Revolvers or "Wheel Guns" have been a common style of handgun for several centuries, originally holding more rounds than traditional single-shot guns, after the rise of automatics they became prefered as an emergency weapon as their mechanisms are much less likely to jam, and because they could load different ammunition or even allow customization of ammo load. After the Fall, Revolvers of several types are still used for these purposes, by those who want slightly more stopping power, control over ammunition loads, or who don't trust modern kinetic designs. Modern revolvers are made with advanced polymer frames to reduce weight and speed production, and can load the same style of caseless ammunition as other kinetics. They are all double-action or have a recoil based action, and are designed to be used with speedloaders or have disposable cylinders. Antique revolvers may require additional Complex actions to reload. In addition to having Smartlink and Safety Systems, all modern revolvers are equipped with mesh-controlled "smart cylinders" which allow you to load specific chambers with ammunition and freely switch to them quickly (i/e have the Smart Magazine effect). Because of their design, Revolvers cannot be equipped with Extended Magazines or Sound Suppressors, but can be Railguns.
Snubnose Revolver: Ultra-compact revolver, designed to be pocketed easily. These typically fire from the bottom cylinder instead of the top in order to better manage recoil. They are used as an emergency weapon by some military and law enforcement, or a self-defense weapon. Concealable. [Minor] (R)
1d10+1d6+2 DV SA Ammo 6 Range 30
Revolver: Standard size revolver. Uses slightly heavier ammunition than normal pistols, with a decent barrel length giving it increased power and range over conventional automatics, which helps mitigate the small ammo capacity. [Minor] (R)
2d10+1d6 DV SA Ammo 7 Range 50
Hunting Revolver: A veritable "hand cannon", these revolvers have very long barrels and high caliber ammo (more akin to a rifle than a pistol round), and were originally used for sport shooting. Some are still used this way, but they may also be used as a showy equalizer. Modern morphs can fire them one-handed, but two hands is recommended for stability. Knockdown, Long. [Minor] (R)
2d10+1d6+2 DV SA Ammo 5 Range 100
Polygun Revolver: Shape-adjusting version of the revolver. Using this technology, it can manipulate barrel size and shape and the cylinder to accept a variety of ammunition and alter it's profile. Can switch between Snubnose, Revolver and Hunting Revolver in 3 Action Turns, using the original weapon's profile, but each accepts different ammunition. [Moderate] (R)
Showing posts with label kinetic weapons. Show all posts
Showing posts with label kinetic weapons. Show all posts
Friday, November 8, 2019
Tuesday, March 21, 2017
Shotgun Ammo v2
(Author's Note: Sorry about sporadic updating lately. I'm recovering from oral surgery right now, and have also been working on an unrelated homebrew project a lot. Expect H-Rep updates to remain infrequent for probably the rest of the week.
Additionally, this one basically has the same Author's Note as the original Shotgun Ammo entry)
Prices listed for 20 rounds.
API: An armor-piercing incendiary slug, really more of a flechette which ignites when fired. Modern rounds use self-oxidizing compounds so they work even in vacuum, and generally function similar to Reactive or Reactive-Armor Piercing ammo (p. 338 EP) for normal kinetic weapons. It improves armor penetration over the normal slug, but isn't quite as effective as total damage. Remove the Cone effect, and increase AP by -6 and DV by +1. [Moderate]
Bolo: Named after a tool to catch game or cattle, this round utilizes two slugs or balls linked together by a metal cable. The intent is that the cable forces the rounds to spin and maintain energy, as well as create more damaging wounds - however historically it was very much a novelty round as the cable could often snap or otherwise fail to work properly. Transhuman engineering has helped this problem, with stronger cabling material which maintains much better - creating an exotic round for those focused on any kind of "stopping" power. It removes the Cone effect, increases AP and DV by 2, and when dealing damage with this round, the target's WT is considered 1 less than normal. [Moderate]
Breach: Breaching rounds are a classic shotgun tool, a slug which is designed to immediately disperse after hitting it into a relatively harmless dust or powder - with the intent to breach doors or other obstacles without hurting persons behind them, which might include hostages or bystanders. Law Enforcement in urban habs may still use breaching rounds to destroy door locks and other barriers rapidly - and they also have a strong effect on bots and synthmorphs, but are made with a material which reacts similar to biter or flayer rounds and immediately begins to disperse when it hits a soft target to cause minimal harm. VS hardened or inanimate objects such as walls and structures, bots, vehicles and synthmorphs, this round has -10 AP and adds +1d10 DV, but against soft targets like biomorphs it doubles the target's AV and does -1d10 damage. Either removes the Cone effect. Commonly called "Master Key" or "Can-opener" rounds. [Low]
Flash: Part firework, part crowd control, these rounds work similar to Dragon's Breath ones, but with a combusting powder which is much more focused on light than heat. Fired, they produce bright flashes and gouts of flames which will blind those who look at it. This reduces DV by 1d10 which is reduced by E armor, but anyone looking at the weapon when it fires takes a -10 glare penalty to most actions, until the end of the Action Turn. A target hit by the flash round directly must make a SOM+REF test, if they fail they are severely blinded and take a -30 on actions which reduced by -10 every Action Turn until their sight completely returns. [Low]
Additionally, this one basically has the same Author's Note as the original Shotgun Ammo entry)
Prices listed for 20 rounds.
