|
|
|
|
|
|
|
First built only years after the first SdT jump, almost all nations have constructed energy weapons since. Reminescent of their powder-based ancestors, energy arms have similar casings, although more stylised, and use re-usable cartridges. But, these energy cartridges are, in fact, battery cells which can be recharged. While energy weapons are frequently used by the military, they are very hard to acquire for gangs and police agencies.
There are four main types of energy arms-
1. electric pulse blasters (blasters)-use a focused electrical beam and work equally on all materials.
2. plasma discharge units (plasma)-use, in addition to a battery cell, a large plasma canister (the plasma is simmilar to the type found in blood). The weapon electrically charges the plasma and ejects it causing mass damage to organic substances, but less to others [double damage to organic substances].
3. ionic disrupters (ion)-fire a strand of altered ions, while only slightly damaging, can cause massive damage to shields and other electrical systems [double damage, disrupt any electronic systems].
4. microwave burst cannons (microwave)-shoot a focused burst of microwaves, which, while damaging to all substances, are extremely damaging to plastics, metals, and other synthetic substances [double damage].
Modern energy weapons appear as stylised, large machineguns/rifles with electrical readouts, accept the plasma weapons which always appear more like old-fashioned rocket launchers with large plasma cartridges. None of the energy weapons (except plasma) have any recoil at all.
Typical weapons (specific weapons will follow in supplements)-
Blaster-
damage:5D6+2
shots:20 per battery
range:1,000 ft
Plasma-
damage:4D6 (double to organic
targets)
shots:15 per battery and
cartridge
range:200 ft
Ion-
damage:4D6 (double to shields)
shots:20 per battery
range:700 ft
Microwave-
damage:4D6 (double to metals,
plastics, and other synthetics)
shots:15 per battery
range:650 ft
Old-fashioned powder arms have advanced only slightly over the years.
Typical powder arms-
Pistol-
damage:2D6+2
shots:10 per magazine
range:500 ft
Rifle-
damage:2D6+4
shots:30 per magazine
range:1000 ft
Shotgun-
damage:3D6
shots:single (must reload)
or, for some models 2 (double-barrel), or 5 (chamber, must be
fed one-at-a-time)
range:850 ft
Machinegun-
damage:2D6 times the number
of rounds fired
shots:100-250 round plus
belts
range:980 ft
Grenades-
damage:5D6+4
range:by thrower, typically
65 ft
Rocket launcher-
damage:5D8+4
shots:single (can be re-loaded)
range:1100 ft
Missiles-
damage:30+5D6
range:2500 ft+
Land mine-
damage:5D6+10
Bulletproof guards-for various areas of the body (88% chance of stopping any non-treated bullet, but provide only 5HP protection)
Metal-Plastic composite
body armor (for military purposes)-provides 30 HP protection
(typically environmentally
sealed)
Shield generator (used
mainly in space)-in space-30 HP protection; on planet-20 HP
protection only 76% of the
time
Car-
HP:40
Max Spd:125 MPH (hover 2x)
Motorcycle-
HP:30
Max Spd:115 MPH (hover 2x)
Monorail-
HP:Each car has 45 HP
Max Spd:700 MPH
Shuttle-
HP:40
Max Spd:900 MPH/200 KPS
Spacecraft (Small)-
HP:50 [+15 Shield]
Max Spd:680 KPS (or by SdT)
Spacecraft (Large/Luxury/Frieghter)-
HP:120 [+35 Shield]
Max Spd:150 KPS (or by SdT)
Military-
Tank-
HP:65
Max Spd:65 MPH
Hover Tank-
HP:60
Max Spd:100 MPH
Ship (water, small)-
HP:75
Max Spd:130 MPH
Ship (water, large/aircraft
carrier)-
HP:100
Max Spd:65 MPH
Submarine-
HP:70
Max Spd:55 MPH
Jet Fighter/Bomber-
HP:60
Max Spd:1200 MPH
Spacecraft (Small/Exploratory)-
HP:80 [+35 shield]
Max Spd:500 KPS (or by SdT)
Spacecraft (Large/Battlecrusier/Carrier)-
HP:140 [+55 shield]
Max Spd:150 KPS (or by SdT)
Spacecraft (Fighter/Bomber)-
HP:65 [+25 shield]
Max Spd:800+ KPS (SdT unavaillable)
NOTE-All equipment listed in this section are rough examples.
|
Copyright
Doomsday Games and Styphathal.
,mailto:styphathal@yahoo.com |