Weapons
Sniper Rifles
Though the art of killing a target with a single, well placed shot is more a matter of the marksman (apprporiate rules soon to be found in the rules section) than of the weapon used, the right tool for the job can make everything a great deal easier.
To this end, specially designed sniper Rifles are powerful weapons that deal rellatively high amonts of damage, have an extended firing range and can be fired with great accuracy. Though Sniping Weapons come in various types, they all share some common traits:
- Sniper Weapons are generally large and unwieldy and difficult to handle when carried. To be used to their full efficiency, they must rest perfectly still and thus require the use of a bipod. A character with the Weapon Focus: Sniper Rifle Feat can use them without a bipod. However, he must still rest them on some stable surface in order to use them properly.
- They are always semiautomatic single shot weapons, uncapable of firing bursts.
- To be used efficiently, they require one round of aiming. Thus a precise shot is a full round action. Since they must be rested for aiming, the firing character is stationary and thus denied his 5 foot step.
- When used properly (resting on a bipod and aiming for one round) a Sniper Rifle gets a +2 cicrumstance bonus to attack in addition to all other boni applicable for that weapon. It also gets an increased threat range, usually +1 or +2. This reflects the fact that it can be aimed perfectly accurate at the target´s vulnerable spots.
- When not used for sniping, firing a Sniper Weapon is a standard action.
- When not mounted and/or aimed properly, the Sniper Weapon does NOT get the +2 circumstance bonus, NOR the increased threat range. Rather, it has the standard threat range of 20.
- Note that some Sniper Weapons are huge and thus can´t be used without a bipod at all.
Sample Sniper Weapons:
Slugthrower (Large, Martial, Ranged)
Cost: 1,800 cr/ Damage: 1d12/ Threat Range (sniping): 18-20/ Critical: x4/ Range: 350 ft./ Weight: 15 lb./ Type: piercing
Magazine(20): 20 cr/ 0.5 lb.
Sniper Blaster (Large, Martial, Ranged)
Cost: 3,500 cr/ Damage: 5d8/ Threat Range (sniping): 19-20/ Critical: x3/ Range: 300 ft./ Weight: 18 lb./ Type: Electricity
Minicell(10): 15 cr/ 0.5 lb.
Sniper Laser (Large, Martial, Ranged)
Cost: 3,500 cr/ Damage: 6d6/ Threat Range (sniping): 18-20/ Critical: x3/ Range: 350 ft./ Weight: 18 lb./ Type: Fire/ Size: Large
Minicell(10): 15 cr/ 0.5 lb.
Heavy Sniper Laser (Huge, Martial, Ranged)
Cost: 6,000 cr/ Damage: 8d6/ Threat Range (sniping): 17-20/ Critical: x3/ Range: 450 ft./ Weight: 25 lb./ Type: Fire
2x Minicell(5): 15 cr/ 0.5 lb.
Special: This weapon´s massive energy demand gives it only 5 shots with a minicell, but it can be fitted with two cells for a total of 10 shots. It can also be connected to a vehicle battery for unlimited power or to a heavy cell that gives it 20 shots.
Arcane Blasters
Arcane Blasters are great examples of magic and technology working together. They are basically normal energy weapons, though the exact type of energy used (laser, ions, etc.) is of little difference to the weapon. Through the use of an arcane device built into it, the energy is transformed into some other kind of damage, usually resembling some magical effect.
The device´s magic is only used to transform the destructive energy generated by the weapon, not to actually create this power itself. Hence it doesn´t use up a charge everytime the weapon is fired but only loses it´s arcane power very gradually. For every 100 shots fired, one charge is used. The arcane transformator usually has 10 charges.
Concussion Rifle (Medium, Martial, Ranged)
This weapon is a Scatter Laser that fires charges of telekinetic energy. They hit the target in a flash of blue light and with an explosive erruption of kinetic energy. Damage is rellatively moderate, but the force of the erruption has a good chance of knocking the target off it´s feet. The target(s) get a fortitude saving throw (DC given with the respective damage) to keep from falling.
