(This was much requested by my home group players to bring over this original article to 2E. So without further ado, here are some weapon modifications and accessories which can be added to melee weapons.)
Ballistic Grip: Melee weapons always have a range disadvantage. To combat this, some weapons embed a single shot of kinetic ammunition in a hidden grip, with a barrel concealed with a small cutout (or disposable protector) which can be released with a hidden latch or trigger. This has all the stats of a Holdout Pistol, but is only SS. The hidden round cannot be sensed except by X-rays or other penetrating scans. [Minor] (R)
Custom Grip: Specially crafted grip made of shape-changing memory materials, and special density alterations to contour perfectly to the hand of the wielder and adhere to them. Configures in 3 Action Turns, the user it is set to gains a +10 on Melee tests, but all other wielders take a -10 to Melee until they reconfigure it. [Minor]
Folding Weapon: Weapon is made to be collapsible. The business end is made of extending or telescoping materials and shape-adjusting smart materials, and the handle is rebuild to collapse the weapon inside of it. In short order the weapon can be extended or retracted to just the handle. While collapsed, the weapon is much more innocuous. The weapon collapses to Very Small size (and thus is Concealable). [Minor] (R)
Ghost Sword: Weapon is remade with metamaterials along the "business" end, which render it invisible to the naked eye and several types of scanners. this also makes it hard to wield, as it must be done by feel. -20 on attack rolls with the weapon, but -20 on Fray to dodge or parry a successful hit. This penalty also applies to certain sensor rolls to find the weapon (but it is not necessarily easier to hide). [Minor] (R)
HF Blade: The weapon is armed with an oscillating module which causes the weapon to vibrate at ultra-high frequencies, like a Vibroblade. This effect is not very pronounced in most cases, but does allow it to slip through or grind down armor more easily. When careful action, such as a sawing motion, is applied, add +1d10 DV. The weapon is Armor Piercing. [Minor] (R)
Masterwork Blade: Most weapons are produced by fabricators, using standard metallurgy. Rarely, a skilled smith who has experience will craft the weapon, using fine quality metals, though this requires additional resources. The weapon with this mod deals +1d6 DV. [Minor]
Oversized Weapon: Some morphs are bigger and stronger than others, so they need bigger weapons. This mod can only be applied to a weapon which is not already Two-Handed. The weapon becomes two-handed, and gains Reach, but loses Concealable if it had it. If it already had reach, it gets the next level of reach (+20). [Minor]
Quick-Draw Sheath: While it can be fairly easy to draw many melee weapons, with a combination of some skill and tech this can be done very rapidly to allow surprise strikes on an enemy. This can be a spring-loaded or tactical sheath, a perfectly angled scabbard or a set of electromagnetic locks which can switch from holding to repelling a weapon in a flash. Allows one to draw and attack with a Melee weapon with a single Complex action. [Minor]
Shock Capacitor: Weapon has an embedded battery, capacitor and conductive lead, which causes it to generate an electric shock on contact which discharges the capacitor - flooding the target with incapacitating electric current. The weapon gains the Shock quality, which can be used in touch-only attacks. [Minor]
Thermic Weapon: Similar to the shock capacitor, this weapon is embedded with a nuclear battery, but also a heat conducting element that when activated superheats the blade. Thermic weapons are incredibly dangerous, but will boil straight through armor and even deck plate. The weapon gains Armor-Piercing and now affects Energy armor. If the attacker scores a superior success, the target is set On Fire, taking 2d10 DV per turn until extinguished. [Minor] (R)
Viper Capsule: The handle of the weapon is rebuilt to hold several doses of drugs, toxins or nanotoxins. Then, in a pinch, they can be released with slight pressure to flood the blade, delivering their payload to a target on a strike. The target must be damaged by the attack to deliver the payload. Holds up to 5 doses, bladed weapons only. [Minor] (R)
Showing posts with label weapon accessories. Show all posts
Showing posts with label weapon accessories. Show all posts
Saturday, November 9, 2019
Friday, March 3, 2017
Ballistic Shield
The Riot Shield (p. 312 EP) is a fairly common and standard piece of equipment, offering additional protection to the body and in case of mob suppression is rigged with an electrical shock system as a deterrent. The use of the hand means it is not favored by many combatants however. While useful, and doubling as a weapon, this can make using it awkward - though most modern shields have notches or other holders to also utilize a longarm with it. But materials science is very advanced in AF10, able to produce very impressive, light materials which can aid in armoring, and the "shield" concept can be used a number of different ways...
