Projectile - Heavy Weapons/Explosives

Modern weapons are those typically used in the present time, including firearms and advanced melee weapons.
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Projectile - Heavy Weapons/Explosives

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Heavy Weapons/Explosives

Heavy Weapons include weapons ranging from light machine guns to missile launchers, and are generally weapons that are not intended for small skirmishes. The Heavy Weapons section will hold the weapons that are intended for large-scale firefights against many targets, ranging from defense to anti-armor. The list has notably been divided into 'sections' to help keep confusion down.
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Light Machine Guns
Designed to be used in smaller engagements than the rest of the Heavy Weapons, the LMG is designed as a support weapon to be carried into battle for the sake of 'just in case.' These weapons take up 8 Slots have several unique traits, including...
1) Set-Up - Require 3 rounds to set up and brace in a stationary position.
2) Stationary - As a result, these weapons can only be fired from a stationary position.
3) Suppressing Fire - Any target not behind cover in a declared firing zone at the end of the round this trait is declared must pass a Reaction Check (DC50) to not be struck.

Name: PKM
Price: 50000 credits
Augmentation Slots: 0
Roll Bonus: -10
Damae Modifier: 7000
DC to Make: 50

Name: M60E4
Price: 100000 credits
Augmentation Slots:0
Roll Bonus: -20
Damage Modifier: 10000
DC to Make: 70

Heavy Machine Guns
Originally designed as vehicle-mounted weapons, the Heavy Machine Gun (HMG) is a far more devastating weapon than its light counterpart. Utilized heavily in defensive roles due to the weapon's size and power, these weapons take up 8 Slots and have a couple of unique passive traits.
1) Set Up - Require 5 rounds to set up and brace in a stationary position.
2) Stationary - As a result, these weapons can only be fired from a stationary position.
3) Suppressing Fire - Any target not behind cover in a declared firing zone at the end of the round this trait is declared must pass a Reaction Check (DC75) to not be struck.

Name: M2HB "Ma Deuce"
Price: 200000 credits
Augmentation Slots: 0
Roll Bonus: -20
Damage Modifier: 30000
DC to Make: 100

Name: M249 SAW (Squad Automatic Weapon)
Price: 400000 credits
Augmentation Slots: 0
Roll Bonus: -20
Damage Modifier: 40000
DC to Make: 90

Anti-Armor
Unlike the other Heavy Weapons, these are designed to be used against a single, heavily armored or fortified target such as main battle tanks (MBTs) or bunkers. These weapons take up 8 Slots and incur a couple of unique traits.
1) Lock-On - In order to gain the bonus associated with the weapon, the user must spend 1 round tracking and targetting the target intended. If the weapon is fired without this lock-on/aiming time, the user suffers a -40 negative instead.
2) Armor-Piercing - These weapons are all designed to do one thing -- devastate armored targets. As a result, even if the weapon does not destroy or disable what it is fired at, it will naturally reduce the effectiveness of the target armor by 10%, up to a maximum of 40%.
3) Braced - The user may spend a round to 'brace' their posture either with the environment or a simple kneel. This assists in stabilizing the weapon when fired. If a user is braced, a +5 bonus is granted to strike.

Name: RPG-7 (Rocket Propelled Grenade)
Price: 125000 credits (10000 per missile)
Augmentation Slots: 0
Roll Bonus: +5
Damage Modifier: 10000
DC to Make: 90

Name: M72A3 LAW Anti-Tank Missile (1 shot)
Price: 200000 credits
Augmentation Slots:0
Roll Bonus: +10
Damage Modifier: 25000
DC to Make: 120

Name: Javelin Anti-Tank Missile System
Price: 1500000 credits
Augmentation Slots: 0
Roll Bonus: +40
Damage Modifier: 250000
DC to Make: 225

Name: FIM-92A Stinger Surface-to-Air Missile System
Price: 250000 credits
Augmentation Slots: 0
Roll Bonus: +10
Damage Modifier: 30000
DC to Make: 130

Grenade Launchers
These weapons are designed to fill a strictly anti-personnel role, but unlike the other Heavy Weapons, these do not require any time to set up. They simply fire with the incurred negative and devastate an area with explosions. These weapons take up 8 Slots and have a couple of different, special traits:
1) Collateral - These weapons will destroy without care, and will eliminate any cover-granting obstacles in its detonation radius (trees, rocks, small vehicles, barricades, walls).
2) Range - As a built-in safety mechanism, these weapons will not work if the target is not at least 2 Areas away (the grenade round is time-armed).

Name: M79 Grenade Launcher
Price: 275000 credits
Augmentation Slots: 0
Roll Bonus: -30
Damage Modifier: 15000
DC to Make: 120

Name: XM25 Airburst Antipersonnel Grenade Launcher
Price: 100000 credits
Augmentation Slots: 0
Roll Bonus: N/A (Target must make Reaction check, DC 100 (130 if behind cover)
Damage Modifier: 5000
DC to Make: 200

Name: MGL-140 Automatic Grenade Launcher
Price: 400000 credits
Augmentation Slots: 0
Roll Bonus: -40
Damage Modifier: 50000
DC to Make: 250
admin
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Posts: 290
Joined: July 11th, 2008, 1:34 am

Re: Projectile - Modern - Heavy Weapons/Explosives

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Post by admin »

Projectile - Modern - Solid State Delivery Systems

Solid State Delivery Systems behave differently from most conventional weapons in that the damage is not increased, rather the accuracy is increased.

Name: SSD M-60 (Machine Gun)
Price: 1000000 credits
Augmentation Slots:0
Roll Bonus:0
Damage Modifier:: 10000
DC to Make:70

Name: SSD M2HB (Heavy Machine Gun)
Price: 2000000 credits
Augmentation Slots:0
Roll Bonus:0
Damage Modifier:: 30000
DC to Make:100

Name: Solid State Deployment Rocket system (12 rockets)
Price: 200000000 credits
Augmentation Slots:0
Roll Bonus:0
Damage Modifier:: 25000
DC to Make:120

Name: SSD Grenade Launcher
Price: 2750000 credits
Augmentation Slots:0
Roll Bonus:0
Damage Modifier:: 15000
DC to Make:120

Name: SSD M249 SAW
Price: 40000000 credits
Augmentation Slots:0
Roll Bonus:0
Damage Modifier:: 40000
DC to Make:90

Name: Metal Storm Turret
***Occupies 15 slots***
Price: 500000 credits
Augmentation Slots:0
Roll Bonus:0
Damage Modifier:: 50000
DC to Make:150
admin
Site Admin
Posts: 290
Joined: July 11th, 2008, 1:34 am

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