Machine Guns (Light/Heavy)

Bows, guns, bowguns, and everything in between.
3 posts Page 1 of 1

Machine Guns (Light/Heavy)

Quote

Post by Tony »

Machine Guns

The "machine gun" was originally just a term that referred to a fully-automatic emplaced weapon that could spit a high amount of firepower in a very short time. The modern "machine gun" amongst all the other automatic weapons is a heavier weapon than most others and is generally carried by a specialty soldier. Considered relatively inaccurate, the machine gun is used as an area denial weapon, to strike a large number of enemies in a short amount of time or prevent passage through the weapon's "kill zone".

Machine guns come in two flavors: light and heavy. Light machine guns are also called "squad assault weapons", and are generally carried by individual or pairs of soldiers to provide support for other soldiers. LMGs can be wielded while on the move by an impressively built soldier.

Light Machine Guns occupy 12 Inventory Slots and have the ability to inflict [Moderate Suppressing Fire] on a single area at a time.

LMGs can be used by the following skills:
  • Weapon Proficiency: Heavy Weapons
  • Weapon Proficiency: Assault Rifles
Family: Suppressing Fire
Description: The target takes attack damage depending on the action taken
Affects: Biological, Robots
Moderate: [Medium] Anyone who melee attacks during the round of suppression is struck automatically. (it is ASSUMED that if you are not melee attacking, you had the good sense to find cover. Do not abuse this assumption.)
__________________________________________________________________________

Carbon Fiber & Ceramic

Name: AAI LSAT LMG(Denzium-Neosteel)
Price: 60,000 gil
DC to Make: 50/80/120
Augmentation Slots: 2
Roll Bonus: +0
Damage Modifier: 1012.5
Skill Level Required: 1

Name: Czech Weapons CZW-762 LMG(Solinium-Duralloy)
Price: 142,500 gil
DC to Make: 75/125/175
Augmentation Slots: 2
Roll Bonus: +0
Damage Modifier: 1537.5
Skill Level Required: 2

Generation 2 Polymer

Name: Misriah Armory .30LMG(Amber-Kunzite)
Price: 375,000 gil
DC to Make: 110/180/260
Augmentation Slots: 2
Roll Bonus: +0
Damage Modifier: 2850
Skill Level Required: 3

Name: FN Herstel M249 SAW(Ruby-Alabaster)
Price: 540,000 gil
DC to Make: 120/190/270
Augmentation Slots: 2
Roll Bonus: +0
Damage Modifier: 3300
Skill Level Required: 4

Name: S&T-Daewoo K12 LMG(Opal-Malachite)
Price: 735,000 gil
DC to Make: 130/200/280
Augmentation Slots: 2
Roll Bonus: +0
Damage Modifier: 4200
Skill Level Required: 5

Hyperalloy

Name: H&K HK121 SAW(Beryl-Celestial Diamond)
Price: 1,230,000 gil
DC to Make: 200/300/400
Augmentation Slots: 2
Roll Bonus: +0
Damage Modifier: 6450
Skill Level Required: 6

Exotic Particle Hyperalloy

Name: (Dragonsteel-Sunstone)
Price: 2,000,000 gil
DC to Make: 220/330/440
Augmentation Slots: 0
Roll Bonus: +0
Damage Modifier: 8500
Skill Level Required: 7

Name: (Vibranium-Adamantium)
Price: 3,500,000 gil
DC to Make: 240/350/460
Augmentation Slots: 0
Roll Bonus: +0
Damage Modifier: 11000
Skill Level Required: 8

Fourth Matter State Alloy

Name: (Fantasteel-Kryptonite)
Price: 5,500,000 gil
DC to Make: 260/370/480
Augmentation Slots: 0
Roll Bonus: +0
Damage Modifier: 13500
Skill Level Required: 9

Name: (Plasmarble-Antimatter)
Price: 9,500,000 gil
DC to Make: 280/390/500
Augmentation Slots: 0
Roll Bonus: +0
Damage Modifier: 16500
Skill Level Required: 9

God Particle Polymer

Name: (Spectral Black-Spectral Green)
Price: 14,000,000 gil
DC to Make: 310/420/530
Augmentation Slots: 0
Roll Bonus: +0
Damage Modifier: 20000
Skill Level Required: 10

