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  1. Sidearms [2]
  2. CGM1
  3. CloseGuard model 1
  4. A personal defense weapon [PDW] with the universal box magazine of 5 cases [40 rounds]. Designed for close to medium range usage, the high fire rate of the CG means that it is inaccurate over 150 meters. Single shot can be used for up to 150 meters, but one must be cautious, as there is no select single fire option. The automatic fire can be used effectively up to 30 meters.
  5.  
  6. Damage by level:
  7. Level 1: Any roll -7 (anything negative / zero is a miss)
  8. Level 2: Any roll -5
  9. Level 3: Roll below 5 is -3
  10. Level 4: Roll below 3 is -2
  11. Level 5: Roll below 2 is -2
  12. If 20 is rolled, no modifiers apply.
  13. D6 for each bullet fired (8 in a casing, only 1 casing fired per turn)
  14.  
  15. Fatigue by level:
  16. Fatigue level 1: -2
  17. Fatigue level 2: -3
  18. Fatigue level 3: -5
  19. Fatigue level 4: -10
  20. Fatigue level 5: -13
  21. If 20 is rolled, no fatigue is taken into account.
  22.  
  23.  
  24. SAPM1
  25. Semi Auto Protector model 1
  26. A sidearm designed for self defense use. Popular among civilians who enjoyed shooting for accuracy at shooting ranges, but rare in farmhouses or other rural areas. Standard issue for the police force due to its reliability of accuracy and stopping power. It comes with two pitcanny-like rails, allowing for two attachments. This was a recent addition, and is normally used for flashlights and laser sights (one rail on the bottom, one on the side). Loads take one casing (8 rounds). Effectiveness is 120-170 meters.
  27. Damage by level:
  28. Level 1: Any roll -9 (anything negative / zero is a miss)
  29. Level 2: Any roll -7
  30. Level 3: Roll below 5 is -5
  31. Level 4: Roll below 3 is -4
  32. Level 5: Roll below 2 is -3
  33. If 20 is rolled, no modifiers apply.
  34. D6 for each bullet fired (8 in a casing, only 1 casing fired per turn)
  35.  
  36. Fatigue by level:
  37. Fatigue level 1: -0
  38. Fatigue level 2: -2
  39. Fatigue level 3: -3
  40. Fatigue level 4: -7
  41. Fatigue level 5: -10
  42. If 20 is rolled, no fatigue is taken into account.
  43.  
  44. Assault rifles [2]
  45. CERM2
  46. Compact Energized Rifle model 2
  47. A compact rifle that was originally designed to take in EGR rounds, but this function in later models has been removed [in models 3-up]. The CERM2 has integrated optics with a 2x adjustable magnifier. With batteries, the sight inside can have a red dot sight and night vision optics. The maximum range of effectiveness is around 300 meters, whilst the detachable stock and general compact design makes it a go-to weapon for indoor battles.
  48. Damage by level:
  49. Level 1: Any roll -4 (anything negative / zero is a miss)
  50. Level 2: Any roll -3
  51. Level 3: Roll below 5 is -2
  52. Level 4: Roll below 3 is -1
  53. Level 5: Roll below 2 is -0
  54. If 20 is rolled, no modifiers apply.
  55. D8 for each bullet fired (8 in a casing, only 1 casing fired per turn)
  56.  
  57. Fatigue by level:
  58. Fatigue level 1: -4
  59. Fatigue level 2: -6
  60. Fatigue level 3: -8
  61. Fatigue level 4: -12
  62. Fatigue level 5: -16
  63. If 20 is rolled, no fatigue is taken into account.
  64.  
  65. AGRm2-9
  66. Automatic Grenadier Rifle m2-9 (normally referred to as GR)
  67. The AGRm2-9 used to be a standard issue rifle, issued to nearly every soldier 5 orbits before the fall. Renowned for its ultimate stopping power and deadly accuracy, this weapon is capable of destroying targets from 400 to 500 meters away. Loads normally consist of TA ammunition. Up to four attachments can be placed on this weapon due to the addition of four pitcanny rails. Attachments include:
  68. Triangular sight
  69. Triangular sight + ranging recticle
  70. Rangefinder
  71. Foregrip
  72.  
  73. Damage by level:
  74. Level 1: Any roll -2 (anything negative / zero is a miss)
  75. Level 2: Any roll -1
  76. Level 3: Roll below 5 is -1
  77. Level 4: Roll below 3 is -1
  78. Level 5: Roll below 2 is -0
  79. If 20 is rolled, no modifiers apply.
  80. D8 for each bullet fired (8 in a casing, only 1 casing fired per turn)
  81.  
  82. Fatigue by level:
  83. Fatigue level 1: -8
  84. Fatigue level 2: -12
  85. Fatigue level 3: -14
  86. Fatigue level 4: -16
  87. Fatigue level 5: -18
  88. If 20 is rolled, no fatigue is taken into account.
  89.  
  90.  
  91. Anti-Materiel Weaponry [2]
  92. LDRM1
  93. Long Distance Rifle model 1 (normally referred to as long rifle)
  94.  
  95. The LDRM1 was popular by households that normally hunted for recreation, and the model 1 was fitted with TA rounds. Later models were made to fit HMC rounds, but only 120 model 2s were made. With a single pitcanny rail on the top of the reciever, magnification sights were normally added. It is effective with no magnification for up to 500 meters. With 6x magnification, 800 meters. With 12x magnification, 1200 meters.
  96. Damage by level:
  97. Level 1: Any roll -1 (anything negative / zero is a miss)
  98. Level 2: Any roll -1
  99. Level 3: Roll below 5 is -0
  100. Level 4: Roll below 3 is -0
  101. Level 5: Roll below 2 is -0
  102. If 20 is rolled, no modifiers apply.
  103. D10 for each bullet fired (8 in a casing, only 1 casing fired per turn)
  104.  
  105. Fatigue by level:
  106. Fatigue level 1: -12
  107. Fatigue level 2: -15
  108. Fatigue level 3: -18
  109. Fatigue level 4: -19
  110. Fatigue level 5: -20
  111. If 20 is rolled, no fatigue is taken into account.
  112.  
  113. AMQLR
  114. Anti Materiel Quad Loaded Rifle
  115. The first to take HMC rounds, it is the only rifle to fire the entire casing of eight rounds directly at the target. Due to the heated rounds, it was extremely effective at penetrating walls and armor. If hitting a faloth, the ones that have survived suffer from third degree burns and an amputation of that area must occur. (All surviving patients have suffered getting shot in a limb, anyone shot in the chest / head die instantly. Patients report no pain when getting hit.)
  116. Damage by level:
  117. Level 1: Any roll -1 (anything negative / zero is a miss)
  118. Level 2: Any roll -1
  119. Level 3: Roll below 5 is -0
  120. Level 4: Roll below 3 is -0
  121. Level 5: Roll below 2 is -0
  122. If 20 is rolled, no modifiers apply.
  123. D10 for each bullet fired (8 in a casing, only 1 casing fired per turn)
  124.  
  125. Fatigue by level:
  126. Fatigue level 1: -7
  127. Fatigue level 2: -9
  128. Fatigue level 3: -12
  129. Fatigue level 4: -15
  130. Fatigue level 5: -18
  131. If 20 is rolled, no fatigue is taken into account.
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