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Korwin
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### SR: alt.WAR Rules summary

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Post by Korwin » Thu Oct 01, 2015 12:48 pm

I'll repost Franks alternate rules here, because in the Thread they are somewhat hard to find (multiple weapons tables, but only in the first [unfinished] one are the recoil rules).
Thanks to Frank, here the Link to the orginal Posts.
http://tgdmb.com/viewtopic.php?t=51934& ... &start=188 - Rules! Alt.War SR
http://tgdmb.com/viewtopic.php?t=51934& ... &start=200 - Munition
http://tgdmb.com/viewtopic.php?t=51934& ... &start=281 - Armor
http://tgdmb.com/viewtopic.php?t=51934& ... &start=324 - Spirits
http://tgdmb.com/viewtopic.php?t=51934& ... &start=325 - Magic
http://tgdmb.com/viewtopic.php?t=51934& ... &start=369 - Weapons
http://tgdmb.com/viewtopic.php?t=51934& ... &start=376 - Special weapons
http://tgdmb.com/viewtopic.php?t=51934& ... &start=378 - sp.w. 2
https://dl.dropboxusercontent.com/u/127 ... hanics.pdf - JesterZeros Mechanics PDF
If I don't get the last Version, please tell me.
Last edited by Korwin on Fri Oct 02, 2015 6:35 am, edited 4 times in total.

> Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.

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Korwin
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Post by Korwin » Thu Oct 01, 2015 12:48 pm

Game Information
“Since this is for Alt.War, this will all be written out of character.”
Shadowrun 4, like any published system, has its share of objectively bad rules. Spirit Essence Drain leads to Bloodzilla, the Matrix Perception Action leads to the Infinity Mirror, and so on. But this section is not about them. This is about transforming the rules into something that can handle something they were never meant to deal with: open warfare and heavy weaponry.
The 4th Edition Shadowrun rules are deliberately and completely written from the perspective of normal humans shooting pistols at each other. And for that they work pretty well. You shoot a bullet into someone and they are hurt but able to fire back. You double tap them in the chest and they pretty much fall down. That is an acceptable result. But it doesn't scale well when you get out of the humans and pistols range. When you shoot an armored truck with a powerful weapon, it is pretty much impossible to damage it – you can only bounce off its armor or blow it to pieces in one shot. And that's unsatisfying. So what we will do is to present a set of rules that put damage onto the same log scale as other skill tasks are in SR4. So that we will be able to get roughly similar results firing big weapons at big monsters as we get by firing small weapons at small monsters.
Damage and Injury
“The bigger they are, the bigger a gun it takes to make them fall.”
Shadowrun 4th edition experimented with a non-proportional damage system. That is, a box of injury was supposed to represent a similar amount of damage on a troll as it was on an elf – like a hit point in Dungeons & Dragons. And yes, this worked sort of OK for elves and trolls, but it completely falls apart when we deal with dogs and war machines. Things outside the human scale simply do not fit in such a system, and they never will. A small dog should drop from a single pistol shot, a light tank should be able to take two LAV rockets with serious damage. But what can be done about that? The answer is fortunately found in the mechanics of previous editions of Shadowrun: Proportional Damage. That is, when the game generates “Moderate” or “Serious” Injury, that Injury is relative to the target. A moderate injury to a small dog might have been inflicted by a sharp kick, while a moderate injury to a troll might have been inflicted with a rifle, and a moderate injury to an anthromorph combat vehicle might have been inflicted by an assault cannon. But the game generates Moderate Injury after comparing damage to soak, and we fill in the same number of boxes in every case. And that is out of the same total number of boxes in every case as well.
The way this works is that we have in all cases 10 injury boxes. Your hacker has 10 injury boxes, your troll street samurai has 10 injury boxes, your Vietnamese Amphibious Troop Transport has 10 injury boxes. If it becomes important how tough a crow or a rat is – they also have 10 injury boxes. And when injuries occur, we fill them out in distinct amounts based on what kind of Injury they are. Injuries can be Light (one box), Moderate (3 boxes), Serious (6 boxes), Incapacitating (10 boxes), or Deadly (10 boxes + dying). Here's how that looks:
Uninjured:

L |  | M |  |  | S |  |  |  | I
X | X | X | X | X | X | X | X | X | X

Light Wound:

L |  | M |  |  | S |  |  |  | I
X | X | X | X | X | X | X | X | X | X

Moderate Wound:

L |  | M |  |  | S |  |  |  | I
X | X | X | X | X | X | X | X | X | X

Serious Wound:

L |  | M |  |  | S |  |  |  | I
X | X | X | X | X | X | X | X | X | X

Incapacitation:

