 |10 |25 |40 |60 |- |Medium Pistol | -2 |2d10+2 |13 |SA, BF, FA |12 |10 |30 |50 |70 |- |Heavy Pistol | -4 |2d10+4 |15 |SA, BF, FA |10 |10 |35 |60 |80 |- |Submachine Gun | -2 |2d10+3 |14 |SA, BF, FA |20 |30 |80 |125 |230 |- |Automatic Rifle | -6 |2d10+6 |17 |SA, BF, FA |30 |150 |250 |500 |900 |- |Sniper Rifle | -12 |2d10+10 |21 |SA |12 |180 |400 |1100 |2300 |- |Machine Gun | -6 |2d10+6 |17 |BF, FA |50 |100 |400 |1000 |2000 |- |'''Railguns''' |'''Armor Penetration (AP)''' |'''Damage Value (DV)''' |'''Average DV''' |'''Firing Modes''' |'''Ammo''' |'''SH''' |'''MD''' |'''LN''' |'''XLN''' |- |Light Pistol | -3 |2d10+2 |13 |SA, BF, FA |16 |15 |38 |60 |90 |- |Medium Pistol | -5 |2d10+4 |15 |SA, BF, FA |12 |15 |45 |75 |105 |- |Heavy Pistol | -7 |2d10+6 |17 |SA, BF, FA |10 |15 |53 |90 |120 |- |Submachine Gun | -5 |2d10+5 |16 |SA, BF, FA |20 |45 |120 |188 |345 |- |Automatic Rifle | -9 |2d10+8 |19 |SA, BF, FA |30 |225 |375 |750 |1350 |- |Sniper Rifle | -15 |2d10+12 |23 |SA |12 |270 |600 |1650 |3450 |- |Machine Gun | -9 |2d10+8 |19 |BF, FA |50 |150 |600 |1500 |3000 |} == Kinetic Ammunition == Ammunition is defined by its various types (standard, gel, APDS, etc.) and by the class of gun (light pistol, heavy pistol, SMG, etc.). For simplicity, each gun can trade ammunition with another gun of its class, though ammunition for firearms and railguns is not exchangeable. For example, all railgun SMGs can share ammo. The ammunition’s Damage Value and Armor Penetration modifiers are added to the weapon’s base DV and AP. With the exception of regular and armor-piercing rounds, none of this ammunition may be used with railguns. Listed costs are per 100 rounds of ammunition. '''Armor-Piercing:''' This tungsten-carbide ammunition penetrates armor effectively. '''[Low]''' '''Bug:''' Bug rounds are equipped with a microbug and medical sensor nanobots. They attempt to gather information on the target’s location (via standard mesh tracking), health (querying the target’s medichines), and surroundings (typically hindered by being inside the target’s body). They will transmit status reports in a pre-programmed manner via the mesh or a pre-chosen frequency band either continuously or in pre-set intervals. '''[Low]''' '''Capsule:''' Capsule ammo carries a payload (drug, toxin, nanobots) that is released inside the target after the round penetrates. '''[Trivial plus payload cost]''' '''Flux:''' Flux ammo is made from rheological materials that allow each bullet to be “programmed” so that they may change from regular rounds to less-lethal soft plastic-like rounds. This allows the firer to choose the type of round (regular or plastic) made with each shot or burst, and then change with the next one. '''[Low]''' '''Hollow-Point:''' Hollow-point bullets are designed to deform and widen once they penetrate a target, thus inflicting more damage. '''[Trivial]''' '''Jammer:''' Jammers stick to the target and pulse out jamming electromagnetic signals, jamming the target’s wireless communications. If an Opposed Test is called for, these devices have an Interface of 30. '''[Low]''' '''Plastic:''' Plastic ammo is designed to hurt but not wound targets, and is commonly used for crowd control purposes. '''[Trivial]''' '''Reactive:''' The casing on these projectiles is made of reactive materials that release a large amount of energy when subjected to a sudden shock or impact—such as striking a target. In other words, they explode or superheat when they hit. '''[Low]''' '''Reactive Armor-Piercing (RAP):''' This is a tungsten-carbide armor-piercing round with a reactive casing, allowing the ammunition to penetrate even further. '''[Moderate]''' '''Regular Ammo:''' This standard metal projectile is designed to put holes into morphs. '''[Trivial]''' '''Splash:''' Splash rounds carry a payload like capsule ammo, but are designed to break upon impact rather than