API: An armor-piercing incendiary slug, really more of a flechette which ignites when fired. Modern rounds use self-oxidizing compounds so they work even in vacuum, and generally function similar to Reactive or Reactive-Armor Piercing ammo (p. 338 EP) for normal kinetic weapons. It improves armor penetration over the normal slug, but isn't quite as effective as total damage. Remove the Cone effect, and increase AP by -6 and DV by +1. [Moderate]
Bolo: Named after a tool to catch game or cattle, this round utilizes two slugs or balls linked together by a metal cable. The intent is that the cable forces the rounds to spin and maintain energy, as well as create more damaging wounds - however historically it was very much a novelty round as the cable could often snap or otherwise fail to work properly. Transhuman engineering has helped this problem, with stronger cabling material which maintains much better - creating an exotic round for those focused on any kind of "stopping" power. It removes the Cone effect, increases AP and DV by 2, and when dealing damage with this round, the target's WT is considered 1 less than normal. [Moderate]
Breach: Breaching rounds are a classic shotgun tool, a slug which is designed to immediately disperse after hitting it into a relatively harmless dust or powder - with the intent to breach doors or other obstacles without hurting persons behind them, which might include hostages or bystanders. Law Enforcement in urban habs may still use breaching rounds to destroy door locks and other barriers rapidly - and they also have a strong effect on bots and synthmorphs, but are made with a material which reacts similar to biter or flayer rounds and immediately begins to disperse when it hits a soft target to cause minimal harm. VS hardened or inanimate objects such as walls and structures, bots, vehicles and synthmorphs, this round has -10 AP and adds +1d10 DV, but against soft targets like biomorphs it doubles the target's AV and does -1d10 damage. Either removes the Cone effect. Commonly called "Master Key" or "Can-opener" rounds. [Low]
Flash: Part firework, part crowd control, these rounds work similar to Dragon's Breath ones, but with a combusting powder which is much more focused on light than heat. Fired, they produce bright flashes and gouts of flames which will blind those who look at it. This reduces DV by 1d10 which is reduced by E armor, but anyone looking at the weapon when it fires takes a -10 glare penalty to most actions, until the end of the Action Turn. A target hit by the flash round directly must make a SOM+REF test, if they fail they are severely blinded and take a -30 on actions which reduced by -10 every Action Turn until their sight completely returns. [Low]
Tuesday, January 3, 2017
Shotgun Ammo
(The following ammo types are designed to work with Shotguns from SquireNed's An Ultimate's Guide to Combat. AUGC is fairly simulationist and crunchy in terms of mechanics, adding on top of normal EP rules and adding new combat gear and rules - the concepts below are written more generally to be compatible with a broader ruleset)
Prices listed are for 20 rounds.