Damage within the first range increment is 3d6 (DC20), in the second 2d6 (DC15) and everyone within a 5' arc in the third range inctrement and beyond suffers 1d6 damage (DC10). When set to pulse, the weapon deals 4d6 of damage (DC25) that are treated like a 3-round burst.
Cost: 8,000 cr/ Damage: special/ Threat Range: 20/ Critical: x2(scatter);x3 (pulse)/ Range: 100 ft./ Weight: 12 lb./ Type: bludgeoning
4x Minicell(16): 15 cr/ 0.5 lb.
Personal Weapons
Personal Defense Weapons
The PD Laser and Blaster serve a role similar to Assault Carbines and SMG’s. That is to provide a weapon for vehicle crews, rear-echalon troops, and soldiers that engage in close-combat or need a combat weapon (such as airdrop infantry). The most notable points on this weapon are the ability to burst fire, and having slots for two minicells.
Personal Defense Weapon - Laser (Medium, Martial, Ranged)
Cost: 1,400 cr/ Damage: 3d8/ Threat Range: 20/ Critical: x2/ Range: 150 ft./ Weight: 8.5 lb./ Type: Fire
2x Minicell(25ea for 50 shots): 15 cr/ 0.5 lb.
Personal Defense Weapon - Blaster (Medium, Martial, Ranged)
Cost: 1,800 cr/ Damage: 4d8/ Threat Range: 20/ Critical: x2/ Range: 150 ft./ Weight: 10.5 lb./ Type: Electricity
2x Minicell(50 total shots): 15 cr/ 0.5 lb.
Scatter Laser
This weapon was designed for close-quarter battle in places like urban centers, space stations and ship corridors, and jungle warfare. It is basically a militarized “laser shotgun” which uses multiple barrels and adjustable patterns to lay out a fan of laser fire. It can also be set by the firer to a concentrated pulse, it’s equivalent of firing slug rounds. On the “scatter” setting it does 3d12 at the first range increment, 2d12 at the second, and 2d6 to anything in a 5’ cone at the third and further. It also ignores all modifiers for range on scatter due to the pattern of fire. On “pulse” the damage is 4d8 and considered a burst of 3 shots, even though only one “shot” is from the powercells is expended. Range modifiers do apply on pulse (trading area for concentrated fire). Very popular with naval infantry and assault units. This system is being examined for use in a carbine format weapon as well.
Scatter Laser(Medium, Martial, Ranged)
Cost: 2,200 cr/ Damage: special (scatter);4d8 burst (pulse)/ Threat Range: 20/ Critical: x2(scatter);x3 (pulse)/ Range: 100 ft./ Weight: 12 lb./ Type: Fire 4x Minicell (16): 15 cr/ 0.5 lb.
Heavy/ Support Weapons
Squad Support Laser
This heavy construction weapon serves high tech infantry much as is done with SAW/LMGs in militaries using slug-throwers. Power/ammo is in the form of a framework to hold 6 minicells called a power cassette (4lbs). This gives the SSL 120 shots, necessary for it’s role as a suppressive fire weapon. Bipods are also standard on all SSLs (+1 to hit, but must be braced on a stable surface and firer is considered flat-footed). Bursts are 5 pulses/shots. There is a blaster counterpart of this weapon.
Squad Support Laser (Large, Martial, Ranged)
Cost: 2,000 cr/ Damage: 3d10/ Threat Range: 20/ Critical: x2/ Range: 300 ft./ Weight: 15 lb./ Type: Fire
6x Minicell (120): 15 cr/ 0.5 lb.(4lb. for the loaded cassette)
Rail Guns
Rail Guns send an electromagnetic pulse down the barrel, which pulls the projectile along, bringing it as close to the speed of light as possible. The projectiles are made of ceramics since the acceleration heat vaporizes metal within a split second. Small stripes of metal along the projectile allow the magnet to get a hold of it. The projectile´s speed make rail guns extremely accurate and long ranged weapons, that let every Sniper Rifle pale in comparison. On the othe hand, while the weapon can be reduced to a portable size, the electro magnet´s energy demand so rediculously high, they are practicable only as vehicle mounted weapons. All of the rules for Sniper Rifles also apply to Rail Guns.