Name: (Spectral Blue-Spectral White)
Price: 30,000,000 gil
DC to Make: 350/460/570
Augmentation Slots: 0
Roll Bonus: +0
Damage Modifier: 24000
Skill Level Required: 10
Last edited by Strato on April 25th, 2024, 3:35 am, edited 3 times in total.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

Re: Machine Guns (Light/Heavy)

Quote

Post by Tony »

Heavy/General Purpose Machine Guns

The heavy machine gun, also known as the classic general-purpose machine gun, is a large, emplacement- or vehicle-based weapon that generally remains stationary or is moved by a dedicated machine. These weapons, due to not having to be compacted for movement (generally), are able to produce countless rounds in a short period of times, creating a hailstorm of firepower that is unrivaled by other sources.

The heavy machine gun is a whopping 16-slot weapon, but has the ability to produce its firepower across 2 whole Areas barring obstacles. The HMG also uses long enough chains/large enough boxes of ammunition to keep up its firing for longer than LMGs, allowing it to lay down Suppressing Fire for 2 rounds before it has to reload.

Heavy Machine Guns can be used by the following skills:
  • Weapon Proficiency: Heavy Weapons
  • Vehicle Operation
Family: Suppressing Fire
Description: The target takes attack damage depending on the action taken
Affects: Biological, Robots
Acute: [Heavy] All characters in suppressed zone must spend an action and roll Reaction to find cover, but are safe until they leave it (ranged actions are okay).
__________________________________________________________________________

Carbon Fiber & Ceramic

Name: H&K HK216 GPM(Denzium-Neosteel)
Price: 100,000 gil
DC to Make: 50/80/120
Augmentation Slots: 0
Roll Bonus: +0
Damage Modifier: 1400
Skill Level Required: 1

Name: General Electric M134 Minigun(Solinium-Duralloy)
Price: 260,000 gil
DC to Make: 75/125/175
Augmentation Slots: 0
Roll Bonus: +0
Damage Modifier: 2200
Skill Level Required: 2

Generation 2 Polymer

Name: Rheinmetall RMG.50 HMG(Amber-Kunzite)
Price: 450,000 gil
DC to Make: 110/180/260
Augmentation Slots: 0
Roll Bonus: +0
Damage Modifier: 3200
Skill Level Required: 3

Name: ST Kinetics CS.50 HMG(Ruby-Alabaster)
Price: 720,000 gil
DC to Make: 120/190/270
Augmentation Slots: 0
Roll Bonus: +0
Damage Modifier: 4400
Skill Level Required: 4

Name: H&K HK25 HMG(Opal-Malachite)
Price: 1,060,000 gil
DC to Make: 130/200/280
Augmentation Slots: 0
Roll Bonus: +0
Damage Modifier: 5800
Skill Level Required: 5

Hyperalloy

Name: Misriah Armory M247 GPM(Beryl-Obsidian)
Price: 1,440,000 gil
DC to Make: 180/280/380
Augmentation Slots: 0
Roll Bonus: +0
Damage Modifier: 7300
Skill Level Required: 6

Name: KBP Design GShG-7.62 Minigun(Moonstone-Celestial Diamond)
Price: 2,000,000 gil
DC to Make: 220/330/440
Augmentation Slots: 0
Roll Bonus: +0
Damage Modifier: 9000
Skill Level Required: 7

Exotic Particle Hyperalloy

Name: (Dragonsteel-Sunstone)
Price: 3,500,000 gil
DC to Make: 220/330/440
Augmentation Slots: 0
Roll Bonus: +0
Damage Modifier: 12000
Skill Level Required: 7

Name: (Vibranium-Adamantium)
Price: 6,500,000 gil
DC to Make: 240/350/460
Augmentation Slots: 0
Roll Bonus: +0
Damage Modifier: 16000
Skill Level Required: 8

Fourth Matter State Alloy

Name: (Fantasteel-Kryptonite)
Price: 9,500,000 gil
DC to Make: 260/370/480
Augmentation Slots: 0
Roll Bonus: +0
Damage Modifier: 20000
Skill Level Required: 9