Hive: Similar to the Buzzer (p. 341 EP) this highly advanced and specialized round contains a special, streamlined nanoswarm hive. When fired, it releases the nanoswarm which activates and disperses into the air in a cone pattern at the target. It does no damage, only is used to deploy nanoswarms on target. Normally, this is used with systems like disassemblers or injectors to get multi-purpose swarms on target, but some units have utilized guardian swarm hive rounds to combat hostile nanoswarms. [Low], plus Nanoswarm cost
Riot: Also known as RIP (Round, Irritant Personnel) shell, these rounds contain a powdered form of CR Gas (p. 324 EP) with some inert filler and aerosolizing components so it expands as a cloud or vapor when fired. The purpose of this round is for crowd control or riot suppression. The shell does half damage, and doubles the targets Armor Value, but any biomorph which doesn't have environmental seals hit with this weapon must make a SOMx3 test, or be incapacitated for 3 Action Turns as they begin to cough or vomit. Those who pass still take -30 to all actions, which is reduced by -10 each Action Turn, from coughing, blurred vision and nausea. [Trivial]
Prices listed are for 20 rounds.
Hive: Similar to the Buzzer (p. 341 EP) this highly advanced and specialized round contains a special, streamlined nanoswarm hive. When fired, it releases the nanoswarm which activates and disperses into the air in a cone pattern at the target. It does no damage, only is used to deploy nanoswarms on target. Normally, this is used with systems like disassemblers or injectors to get multi-purpose swarms on target, but some units have utilized guardian swarm hive rounds to combat hostile nanoswarms. [Low], plus Nanoswarm cost
Riot: Also known as RIP (Round, Irritant Personnel) shell, these rounds contain a powdered form of CR Gas (p. 324 EP) with some inert filler and aerosolizing components so it expands as a cloud or vapor when fired. The purpose of this round is for crowd control or riot suppression. The shell does half damage, and doubles the targets Armor Value, but any biomorph which doesn't have environmental seals hit with this weapon must make a SOMx3 test, or be incapacitated for 3 Action Turns as they begin to cough or vomit. Those who pass still take -30 to all actions, which is reduced by -10 each Action Turn, from coughing, blurred vision and nausea. [Trivial]
Wednesday, September 21, 2016
Toxin ammo
Conventional firearms offer some of the broadest application of ammunition options, both "smart" and based in regular technology. Many of these have utility applications, like jamming or tracking rounds, or less-lethal options like plastic or zap gel rounds. Capsule or splash rounds can be used to deliver a wide variety of payloads, and many conventional ammunition designs such as armor penetrators or hollowpoints can increase conventional combat effectiveness. But, some people don't play by the rules of engagement - if they even have any. For those with access to easy refinement and separation of elements and compounds (via Nanofabrication) there are some nastier options with which one can load a gun.
Toxin: These rounds are specifically made from a blend of compounds and heavy metals which are toxic to most transhuman biochemistries. Some blends may even be mildly radioactive. The result is that being struck with such a round tends to release elements into the bloodstream, which can cause some acute effects in a short timeframe, but most bodies with basic biomods will also quickly take them out of the system, and prevents the most serious long-term side effects. When a biomorph or pod is hit by an attack using Toxin ammo, they must make a DUR test, taking 10 DV per Action turn for 1 action turn per MoF, which ignores armor. Medichines makes this a DUR x2 test, and those with Toxin Filters are completely immune. Passing the test still grants a -10 penalty to all tests for 1 Action turn, as if from a Wound. Luckily, the exotic or at least non-standard composition of this ammunition impacts their ability to function as bullets, reducing both the DV and the AP of the firearm by 2. [Low]
Toxin: These rounds are specifically made from a blend of compounds and heavy metals which are toxic to most transhuman biochemistries. Some blends may even be mildly radioactive. The result is that being struck with such a round tends to release elements into the bloodstream, which can cause some acute effects in a short timeframe, but most bodies with basic biomods will also quickly take them out of the system, and prevents the most serious long-term side effects. When a biomorph or pod is hit by an attack using Toxin ammo, they must make a DUR test, taking 10 DV per Action turn for 1 action turn per MoF, which ignores armor. Medichines makes this a DUR x2 test, and those with Toxin Filters are completely immune. Passing the test still grants a -10 penalty to all tests for 1 Action turn, as if from a Wound. Luckily, the exotic or at least non-standard composition of this ammunition impacts their ability to function as bullets, reducing both the DV and the AP of the firearm by 2. [Low]
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