Rail Gun (Huge, Exotic, Ranged)
Cost: 22,000 cr/ Damage: 6d10/ Threat Range (sniping): 10-20/ Critical: x4/ Range: 1,000 ft./ Weight 25 lb./ Type: Piercing
Heavy Cell(1): 50 cr/ 5 lb.
Magazine(10): 20 cr/ 1lb.
The Weapon is normally connected to a vehicle battery for unlimmited power. However, a heavy cell can also be connected for one shot.
The ceramic rounds may be fed through a 10 shot magzine or a belt.
Variant Automatic Weapons rules
Fully automatic handheld weapons capable of firing bursts come in 3 different scales: Assault Rifles, SMGs/Assault Carabines and Autopistols. The larger the weapon and thus it´s barrel length, the longer the bursts you can fire. Of course you can maintain firing as long as your ammo holds with any automatic weapon (as presented by the possibility of laying down suppressive fire). But the smaller the weapon, the more inaccurate it gets and so longer bursts aimed at one target wouldn´t do any good since their mark would be to far of to hit anything anyway. So a Pistol shoots bursts of 2, a carabine or SMG 3 and a Rifle of 4 shots.
All automatic weapons are martial weapons. They fall into the same size category as their semiautomatic counterparts.
Changes to existing weapons
According to standard DS rules, the Blaster Carabine deals 4d8(4-32) of damage, while the Laser Riflel does only 3d10(3-30). While it is ok that Blasters are slightly more powerfull than lasers, making the Blaster Carabine more powerfull than the Laser Rifel is simply ridiculous in my eyes. So I would suggest to simly switch those values.
Though the art of killing a target with a single, well placed shot is more a matter of the marksman (apprporiate rules soon to be found in the rules section) than of the weapon used, the right tool for the job can make everything a great deal easier.
To this end, specially designed sniper Rifles are powerful weapons that deal rellatively high amonts of damage, have an extended firing range and can be fired with great accuracy. Though Sniping Weapons come in various types, they all share some common traits:
- Sniper Weapons are generally large and unwieldy and difficult to handle when carried. To be used to their full efficiency, they must rest perfectly still and thus require the use of a bipod. A character with the Weapon Focus: Sniper Rifle Feat can use them without a bipod. However, he must still rest them on some stable surface in order to use them properly.
- They are always semiautomatic single shot weapons, uncapable of firing bursts.
- To be used efficiently, they require one round of aiming. Thus a precise shot is a full round action. Since they must be rested for aiming, the firing character is stationary and thus denied his 5 foot step.
- When used properly (resting on a bipod and aiming for one round) a Sniper Rifle gets a +2 cicrumstance bonus to attack in addition to all other boni applicable for that weapon. It also gets an increased threat range, usually +1 or +2. This reflects the fact that it can be aimed perfectly accurate at the target´s vulnerable spots.
- When not used for sniping, firing a Sniper Weapon is a standard action.
- When not mounted and/or aimed properly, the Sniper Weapon does NOT get the +2 circumstance bonus, NOR the increased threat range. Rather, it has the standard threat range of 20.
- Note that some Sniper Weapons are huge and thus can´t be used without a bipod at all.
Sample Sniper Weapons:
Slugthrower (Large, Martial, Ranged)
Cost: 1,800 cr/ Damage: 1d12/ Threat Range (sniping): 18-20/ Critical: x4/ Range: 350 ft./ Weight: 15 lb./ Type: piercing
Magazine(20): 20 cr/ 0.5 lb.