Name: (Plasmarble-Antimatter)
Price: 13,500,000 gil
DC to Make: 280/390/500
Augmentation Slots: 0
Roll Bonus: +0
Damage Modifier: 24000
Skill Level Required: 9

God Particle Polymer

Name: (Spectral Black-Spectral Green)
Price: 25,000,000 gil
DC to Make: 310/420/530
Augmentation Slots: 0
Roll Bonus: +0
Damage Modifier: 28000
Skill Level Required: 10

Name: (Spectral Blue-Spectral White)
Price: 50,000,000 gil
DC to Make: 350/460/570
Augmentation Slots: 0
Roll Bonus: +0
Damage Modifier: 35000
Skill Level Required: 10
Last edited by Strato on April 25th, 2024, 3:36 am, edited 2 times in total.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

Tuning & Augmentations

Quote

Post by Tony »

Light Machine Gun Tuning

While pretty much anyone can pick up a gun or crossbow, point it, and squeeze the trigger, these weapons are only that easy to use because they're so complicated of machines. They do all the work for you. Whereas a melee weapon's user will train the body and mind to use a weapon more effectively, it takes a skilled machinist and gunsmith to make an already good weapon, better.

To that end, a gunsmith can alter, tune, and refine the inner workings and body of a weapon to be easier to use, more powerful, and more adaptable. A Gunsmith may use his/her skill to adjust the pieces of a specific weapon and tailor it to the needs or wants of the user.

Notably, these tuning options do not cost Augmentation Slots. However, Tuning a weapon raises the Skill Level required to use it. For every 5 Tunings applied, the Skill Level requirement goes up by 1.

For instance, Tuning a weapon's Damage 6 times and its Roll Bonus 4 times will raise the Skill Level required to use the weapon by 2.
______________________________________________________________________________________________________

Augmentation Slots - Can add up to 1 more slots to a weapon.
  • One Slot - Cost/DC to Make - 10% of base weapon
Roll Bonus - Can add up to +5 more to a Roll Bonus.
  • +1 - Cost/DC to Make: 20% of base weapon
  • +2 - Cost/DC to Make: 40% of base weapon
  • +3 - Cost/DC to Make: 60% of base weapon
  • +4 - Cost/DC to Make: 80% of base weapon
  • +5 - Cost/DC to Make: 100% of base weapon
Damage - Can add up to 500 more damage to a weapon.
  • +50 - Cost/DC to Make: 5% of base weapon
  • +100 - Cost/DC to Make: 10% of base weapon
  • +150 - Cost/DC to Make: 15% of base weapon
  • +200 - Cost/DC to Make: 20% of base weapon
  • +250 - Cost/DC to Make: 25% of base weapon
  • +300 - Cost/DC to Make: 30% of base weapon
  • +350 - Cost/DC to Make: 35% of base weapon
  • +400 - Cost/DC to Make: 40% of base weapon
  • +450 - Cost/DC to Make: 45% of base weapon
  • +500 - Cost/DC to Make: 50% of base weapon
Controlled Shots - A Light Machine Gun's controlled shots cannot be upgraded.

Critical Mod - A Light Machine Gun's Critical Hit modifiers cannot be upgraded.
__________________________________________________________________________________________________________

Light Machine Gun Augmentations

One of the main advantages of a ranged weapon and its augmentations is that most of them can be interchanged. Exchanging a weapon augmentation requires that:
1) the augmentation is carried in an Inventory Slot;
2) the user spends 1 round's action exchanging the augmentations.

Unless otherwise specified, all weapon augmentations are considered 1-slot items.

Name: Laser Sight
Cost: 480 gil
Restrictions: Weak to EMP
Description: A pinpoint, projected laser sight that projects a small red or green dot on an enemy that assists in aiming, however, can be seen by an alert enemy. +1 to roll bonus.

Name: Red-Dot Sights
Cost: 1440 gil
Restrictions: Weak to EMP
Description: A clear glass screen on which an adjustable red or green laser shines, providing an aimpoint sight that cannot be seen by the enemy, while assisting accuracy. +3 to roll bonus.

Name: Advanced Combat Optical Gear (ACOG)
Cost: 2400 gil
Restrictions: Weak to EMP
Description: A traditional metal and glass scope with modern accessories. Illuminated Crosshairs provide excellent aiming in low light conditions with a medium range 4x power scope. +5 to roll bonus.