Ballistic Shield: This small shield is made out of armored glass and plastic and is one-way, allowing the user to see through it (and even display information on it via smartlink) but the other person cannot. This shield provides +2/+1 AV and a -10 penalty to be targeted as if from cover when mounted on a rifle sized weapon and in use, often giving additional protection to the head and upper torso which are vital areas. However, the shield can take a moment to place on a weapon, and weapons with it on can be hard to maneuver and store. While hardened, the shields tend to break under sustained fire, and may need to be replaced. [Trivial]
Used occasionally by security teams or special forces, the BS is an inexpensive alternative to full use of riot shields which may make more sense for lighter forces utilizing longarms and who engage at a distance, as the shield can help obscure vision of the enemy. Alternatively, if one-handed or even melee weapons are more your style, a variation on this shield can be clipped to the forearm to provide the AV bonus and cover when utilized properly, as one braces a weapon hand with the shielded off-hand.
(Author's Note: I've had a bit of a busy week, which is why content has been sporadic and in some cases shorter - but I'll be hopefully posting some longer and more detailed entries soon over the weekend. We're now at over 150 entries of content on H-Rep!)
Ballistic Shield: This small shield is made out of armored glass and plastic and is one-way, allowing the user to see through it (and even display information on it via smartlink) but the other person cannot. This shield provides +2/+1 AV and a -10 penalty to be targeted as if from cover when mounted on a rifle sized weapon and in use, often giving additional protection to the head and upper torso which are vital areas. However, the shield can take a moment to place on a weapon, and weapons with it on can be hard to maneuver and store. While hardened, the shields tend to break under sustained fire, and may need to be replaced. [Trivial]
Used occasionally by security teams or special forces, the BS is an inexpensive alternative to full use of riot shields which may make more sense for lighter forces utilizing longarms and who engage at a distance, as the shield can help obscure vision of the enemy. Alternatively, if one-handed or even melee weapons are more your style, a variation on this shield can be clipped to the forearm to provide the AV bonus and cover when utilized properly, as one braces a weapon hand with the shielded off-hand.
(Author's Note: I've had a bit of a busy week, which is why content has been sporadic and in some cases shorter - but I'll be hopefully posting some longer and more detailed entries soon over the weekend. We're now at over 150 entries of content on H-Rep!)
Tuesday, November 22, 2016
Melee Weapon Enhancements
There are many weapon accessories designed to enhance and reinforce the capabilities of ranged weapons. However, while melee weapons do not have the same efficiency or potential as many more advanced systems, there are plenty in the Solar System who still utilize them for any number of purposes and uses. Melee combat is not a lost art, and the advanced technology and materials of the Transhuman future mean there are many optional adjustments or attachments to melee weapons possible which can alter their profiles and make them more dangerous or useful.
Balanced Hilt: Utilizing shape-adjusting memory materials and systems of smart materials to adjust the balance and weight distribution in the weapon's grip, the weapon is much easier to handle - both offensively and defensively. This accessory grants a +10 to hit with Combat Rolls using the designated weapon, and a +10 on Fray tests against other melee attacks, provided one can use the weapon to parry. Due to the precision and high-quality of the materials, this mod is costly. [Moderate]
Masterwork Blade: Most weapons and blades are "factory forged" using nanofabrication techniques or conventional machinery to make a standard template of a weapon. But for some, the careful techniques of forging weapons are very much a living talent - though limited to hobbyists scattered throughout the system. These high-quality blades are sharper and sturdier than most. A blade hand-crafted by a master smith are much higher quality than standard fabricated ones by virtue of technique and material selection, granting +1 DV and -1 additional AP, but can be hard to come by due to needing to find a specialist who can make them. This enhancement can only be applied to a bladed weapon. [Low]
Shock Capacitor: This simple modification embeds a small battery unit into the handle of a weapon connected either to the conductive surface of the weapon itself, or new contacts embedded into it. The end result of this is that the weapon now adds the Shock effect (see p. 204 EP "Shock Attacks") on a hit. Due to the small size and the need to not alter a weapon's balance or weight, the shock capacitor can only generate enough charge to add the Shock effect once per Action Turn. [Low]
