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Gudmo

Weapon Attachments/Modifications

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As suggested I'm posting this here for anyone to enjoy.


Although you can create weapons that have the following qualities built in this list is more to take any appropriate weapon and update it. You can take a Winchester ´73 and make it electromagnetic if you like. Or put a shoulder stock and electrothermal mods on your Desert Eagle.

Shoulder Stock
Shoulder stock attachment for pistol grip weapons. Helps with accuracy.
Use with: Any pistol-grip weapon
Modifiers: Accurate 1, Encumbrance 1
HP: 1
Cost: 350
Rarity: 3

Electromagnetic
Called gauss guns, railguns, coil guns, or mass-drivers, use electromagnetic rails or rings in the barrel to accelerate a ferrous or conductor-sheathed projectile to very high velocities. Ammunition is very light, as it does not require propellant and is caseless.
Available in near future for sidearms or for large artillery in modern times.
Use with: Any Slugthrower weapon
Modifiers: Range +1, Pierce +2, Damage +1, Encumbrance +1
HP: 2
Cost: 2,000
Rarity:

Electrothermal
Guns that use an electric charge to vaporize a propellant into steam or plasma, which expands and smoothly accelerates the round down the barrel at high velocity. Near future technology
Use with: Any Slugthrower weapon
Modifiers: Damage +1, Accurate 1
HP: 1
Cost: 500
Rarity:

X-ray Laser modulation
Advanced laser modulation that allows a laser to fire in the x-ray frequency.
Use with: Any laser weapon
Modifiers: Pierce +2, Damage +1
HP: 1
Cost: 1,250
Rarity: 8R 

Graser modulation
Advanced laser modulation that allows a laser to fire in the gamma-ray frequency.
Use with: Any laser weapon
Modifiers: Pierce 5, Burn 1
HP: 1
Cost: 2,000
Rarity: 9R 

Rainbow Laser
This modification can switch between different modes/modulation of an energy weapon. Using a maneuver you can switch between a normal laser, x-ray or graser setting.
Use with: Any energy weapon
Modifiers: As per Laser, X-Ray and Graser, Prepare 1 (To switch modes)
HP: 2
Cost: 7,500
Rarity: 10R

Gravity Beam
Ultra high tech gravguns. Damage is low but can penetrate all but the most reinforced armor.
Use with: Any energy weapon
Modifiers: Damage -1, Breach 1
HP: 1
Cost: 2,500
Rarity: 9R
 
Antiparticle Beam
High-energy particle accelerator that produces kinetic damage and explosive effects with radioactive damage as well. Also known as "pulsars".
Use with: Any energy weapon
Modifiers: Blast 3
HP: 2
Cost: 950
Rarity: 7R

Neutral Particle Beam
These weapons use a more complex accelerator arrangement to generate beams of neutral particles. A neutral particle beam can be used in vacuum or trace atmosphere without degrading. As a maneuver you can switch the weapon to function as a normal "blaster".
Use with: Any energy weapon
Modifiers: Encumbrance +1, Prepare 1 (To switch modes)
HP: 1
Cost: 300
Rarity: 4

Monowire Edge
Apply a monowire (one atom in width, also known as molecular wire) edge to any bladed weapon
Use with: Any bladed weapon
Modifiers: Pierce +3, Crit -1, Vicious 1
HP: 1
Cost: 2,000
Rarity: 6R

 

Ammunition/Loadout as Modifications

Pondering on how to tackle ammunition in Genesys and giving advantages/disadvantages in their use I have come to the following conclusion.

1.      Prepare 1 is default to switch clips/reload new ammunition types.

2.      Limited Ammo n is also default where n represents the clip/loadout size of the given weapon. This is usually dealt with narratively and should be though of as rounds of ammunition and not number of bullets.

3.      To keep in line with other modifications one can assume that it requires no hard points.

4.      Alot of the more complex effects of the advanced ammunition types needs to be handled narratively. There either is no game mechanic to cover the effects or, and this is more likely, there is no need for a game mechanic since you can resolve the effects with a good narrative.

5.      Cost is the cost of any ammunition multiplied. This is dependent on setting.


So with these two things as a default we go on to the various ammunition types available.
These statistics are in no-way the finalized version. I welcome comments and suggestions.

Kinetic
 

Solid
The default bullet
Weapon use: Any
Game statistics: None
Cost: x1

Chainshot
Two balls linked by chain or wire.
Weapon use: Minimum bore size 20mm 
Game statistics: Linked 1 (Wire/Chain is represented narratively), Range -1, Damage -2
Cost: x1.5

AP
The original AP round.
Weapon use: Minimum bore size 2mm
Game statistics: Pierce +1
Cost: x3

API
An AP round with added incendiary material.
Weapon use: Minimum bore size 6mm
Game statistics: Pierce +1, Burn 1
Cost: x4

APCR
Superior AP cannon round with a rigid tungsten core.
Weapon use: Minimum bore size 20mm
Game statistics: Pierce +1, Damage +1
Cost: x5

HP
A bullet designed to expand in flesh.
Weapon use: Minimum bore size 2mm
Game statistics: Pierce -1, Vicious +1, Critical -1
Cost: x1,5

Plastic
A plastic or rubber bullet.
Weapon use: Minimum bore size 2mm
Game statistics: Pierce -1, Damage -2
Cost: x1