Sniper Blaster (Large, Martial, Ranged)
Cost: 3,500 cr/ Damage: 5d8/ Threat Range (sniping): 19-20/ Critical: x3/ Range: 300 ft./ Weight: 18 lb./ Type: Electricity
Minicell(10): 15 cr/ 0.5 lb.
Sniper Laser (Large, Martial, Ranged)
Cost: 3,500 cr/ Damage: 6d6/ Threat Range (sniping): 18-20/ Critical: x3/ Range: 350 ft./ Weight: 18 lb./ Type: Fire/ Size: Large
Minicell(10): 15 cr/ 0.5 lb.
Heavy Sniper Laser (Huge, Martial, Ranged)
Cost: 6,000 cr/ Damage: 8d6/ Threat Range (sniping): 17-20/ Critical: x3/ Range: 450 ft./ Weight: 25 lb./ Type: Fire
2x Minicell(5): 15 cr/ 0.5 lb.
Special: This weapon´s massive energy demand gives it only 5 shots with a minicell, but it can be fitted with two cells for a total of 10 shots. It can also be connected to a vehicle battery for unlimited power or to a heavy cell that gives it 20 shots.
Arcane Blasters
Arcane Blasters are great examples of magic and technology working together. They are basically normal energy weapons, though the exact type of energy used (laser, ions, etc.) is of little difference to the weapon. Through the use of an arcane device built into it, the energy is transformed into some other kind of damage, usually resembling some magical effect.
The device´s magic is only used to transform the destructive energy generated by the weapon, not to actually create this power itself. Hence it doesn´t use up a charge everytime the weapon is fired but only loses it´s arcane power very gradually. For every 100 shots fired, one charge is used. The arcane transformator usually has 10 charges.
Concussion Rifle (Medium, Martial, Ranged)
This weapon is a Scatter Laser that fires charges of telekinetic energy. They hit the target in a flash of blue light and with an explosive erruption of kinetic energy. Damage is rellatively moderate, but the force of the erruption has a good chance of knocking the target off it´s feet. The target(s) get a fortitude saving throw (DC given with the respective damage) to keep from falling.
Damage within the first range increment is 3d6 (DC20), in the second 2d6 (DC15) and everyone within a 5' arc in the third range inctrement and beyond suffers 1d6 damage (DC10). When set to pulse, the weapon deals 4d6 of damage (DC25) that are treated like a 3-round burst.
Cost: 8,000 cr/ Damage: special/ Threat Range: 20/ Critical: x2(scatter);x3 (pulse)/ Range: 100 ft./ Weight: 12 lb./ Type: bludgeoning
4x Minicell(16): 15 cr/ 0.5 lb.
Personal Weapons
Personal Defense Weapons
The PD Laser and Blaster serve a role similar to Assault Carbines and SMG’s. That is to provide a weapon for vehicle crews, rear-echalon troops, and soldiers that engage in close-combat or need a combat weapon (such as airdrop infantry). The most notable points on this weapon are the ability to burst fire, and having slots for two minicells.
Personal Defense Weapon - Laser (Medium, Martial, Ranged)
Cost: 1,400 cr/ Damage: 3d8/ Threat Range: 20/ Critical: x2/ Range: 150 ft./ Weight: 8.5 lb./ Type: Fire
2x Minicell(25ea for 50 shots): 15 cr/ 0.5 lb.
Personal Defense Weapon - Blaster (Medium, Martial, Ranged)
Cost: 1,800 cr/ Damage: 4d8/ Threat Range: 20/ Critical: x2/ Range: 150 ft./ Weight: 10.5 lb./ Type: Electricity
2x Minicell(50 total shots): 15 cr/ 0.5 lb.