Thermic Weapon: This modification requires a significant restructure of the weapon involved. Embedding a small nuclear battery in the weapon - then adding a long conducting heating element which runs in it's length, as well as sufficiently insulating the handle. When activated, this causes the Thermic Weapon to begin generating high volumes of heat, which cause significantly increased harm in contact with the weapon, adding +2 DV and -2 AP. Scoring an Excellent Success with the weapon sets the target On Fire (p. 198 EP "Fire"). Thermic Weapons are incredibly dangerous, both to foes and even to the user (be careful not to make contact with the weapon when in use or immediately after) and only slightly less prone to catastrophic failures than a Plasma Sword. [Moderate]
Toxin Alloy: Normally, one uses the best in composites and alloys available to make a blade. But for some assassins, enforcers or just uppity Scum, there are other ways. These ways involve making the blade from volatile heavy metals, some blends even wasting radioactives, which make a dangerous surprise for anyone actually struck with the weapon, as the metal flakes off in the blood causing acute toxicity. Any pod or biomorph which is damaged by a Toxin Alloy weapon must roll a DUR test (DURx2 with Medichines) or take 10 DV (ignoring armor) once per Action Turn for 1 Turn for every full 10 MoF. Characters who pass the test still take -10 on their next action due to pain or discomfort as their body metabolizes the toxins. However, due to the inferior quality of the materials used to produce this effect, reduce the DV and AP of the weapon by 1. This enhancement can only be applied to a bladed weapon. [Moderate]
Collapsible Weapon: This enhancement involves utilizing specialized light materials, smart materials and precisely nanofabbed mechanisms to turn a weapon which cannot already collapse into a collapsing weapon. This means a weapon can be folded up or down from it's full size to a Small size, easily held in a pocket or small holster, as a Quick Action. While folded, the weapon gives a -20 penalty to anyone trying to discern it is a weapon, and grants a +20 on Palming tests to conceal the collapsed weapon entirely. This enhancement can only be applied to weapons which do not already fold or collapse. [One cost category higher than weapon]
Oversized Weapon: Some morphs are Large. While these often gain the benefit of reach on smaller opponents, conventional-sized weapons may not be of ideal shape, balance or length for such a tall or broad morph. In this case, most weapons come with a variation designed for those of exceptional height to use. A Large sized morph using this weapon doubles their DB. A Medium sized morph may use an Oversized Weapon to gain the advantage of Reach (p. 204 EP) against another Medium sized opponent, but if they do not have a SOM of 20 or higher, they take a -20 penalty to all attack rolls with it due to it's awkward size and weight. [One cost category higher than weapon]
Balanced Hilt: Utilizing shape-adjusting memory materials and systems of smart materials to adjust the balance and weight distribution in the weapon's grip, the weapon is much easier to handle - both offensively and defensively. This accessory grants a +10 to hit with Combat Rolls using the designated weapon, and a +10 on Fray tests against other melee attacks, provided one can use the weapon to parry. Due to the precision and high-quality of the materials, this mod is costly. [Moderate]
Masterwork Blade: Most weapons and blades are "factory forged" using nanofabrication techniques or conventional machinery to make a standard template of a weapon. But for some, the careful techniques of forging weapons are very much a living talent - though limited to hobbyists scattered throughout the system. These high-quality blades are sharper and sturdier than most. A blade hand-crafted by a master smith are much higher quality than standard fabricated ones by virtue of technique and material selection, granting +1 DV and -1 additional AP, but can be hard to come by due to needing to find a specialist who can make them. This enhancement can only be applied to a bladed weapon. [Low]
Shock Capacitor: This simple modification embeds a small battery unit into the handle of a weapon connected either to the conductive surface of the weapon itself, or new contacts embedded into it. The end result of this is that the weapon now adds the Shock effect (see p. 204 EP "Shock Attacks") on a hit. Due to the small size and the need to not alter a weapon's balance or weight, the shock capacitor can only generate enough charge to add the Shock effect once per Action Turn. [Low]
Thermic Weapon: This modification requires a significant restructure of the weapon involved. Embedding a small nuclear battery in the weapon - then adding a long conducting heating element which runs in it's length, as well as sufficiently insulating the handle. When activated, this causes the Thermic Weapon to begin generating high volumes of heat, which cause significantly increased harm in contact with the weapon, adding +2 DV and -2 AP. Scoring an Excellent Success with the weapon sets the target On Fire (p. 198 EP "Fire"). Thermic Weapons are incredibly dangerous, both to foes and even to the user (be careful not to make contact with the weapon when in use or immediately after) and only slightly less prone to catastrophic failures than a Plasma Sword. [Moderate]