Baton
A non-lethal anti-riot round.
Weapon use: Minimum bore size 2mm
Game statistics: Pierce -1, Damage -1
Cost: x1

APDS
Improved APCR cannon round with discarding sabot.
Weapon use: Minimum bore size 20mm
Game statistics: Pierce +1, Damage +2
Cost: x5

APS
An armor-piercing, saboted bullet.
Weapon use: Minimum bore size 6mm
Game statistics: Pierce +1, Damage +2
Cost: x5

APDU
Improved APCR with depleted uranium core.
Weapon use: Minimum bore size 8mm
Game statistics: Pierce +2, Damage +1
Cost: x6

APDSDU
Improved APDS with dense, depleted uranium core.
Weapon use: Minimum bore size 8mm
Game statistics: Pierce +3, Damage +2
Cost: x10

APFSDS
Hypervelocity, fin-stabilized APDSDU dart
Weapon use: Minimum bore size 8mm
Game statistics: Pierce +2, Damage +3
Cost: x8

APFSDSDU
Hypervelocity, fin-stabilized APDSDU dart
Weapon use: Minimum bore size 8mm
Game statistics: Pierce +3, Damage +3
Cost: x12

Needle
A sliver-like projectile.
Weapon use: Maximum bore size 2mm
Game statistics: Damage -1, Vicious 1
Cost: x2

Superwire
A superconducting monowire projectile.
Weapon use: Maximum bore size 2mm, Electromagnetic weapons only
Game statistics: Breach 1, Damage -3
Cost: x100

APSHD
An advanced, hyperdense, saboted bullet.
Weapon use: Minimum bore size 2mm
Game statistics: Pierce +5, Damage +1
Cost: x20

APDSHD
Ultra-tech APDS with hyper-dense core.
Weapon use: Minimum bore size 20mm
Game statistics: Pierce +5, Damage +2
Cost: x20

APFSDSHD
Hypervelocity, fin-stabilized APDSHD dart.
Weapon use: Minimum bore size 20mm
Game statistics: Pierce +5, Damage +3
Cost: x30

Explosive

LE
Low Explosive, a fused round filled with black powder.
Weapon use: Minimum bore size 10mm
Game statistics: Blast 1, Vicious 1
Cost: x2

HE
High Explosive, a modern explosive, fragmenting round.
Weapon use: Minimum bore size 10mm
Game statistics: Blast 2, Vicious 1
Cost: x2

HEC 
HE Concussion, with big blast, little fragmentation.
Weapon use: Minimum bore size 10mm
Game statistics: Blast 1, Concussive
Cost: x2

HEDC
HE Depth Charge round for attacking submarines.
Weapon use: Minimum bore size 60mm
Game statistics: Blast 2, Concussive 2
Cost: x3

HEPF
HE Proximity-Fused round for anti-aircraft fire.
Weapon use: Minimum bore size 10mm
Game statistics: Blast 2, Vicious 1
Cost: x5

HESH
HE Squash-Head, plastic explosive built to defeat armor.
Weapon use: Minimum bore size 20mm
Game statistics: Blast 2, Breach 1
Cost: x4

Kinetic/Explosive

SAPLE
LE fused to go off after piercing armor.
Weapon use: Minimum bore size 10mm
Game statistics: Pierce -1, Critical -1, Vicious 1
Cost: x2

SAPHE
HE fused to go off after piercing armor.
Weapon use: Minimum bore size 10mm
Game statistics: Blast 1, Pierce -1, Critical -1, Vicious 1
Cost: x2

APEX
Armor piercing explosive cannon round.
Weapon use: Minimum bore size 10mm
Game statistics: Blast 1, Pierce 2
Cost: x5

Shaped-Charge

HEAT
A shaped-charge, armor-piercing “anti-tank” round.
Weapon use: Minimum bore size 20mm
Game statistics: Blast 2, Breach 1
Cost: x3

HEDP
HE Dual Purpose, a fragmentation and HEAT round.
Weapon use: Minimum bore size 20mm
Game statistics: Blast 2, Pierce 5, Vicious 1
Cost: x3

Multiple Projectile

Shotshell
Multiple shotgun pellets.
Weapon use: Minimum bore size 10mm
Game statistics: Damage -1, Range -1, Inaccurate 1, Vicious 2
Cost: x1

Canister
 A spray of pellets, grapeshot or scrap.
Weapon use: Minimum bore size 10mm
Game statistics: Auto-Fire, Vicious 2, Inaccurate 2
Cost: x1

Shrapnel
A bursting shell filled with bullets.
Weapon use: Minimum bore size 20mm
Game statistics: Vicious 3
Cost: x3

Beehive 
High-tech shrapnel using anti-personnel darts.
Weapon use: Minimum bore size 20mm
Game statistics: Vicious 3, Pierce 1
Cost: x4

Bursting

CHEM
Chemical, a gas or smoke-filled round.
Weapon use: Minimum bore size 10mm
Game statistics: Special
Cost: x2

FASCAM
Drops a field of scattered anti-armor mines.
Weapon use: Minimum bore size 120mm
Game statistics: Special
Cost: x10

ICM
Cluster munitions that scatter grenades over an area.
Weapon use: Minimum bore size 120mm
Game statistics: Blast 3, Auto-Fire, Vicious 2
Cost: x10
 

Edited by Gudmo

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