Scatter Laser
This weapon was designed for close-quarter battle in places like urban centers, space stations and ship corridors, and jungle warfare. It is basically a militarized “laser shotgun” which uses multiple barrels and adjustable patterns to lay out a fan of laser fire. It can also be set by the firer to a concentrated pulse, it’s equivalent of firing slug rounds. On the “scatter” setting it does 3d12 at the first range increment, 2d12 at the second, and 2d6 to anything in a 5’ cone at the third and further. It also ignores all modifiers for range on scatter due to the pattern of fire. On “pulse” the damage is 4d8 and considered a burst of 3 shots, even though only one “shot” is from the powercells is expended. Range modifiers do apply on pulse (trading area for concentrated fire). Very popular with naval infantry and assault units. This system is being examined for use in a carbine format weapon as well.
Scatter Laser(Medium, Martial, Ranged)
Cost: 2,200 cr/ Damage: special (scatter);4d8 burst (pulse)/ Threat Range: 20/ Critical: x2(scatter);x3 (pulse)/ Range: 100 ft./ Weight: 12 lb./ Type: Fire 4x Minicell (16): 15 cr/ 0.5 lb.
Heavy/ Support Weapons
Squad Support Laser
This heavy construction weapon serves high tech infantry much as is done with SAW/LMGs in militaries using slug-throwers. Power/ammo is in the form of a framework to hold 6 minicells called a power cassette (4lbs). This gives the SSL 120 shots, necessary for it’s role as a suppressive fire weapon. Bipods are also standard on all SSLs (+1 to hit, but must be braced on a stable surface and firer is considered flat-footed). Bursts are 5 pulses/shots. There is a blaster counterpart of this weapon.
Squad Support Laser (Large, Martial, Ranged)
Cost: 2,000 cr/ Damage: 3d10/ Threat Range: 20/ Critical: x2/ Range: 300 ft./ Weight: 15 lb./ Type: Fire
6x Minicell (120): 15 cr/ 0.5 lb.(4lb. for the loaded cassette)
Rail Guns
Rail Guns send an electromagnetic pulse down the barrel, which pulls the projectile along, bringing it as close to the speed of light as possible. The projectiles are made of ceramics since the acceleration heat vaporizes metal within a split second. Small stripes of metal along the projectile allow the magnet to get a hold of it. The projectile´s speed make rail guns extremely accurate and long ranged weapons, that let every Sniper Rifle pale in comparison. On the othe hand, while the weapon can be reduced to a portable size, the electro magnet´s energy demand so rediculously high, they are practicable only as vehicle mounted weapons. All of the rules for Sniper Rifles also apply to Rail Guns.
Rail Gun (Huge, Exotic, Ranged)
Cost: 22,000 cr/ Damage: 6d10/ Threat Range (sniping): 10-20/ Critical: x4/ Range: 1,000 ft./ Weight 25 lb./ Type: Piercing
Heavy Cell(1): 50 cr/ 5 lb.
Magazine(10): 20 cr/ 1lb.
The Weapon is normally connected to a vehicle battery for unlimmited power. However, a heavy cell can also be connected for one shot.
The ceramic rounds may be fed through a 10 shot magzine or a belt.
Variant Automatic Weapons rules
Fully automatic handheld weapons capable of firing bursts come in 3 different scales: Assault Rifles, SMGs/Assault Carabines and Autopistols. The larger the weapon and thus it´s barrel length, the longer the bursts you can fire. Of course you can maintain firing as long as your ammo holds with any automatic weapon (as presented by the possibility of laying down suppressive fire). But the smaller the weapon, the more inaccurate it gets and so longer bursts aimed at one target wouldn´t do any good since their mark would be to far of to hit anything anyway. So a Pistol shoots bursts of 2, a carabine or SMG 3 and a Rifle of 4 shots.
All automatic weapons are martial weapons. They fall into the same size category as their semiautomatic counterparts.
Changes to existing weapons
According to standard DS rules, the Blaster Carabine deals 4d8(4-32) of damage, while the Laser Riflel does only 3d10(3-30). While it is ok that Blasters are slightly more powerfull than lasers, making the Blaster Carabine more powerfull than the Laser Rifel is simply ridiculous in my eyes. So I would suggest to simly switch those values.