Name: Targetting VI
Price: 1440 gil
Restrictions:
Description: A smart targeting module calculates and compensates for minute barrel movements, weather, and the environment. Firing on a target in a howling gale feels the same as it does on a calm day on a practice range. Smart targeting does not mean the bullet will automatically find the mark every time the trigger is pulled; it only makes it easier for the marksman to aim. Improves a weapon's accuracy by +5. Can be stacked with other accuracy augmentations, but is a permanent modification.

Name: Kinetic Pulsar
Price: 5,670 gil
Restrictions: Requires "Mass Effect Generators" augmentation.
Description: A high-powered microgenerator is added to the weapon's interior workings, even changing traditional firiearms into hyper-modern kinetic slugthrowers. Increases a weapon's damage by 50. Can be stacked with other damage upgrades, but is a permanent modification.

Name: Microphasic Pulse
Price: 3,360 gil
Restrictions: Requires "Mass Effect Generators" augmentation.
Description: A phasic discharge is created by a microgenerator built into this weapon, wrapping rounds in a small envelope that decimates energy barriers and mana fields. This weapon ignores shields and magical barriers (Protect, Wall, Shield, etc.). This modification is permanent. This weapon cannot use special ammunition.

Name: High-Velocity Reinforced Barrel
Price: 5,670 gil
Restrictions: Requires "Mass Effect Generators" augmentation.
Descriptions: A powerful microgenerator is added to a weapon, and using heavier slugs with a higher muzzle velocity, this weapon is able to penetrate objects up to a meter thick. This modification negates "Concealment" bonuses, but Mild to Terminal "Concealment" reduces this weapon's damage by 100 per level, up to 50% at Terminal.

Name: Ultralight Materials
Price: 80% of weapon's total value
Restrictions:
Descriptions: By researching similar materials and finding ways to incorporate lighter but equal fabrication methods, the burden of some weapons can be reduced by simply rebuilding them with these new synthetic materials. Reduces the Inventory Slots of a weapon by 4. This modification is permanent.

Name: Bipod
Cost: 480 gil
Restrictions:
Description: A sturdy, pronged stand fits under the barrel of this large weapon to balance against a surface. Requires an action to deploy before it can be used. When deployed, grants +20 to hit, but becomes immobile. User can fire from behind cover, but dodge rolls cannot use Advanced Skills (Dodge Roll). Requires another action to fold up.

Name: Autoloader
Cost: 1440 gil
Restrictions:
Description: A special mechanism which feeds ammunition into the weapon. The apparatus is typically worn on the person. When an autoloader is used, a heavy weapon can be fired at two targets or can suppress two areas in a round's action.
_________________________________________________________________________________________________________

Light Machine Gun Ammunition

A ranged weapon's biggest variable attribute is ammunition. Ammo loads come in a variety of shapes, sizes, and uses, and can be swapped out using a Standard Action in battle.

Ammunition items take up 1 Augmentation Slot on a weapon when loaded, and only one Ammo can be used at any given time in a single weapon. Ammo packs are purchased in bulk and must be carried in an Inventory Slot to be used on the fly.

Name: Ammunition - Armor-Piercing Rounds
Cost: 1920 gil
Restrictions:
Description: AP rounds are bullets with dense steel casings and tiny molten cores that ravage armor plating and reinforcement. Each attack with AP Rounds (regardless of controlled shots) inflicts Moderate "Melt" status.

Name: Ammunition - Hammerhead Rounds
Cost: 1920 gil
Restrictions:
Description: Hammerhead ammunition, also called squash projectiles, are designed to flatten on impact, increasing the amount of physical force transferred to the target. Each attack with Hammerhead rounds (regardless of controlled shots) inflicts Mild "Off Guard" status.

Name: Ammunition - Tracer
Cost: 3200 gil
Restrictions:
Description: Tracer rounds are stamped with a small amount of luminous material that, when exposed to the high temperature of being fired, glow a variety of bright colors to help fully automatic weapons track their fire easier. This ammunition removes the -40 bonus from choosing a target when using Suppressing Fire.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

3 posts Page 1 of 1