Showing posts with label spray weapons. Show all posts
Showing posts with label spray weapons. Show all posts

Thursday, April 13, 2017

Heavy Torch

The modern Torch (p. 341 EP) is good as a utility weapon, for specific purposes of close quarters, terror or shock fighting and as a defense against certain hostile activities like Nanoswarms. However, it suffers from a lot of limitations which hurt its usefulness in major combat situations. Considering it's size and ammo storage, it has a very slow rate of fire. While dangerous, the fuel is not self-oxidizing and thus does not function in vacuum and does not always stick to a target to cause ongoing damage. Thus, military engineers have attempted to redesign the weapon so that it's positive qualities can be more universally applicable in combat situations.

Heavy Torch: This bulky, military flamethrower resembles a Torch, but is larger and armed with a bigger fuel storage tank. Instead of single shot pressurized capsules it features a larger tank which uses computer assistance to draw a specific amount of fuel per trigger pull. Also special about the heavy torch is the fuel blend, a much more adhesive, hot-burning and self-oxidizing mixture which produces it's own oxygen at high-heat, and thus burns until it runs out of fuel, or is doused in a retardant which prevents the reaction such as NotWater. Luckily for most, the torch fuel itself can only burn a few minutes before putting itself out - it requires an appropriate target to burn for long periods. Any character or object hit with the Heavy Torch immediately catches On Fire (p. 198 EP) and takes 1d10/2 DV per action turn, which grows normally. On an Excellent Success, this damage becomes 2d10 DV per action turn. Even though it is a spray weapon, the Heavy Torch can use the Sweeping Fire (p. 194 EP) and Concentrated Fire (p. 195 EP) rules. [High]
AP -4 3d10+5 DV SA Ammo 50
10/30/60/100

Due to it's fuel blend and large risk of collateral damage, Heavy Torches are banned in most enclosed habs as an issue of public safety - similar to some railguns or conventional firearms. Even "lawless" Outer System habs consider it in incredibly poor taste to carry one around in a beehive or cluster hab. This doesn't mean they don't see a lot of use, and milspec response teams often have at least one Heavy Torch in storage for the right situations. They are also often seen in the hands of response teams for Hypercorps, able to quickly dispose of experiments and research run amok. This also means that anonymous "boogeymen" like Firewall and Project OZMA are fond of using the Heavy Torch when they run clean up missions. Fire is a great equalizer.

Sunday, February 26, 2017

LN2 Gun

Spray Weapons are an interesting niche, firing various propellants and projectiles in cone formations to strike targets - sometimes being able to hit multiple targets at once. They have an odd utility niche then, with close combat potential, anti-swarm uses (Torches, for instance) and then possible less-lethal or other utility applications. But, while Fire is a useful weapon, so too can the cold. Cold temperatures cause severe damage to many living things and objects, but may not harm others, and can be useful - and coolants have significantly advanced to allow cryogenic substance to be portable.

LN2 Gun: Also called "coolers", "freeze rays", "cryo-guns" or "ice makers", this rifle-sized spray weapon is fundamentally set up similar to a Torch, but it utilizes tanks or capsules of cryonic chemicals or gasses condensed in a liquid form - usually Nitrogen for it's relative commonality. The coolants sprayed by the gun can reach temperatures of -200 C, and are thus severely harmful to anything they touch which isn't heavily hardened against cold. Unlike most torch fuels, the LN2 Gun will still harm in non-oxygen environments and can work even in vacuum. The DV it deals is not normally reduced by armor - though characters which have Temperature protections, or are wearing armor which is protected against cold temperatures (Such as a Full Body Armor, or Vacsuit) will only take half damage. Bots, Vehicles and Synthmorphs which have been equipped with the coldest environmental protections may be immune from the damage entirely. If the attacker scores an Excellent Success (MoS 30+), the target begins Freezing, and will take 1d10 DV (halved as normal if protected) per Action Turn until they take some steps to remove the coolant or make it evaporate. [Moderate]
AP 0 2d10 DV SS Ammo 100
5/15/30/50

The LN2 Gun has a variety of uses. For one, it can be used as an alternative to substances like NotWater as a Fire Suppressant, as it will reduce temperature and reduce oxygen content. For this dual purpose they are often seen owned by long-haul space crews to keep both to help repel any boarders or other surprises and prevent a disastrous fire. Also commonly, these weapons are used by synthmorph activists or criminal outfits, as they are partially protected from the supercool temperatures whereas many biomorphs are not - environmentally hardened Exhumans may also prefer them to fire. Nanoswarms also take poorly to being frozen, as individual micro- or nanobots often lack the ability to generate sufficient heat to survive the cooling. Gatecrashers sometimes carry them to handle biological threats on exoplanets, which can have surprising durability when it comes to conventional weapons - but rare are the lifeforms which can survive such extremely low temperatures.

Sunday, October 23, 2016

Underbarrel Torch

The Torch (p. 341 EP) is a fairly useful weapon and tool for area denial and has utility against many unusual threats, such as nanoswarms and alien entities (xenofauna, xenoflora and xenofungus). The self-igniting fuel capsules used by these weapons are particularly useful, though in non-oxygen environments they do not contain enough fuel to sustain a fire for long. They are, however, a somewhat bulky weapon which requires two hands to utilize for average-sized morphs, and due to their specialized nature they may not always be required on an operation - which can make going to the trouble of obtaining and carrying a Torch now worth it. Luckily, weapon designers and security companies have developed a solution for portability with torch-like systems.

Underbarrel Torch: The Underbarrel Torch is a compact, torch-like weapon system which mounts to the underside of a rifle- or SMG -sized weapon, similar to the Underbarrel Seeker (p. 340 EP). This compact configuration makes it much easier to carry and use than a Torch, but means it holds less fuel capsules, and produces less volume and intensity of its flames. Any target hit by an attack which was an Excellent Success is set On Fire, and will take 2d10 DV per Action Turn until it is put out. Similar to the Torch, the flames will not persist long if deprived of oxygen. While torches are seen as utility tools in several habs to handle pest control (both organic and nanotech varieties), the Underbarrel Torch is often more restrictive, due to it's compact nature and association with combat weapons. [Low]
AP -4 2d10 SS Ammo 10
Short: 0-5 Medium: 6-15 Long: 16-30 Extreme: 31-40