Toxin Alloy: Normally, one uses the best in composites and alloys available to make a blade. But for some assassins, enforcers or just uppity Scum, there are other ways. These ways involve making the blade from volatile heavy metals, some blends even wasting radioactives, which make a dangerous surprise for anyone actually struck with the weapon, as the metal flakes off in the blood causing acute toxicity. Any pod or biomorph which is damaged by a Toxin Alloy weapon must roll a DUR test (DURx2 with Medichines) or take 10 DV (ignoring armor) once per Action Turn for 1 Turn for every full 10 MoF. Characters who pass the test still take -10 on their next action due to pain or discomfort as their body metabolizes the toxins. However, due to the inferior quality of the materials used to produce this effect, reduce the DV and AP of the weapon by 1. This enhancement can only be applied to a bladed weapon. [Moderate]
Collapsible Weapon: This enhancement involves utilizing specialized light materials, smart materials and precisely nanofabbed mechanisms to turn a weapon which cannot already collapse into a collapsing weapon. This means a weapon can be folded up or down from it's full size to a Small size, easily held in a pocket or small holster, as a Quick Action. While folded, the weapon gives a -20 penalty to anyone trying to discern it is a weapon, and grants a +20 on Palming tests to conceal the collapsed weapon entirely. This enhancement can only be applied to weapons which do not already fold or collapse. [One cost category higher than weapon]
Oversized Weapon: Some morphs are Large. While these often gain the benefit of reach on smaller opponents, conventional-sized weapons may not be of ideal shape, balance or length for such a tall or broad morph. In this case, most weapons come with a variation designed for those of exceptional height to use. A Large sized morph using this weapon doubles their DB. A Medium sized morph may use an Oversized Weapon to gain the advantage of Reach (p. 204 EP) against another Medium sized opponent, but if they do not have a SOM of 20 or higher, they take a -20 penalty to all attack rolls with it due to it's awkward size and weight. [One cost category higher than weapon]
Thursday, November 17, 2016
Tactical Sling
The Arm Slide (p. 342 EP) is a very handy attachment to many pistol-sized weapons, allowing them to be drawn in a flash from a concealed position up a person's sleeves. However, this is limited to smaller, lighter weapons which may be a detriment to those in situations where more heavy armaments are required, and even traditional two-point slings take some time to draw. Some get around this solution by using magnetic systems embedded in armor and weapons to hold them in place - but this can be more expensive and requires either additional power draw or constantly active native magnets. Others utilize grip pad materials, which while slightly less expensive, can occasionally have similar awkwardness. Both of these methods are also dependant on armor - requiring specific hardpoint placement and gear to be used. A simpler solution by many is to use double-sided Grip Tape to stick a weapon anywhere - but many regard this as "unprofessional". There are, however, more primitive solutions.
Tactical Sling: Taking the form of a classic 3-point sling, this accessory for a rifle-sized weapon allows it to be carried on a harness attached to the body of the user. The advantage of this design is that the weapon is not lost on the ground if dropped, and can be quickly pulled up to an active position, even with one hand. This often frees up limbs for quick switching between tasks. The style of the sling is simple, and they can be made from a variety of materials and looks - the most basic often coming in simple matte or drab colors, but others can even be camouflages or chameleonic. While attempting to conceal the weapon it is attached to, one cannot use the Tactical Sling (to do so would make it no longer concealed) but it might assist a character in carrying it. [Trivial]
Tactical Sling: Taking the form of a classic 3-point sling, this accessory for a rifle-sized weapon allows it to be carried on a harness attached to the body of the user. The advantage of this design is that the weapon is not lost on the ground if dropped, and can be quickly pulled up to an active position, even with one hand. This often frees up limbs for quick switching between tasks. The style of the sling is simple, and they can be made from a variety of materials and looks - the most basic often coming in simple matte or drab colors, but others can even be camouflages or chameleonic. While attempting to conceal the weapon it is attached to, one cannot use the Tactical Sling (to do so would make it no longer concealed) but it might assist a character in carrying it. [Trivial]
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