Guns Projectile Kenetic Kill Explosive Powered Subsonic Whisper Pistols Pistols Sub-Machine Guns Assault Rifles Machine Guns Shotguns Smart Guns Smart Ammunition Gauss Taser Drug Carrier Laser Squirt Gun Flame Thrower ------------------------------------------------------------------------ Projectile Weapons - Sound - Projectile weapons are inherently noisy. Noise is produce both by the discharge of high pressure gas from the barrel and from the turbulence and shock waves around the bullet. A silencer can limit the gas discharge noise, but only specially shaped subsonic bullets can eliminate the noise from the bullets travel. Thus all projectile weapons except for whisper pistols must take the "loud" limitation. Guns will typically be heard 100 meters away if no obstacles interfere with the sound propagation. The invisible to hearing limitation can be taken, but it will only reduce the noise level to normal. Subsonic whisper pistols can be totally silenced, but because of the low bullet speed they take an "armor doubled" limitation to reflect their inability to penetrate resistant defenses. They also can generally not exceed 1D6+1 killing damage and can't be armor piercing. Resistant defenses are doubled and are applied against both body and stun. Projectile Weapons - Gauss Rifles - Gauss rifles are the ideal long range sniper weapon. These weapons have a meter long barrel that accellerates a superconducting needle to hypersonic velocities. They must be bought with at least one level of armor piercing. Gauss rifles have an incredibly high rate of fire (100 rds/sec), but unless connected to a heavy duty power supply can only fire approximately 20 shots on the typical 10 kg power pack. Normal AC lines can supply nowhere near the amount of power required. Gauss rifles don't have muzzle flash, but do have a very distinctive sound. They are cryogenically cooled and ammunition is expensive. When connected to a heavy duty power supply and an ammunition hopper they are incredibly deadly and therefore illegal in most areas. The high ROF and velocity create tight groupings at long ranges and therefore add to RMODS when autofired. Because of the tighness of the groupings OCV doesn't increase when autofired. Projectile Weapons - Silencers - Silencers can be used on pistols and SMGs. Rifles generally produce much more high pressure gasses and are much harder to quiet. A silenced weapon can be noticed with a normal hearing per roll with normal modifiers for distance and walls. +1 to per roll per additional shot fired if autofired. These rules are for good silencers in average noise conditions. Projectile Weapons - Concealment Monocrystaline ceramic and ceramic laced polymer guns are available. Mono-ceram guns are very expensive and can be picked up by MRI or by the simpler CLR (Crystal Lattice Reasonance) since they are a giant crystal. Still, they are easier to hide than metal guns. Ceramic laced polymer guns are throwaway, and you wouldn't want to fire more than a clip anyway. Jams on 15+, -1 per clip fired, and can blow up doing damage to user. Bulky, but not heavy, and requires full MRI to detect. Projectile Weapons - Drug Delivery by Injection - There is a minimum 6 segment delay for toxins to act based on the transport time to target cells. Double this for hits to limbs. Add to this time the amount of delay for the specific drug. The carier attack must do body in order for the drug to be administered. The carrier attack is usually no greater than 1/2D6, though it may be armor piercing. Lasers - The big advantage of lasers is that they have no recoil at all making them excellent for zero-g battles. Unfortunately they use even more power than Gauss rifles and require more cooling. Lasers rifles are pulse lasers, and tend to produce surface and concussion wounds as the surface of the target vaporizes and produces a ball of plasma which is pumped full of energy. Lasers light up and may be blocked by atmospheric debris and anti-laser aerosols. The business part of a laser can be SMG sized, if disconnected from its power and cryogen, thus making them ecellent for defending installations. Like gauss rifles they are heinous in this role. Lasers are not as good as sniper rifles since the shooter is easy to spot from beam dispersion and cryogen vaporization. Squirt Guns - Drug Delivery by Skin The drug is mixed with DMSO or another absorbtion enhancing agent. The minimum delay time is decreased to 1 turn, still doubled for limb hits. Other Notes: Limited amount of damage with normal projectile since any more KE just makes holes in other things behind. Of course may reach the recoil limit before then. have explosive projectiles in order to limit recoil and increase damage. _____________________________________________________________ Building Guns in Hero Systems: Standard Limitations are: OAF -1 Charges varies One-handed -1/4 Two-handed -1/2 "Standard" gun -1 These limitations are much less than those suggested in the back of the Hero systems book for building weapons, but those rules allow you to fairly easily get -4.5 in limitations without even using charges. The one/two handed limitation reflects a strength min, which costs endurance to use, the fact that they tie up hands while in use, and that they have size which limits concealability. Since "bulky", which puts you at 1/2 DCV, is only -1/2, I think these limitations are more balanced. The "standard" gun limitation applies if your gun is a standard gun from the gun list. The intent of this limitation is to allow characters to have a basic gun and not have to pay a lot of points for it. Of course there are some real limitations, basically that the gun can't be really spiffy, and everyone you meet will know what the gun does by looking at it. If you want to have more than one gun, you can get a discount (supplies limited, act now!). If you want more guns of basically the same flavor (like a backup pistol in your boot) you can get it for 1/5 of it's actual cost. If you want a gun of a different type you can get it for 1/2 the cost. The intent of this rule is to make guns, which are separate items, competitive with guns built as multipowers. In Freon Dream each gun had separate OCV's and RMOD's for single shot and autofire. To simplify things, guns in Corio bay have only the standard OCV and RMOD. To reflect the fact that autofiring many shots in the target's general direction should actually increase your chances of hitting, autofiring will give you a plus to your OCV. +1 OCV/5 shots fired, +2 OCV/10 shots, +3 OCV/20 shots, etc. Since most guns can only fire 5 shots/phase this will generally reduce to the simple rule of +1 OCV if you're autofiring. If you build a gun with +OCV (5 pts per level) or +RMOD (3 pts per level) you should apply the limitations but not the advantages for the gun. If the advantages were applied then it would be much more expensive to buy levels for guns that had a small base power with many advantages. Note that "standard" guns typically have a max OCV of 3, using a laser or other advanced sight. "Standard" weapons typically have RMODs of 4 or less with scopes. Note: In David's humble opinion the "set" manuever should give +2 RMOD instead of +1 OCV.