penetrating, splashing their contents on the target’s exterior. Splash rounds are typically loaded with paint, taggant nanobots, tracker dye, and similar substances. '''[Trivial plus payload cost]''' '''Zap:''' Zap rounds are rubber or gel bullets that create an electric charge upon firing in a piezoelectric like manner to stun the target effectively with both the bullet and the electric shock. '''[Trivial]''' === Smart Ammo === Smart ammunition takes advantage of nanotechnology to produce bullets that can alter their flight path, home in the target, and correct aim. Smart ammo may not be used with railguns. With the exception of biter, flayer, and proximity rounds, smart ammo may be combined with other ammo types (accushot armor-piercing, for example). '''Accushot:''' Accushot bullets change shape within flight to keep dead on course, countering the effects of wind, drag, and gravity over distance. Attacks made with accushot bullets ignore all range modifiers. '''[Low]''' '''Biter:''' Biters are specially-designed to fragment in opposite proportion to the hardness of the target they strike. For hard targets (synthmorphs), they fragment very little, blasting a big hole. For soft targets (biomorphs), they fragment and tumble in multiple directions within the body. '''[Low]''' '''Flayer:''' Flayers have nanosensors to detect an oncoming impact, shooting out monomolecular barbs as they are about to strike a target. These monowires cut through the target along with the bullet, inflicting additional damage. '''[Low]''' '''Homing:'''When fired with a smartlink system, the bullet identifies the target and uses nanosensors to lock on, correcting the bullet’s trajectory with surface alterations and tiny vectored nozzles. Apply a +10 modifier to the Attack Test, cumulative with aiming and smartlink modifiers. Homing bullets may also be used for indirect fire. '''[Low]''' '''Laser-Guided:''' These bullets function like homing smart rounds (apply the +10 attack modifier), except rather than requiring a smartlink system, they lock onto the reflection of the laser sight used to paint the target. Laser-guided bullets may also be used for indirect fire. '''[Low]''' '''Proximity:''' Proximity is an explosive ammunition that identifies the target when fired via smartlink. If the round determines that it will miss the target, it will still explode if it reaches the close proximity of the target. If the attack misses with an MoF of 10 or less, the round explodes 1d10 meters away from the target and inflicts 1d10 area effect damage in the proximity of the target. '''[Moderate]''' '''Zero:''' Similar to homing smart rounds, zero bullets identify the target when fired via smartlink. Whether the round hits or misses, however, it sends telemetry data back to the next zero bullet, allowing it to course-correct and “zero in” to hit the target (or hit more accurately). Apply a +10 modifier to each shot (or burst) fired after the first against the same target in the same Action Turn. '''[Low]''' {| class="wikitable" ! colspan="3" |Kinetic Ammunition |- |'''Ammo''' |'''AP Modifier''' |'''DV Modifier''' |- |Armor-Piercing | -5 | -2 |- |Bug | +1 | -1d10 |- |Capsule | +1 | -half |- |Flux |as ammo type |as ammo type |- |Hollow-Point | +2 | +1d10 |- |Jammer | --- |no damage |- |Plastic |(AP Doubled) | -half |- |Reactive | -2 | +2 |- |Reactive Armor-Piercing | -6 | -1 |- |Regular | --- | --- |- |Splash | --- |No Damage |- |Zap | +2 | -half+Shock |- |'''Smart Ammo''' | | |- |Accushot | --- | --- |- |Biter | --- | +1d10 |- |Flayer | --- | +2 |- |Homing | --- | --- |- |Laser-Guided | --- | --- |- |Proximity | -1 | +2 |- |Zero | --- | --- |}
Summary:
Please note that all contributions to Chucks 1E Eclipse Phase Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Chucks 1E Eclipse Phase Wiki:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Toggle limited content width