L |  | M |  |  | S |  |  |  | I
X | X | X | X | X | X | X | X | X | X

But how do we determine whether an Injury should be Light or Serious? We compare it to a chart. Or, if you don't want to look up the chart, every point of unsoaked damage makes the injury one level bigger. Or if you're super into math, each greater injury is the next triangular number of filled in boxes. Or if you're autistically into math, you fill in the number of unsoaked damage times one more than the number of unsoaked damage divided by 2 in boxes out of your 10 total. Anyway, we make our soak roll as normal, and subtract the hits from the incoming damage. And the more incoming damage is left, the bigger an injury we actually suffer:

Unsoaked Damage: | Injury Type: | Boxes Filled:
0 (or less) | None | 0
1 | Light | 1
2 | Moderate | 3
3 | Serious | 6
4 | Incapacitating | 10
5+ | Deadly | 10*

- *: Also, you are dying

That's a start. But unfortunately, in order to get things onto that scale, we're going to have to rewrite the input numbers for armor, weapons, vehicles, and critters. After all, with the proportional system, increasing damage by 5 is the entire difference between one shotting an opponent and bouncing off their armor (or manly chest, as appropriate). This allows us to get rid of all the silly stuff like missiles that do 120 damage, but it also means that we have to rewrite those inputs to make things work. So let's get started on that.
Optional Rule: Instant Death
You may want to institute a system for killing creatures outright with massive damage. To do this, you set a “death threshold”. That is, a number of unsoaked damage from an attack where you do not bother to keep track of a character dying and simply declare them dead. Maybe their head gets pulped like Scanners, or they get multipart shredded. But in any case, it's pretty clear that even medicine in the 2070s cannot save them. Rather unsurprisingly, the lower you set this threshold, the more often it will happen and the deadlier combat will be. If you have characters instantly die with 6 damage, in-combat instant death will happen fairly often, while if you have characters die with 9 unsoaked damage it will be almost unheard of. How deadly you want your own game is an open question.
Armor and Hardened Armor
“People will be shooting at you, you may want some of this.”
At high values, the SR4 armor system completely falls apart. This was never detected in playtest because high values were never part of the “street level” game that was being written. The fact that the game was unable to model a missile hitting an APC really never came up. And yet, for purposes of Alt.War, where shooting anti-material rifles at hardened targets actually is important, the rules will have to be changed into something that can handle that.
Here's the core problem: when you increase hardened armor by 3, you need to inflict 3 more damage to hurt the target at all. But if the target can be hurt at all, those 3 armor dice only generate 1 hit on average for the Soak test. So when you scale vehicles up, the smallest weapon that can hurt them at all will inflict more unsoaked damage on them than the smallest weapon that could hurt a vehicle that was less armored. At the upper end of the scale, it is literally impossible to damage tanks and great dragons without one-shot killing them. And that's before we go to a proportional damage system where only 5 unsoaked damage is enough to drop a target.
The first step is to change what Hardened Armor does. Now, Hardened Armor provides a die that always rolls a 5. There is no longer a minimum damage to play (save that of course, if you have enough automatic hits, you don't need to roll soak to take no damage). The second part is that if you have hardened armor and regular armor at the same time, that hardened armor is lost first when enemies use weapons with armor penetration numbers. The third part is that if your armor is halved by any sort of special effect like a Fire Ball spell, then hardened armor and regular armor are halved separately.
That is just the beginning though, since by these rules, the amounts of armor things are listed with are insane. So there will be a new writeup of armors, vehicles, and critters in this section. However, if you're using Shadowrun materials that are printed after this is that are not on this scale, it's best to simply divide the suggested amounts of hardened armor by 2 or 3.
Autofire and Recoil
“Something you can't understand: How I could just kill a man.”
Burst fire and fully automatic fire have rules that make some people (especially gun enthusiasts) very upset, but on the whole they are functional in the basic game. Some of the things they produce are extremely weird, like how the recoil on assault cannons is completely negligible because recoil only applies to next shot so Single Shot weapons never care. Or like how the recoil on a machine pistol is much worse than the recoil on a sawed off shotgun because it's based entirely on how many bullets are fired and not on how big those bullets are. But that's not the reason that alternative Autofire and Recoil rules are being introduced in this document. That is being done because in a proportional damage system where 5 points is the difference between no wound and and an Incapacitating injury, then having a long narrow burst hand out five extra damage points is totally unacceptable, right? And as long as we have to redo the autofire and recoil system anyway, we might as well replace it with something that people like better.
Recoil And Strength
“I can't hold on! I'm shooting too fast!”
The first thing that is going to be done is to remove the “bullet count” recoil mechanics. This has to be done, because we need to remove the bullet count from the damage, meaning that we aren't going to be using the bullet count at all. So instead what will happen is that weapons will have a Strength listed on them, which is the Strength required to use them normally. Using a weapon with a higher required Strength than your character's Strength causes them to suffer penalties. Using a weapon in a faster firing mode or firing them one-handed causes the Strength of the weapon to rise, which means that your character has to be stronger in order to use weapons in those ways without penalties.
Exceeding Character Strength With Weapon Strength
“They weren't kidding about this being a heavy pistol.”
If the effective Strength of a weapon that you are using (after appropriate modifiers such as gas vents and firing modes) exceeds your character's strength by 1, you suffer a -1 dicepool penalty on your attack and a -2 dicepool penalty on any other action you take (including Defense rolls, but not including Soak rolls) until the beginning of your next initiative pass. These penalties are cumulative, so if you fired twice with a weapon that exceeds your character's Strength by 1, the second attack would be at -3 and a Defense roll made after both would be at -4. If the weapon exceeds your character's Strength by more than one, simply multiply those penalties by the amount of Strength you are short. So if you're 3 Strength down, you're at -3 for the attack and anything else you attempt is at -6 for the rest of the initiative pass.
A good rule of thumb is that if a weapon's list Strength is 4 more than the character's actual strength (before modifiers for firing modes or weapon mods), then the weapon is too heavy for the character to use effectively. Small children just can't even use machine guns, the fact that recoil would knock them over is completely secondary.
Last edited by Korwin on Thu Oct 01, 2015 12:56 pm, edited 2 times in total.

> Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.

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Korwin
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  Location: Linz / Austria

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Post by Korwin » Thu Oct 01, 2015 12:48 pm

Holdout Pistols
Weapon Name | Damage | AP | Mode | Ammo | Skill | Strength | Availability | Cost
Cavalier Scout | 3 | - | SA | 7 (c) | Pistol (Holdout) | 4 |  | ¥
Fichetti Tiffani Needler | 5 (f) | x2 | SA | 4 (c) | Pistol (Holdout) | 3 | 5R | 500¥
Raecor Sting | 5(f) | x2 | SS | 5 (c) | Pistol (Holdout) | 3 | 6R | 350¥
Streetline Special | 3 | - | SS | 6 (c) | Pistol (Holdout) | 4 | 4R | 100¥
Morrissey Elan | 3 | - | SA | 5 (c) | Pistol (Holdout) | 3 | 7R | 450¥
Walther Palm Pistol | 3 | - | SS/BF | 2(b) | Pistol (Holdout) | 4 | 4R | 175¥
Light Pistols
Weapon Name | Damage | AP | Mode | Ammo | Skill | Strength | Availability | Cost
Ares Light Fire 70 | 3 | - | SA | 16 (c) | Pistol (Automatic) | 2 | 3R | 350¥
Beretta 101T | 3 | - | SA | 12 (C) | Pistol (Automatic) | 2 | 4R | 200¥
Beretta 200ST | 3 | - | SA/BF | 20 (c) | Pistol (Automatic) | 2 | 7R | 550¥
Ceska vz/ 120 | 3 | - | SA | 18 (c) | Pistol (Automatic) | 2 | 4R | 350¥
Colt America L36 | 3 | - | SA | 11 (c) | Pistol (Automatic) | 2 | 4R | 150¥
Colt Asp | 3 | - | SA | 6 (cy) | Pistol (Revolver) | 2 | 3R | 175¥
Fichetti Executive Action | 3 | - | SA/BF | 18 (c) | Pistol (Automatic) | 2 | 12R | 700¥
Fichetti Security 600 | 3 | - | SA | 30 (c) | Pistol (Automatic) | 2 | 6R | 450¥
Hammerli 620S | 3 | - | SA | 6 (c) | Pistol (Automatic) | 1 | 8R | 650¥
SA Puzzler | 3 | - | SA | 12 (c) | Pistol (Automatic) | 3 | 15F | 900¥
Seco LD-120 | 3 | - | SA | 12 (c) | Pistol (Automatic) | 2 | 3R | 250¥
Taurus Multi-6 | 3/4/5 | - | SA | 6 (cy) | Pistol (Revolver) | 2/3/4 | 7R | 200¥
Walther PB-120 | 3 | - | SA | 10 (c)/15 (c) | Pistol (Automatic) | 2 | 9R | 400¥
Sakura Fubuki | 3 | - | SA/BF/FA | 10 (ml) x4 | Pistol (Automatic) | 2 | 10R | 2000¥
Machine Pistols
Ares Crusader | 3 | - | SA/BF/FA | 40 (c) | Pistol (Automatic) | 3 | 7R | 700¥
Ceska Black Scorpion | 3 | - | SA/BF/FA | 35 (c) | Pistol (Automatic) | 3 | 8R | 550¥
FN 5-7C | 3 | - | SA/BF/FA | 20 (c) | Pistol (Automatic) | 2 | 8R | 600¥
PPSK-4 Collapsible Machine Pistol | 3 | - | SA/BF/FA | 30 (c) | Pistol (Automatic) | 3 | 20F | 2800¥
Steyr TMP | 3 | - | SA/BF/FA | 30 (c) | Pistol (Automatic) | 3 | 8R | 600¥
Ares Predator Full Auto Mod | 4 | - | FA | 15 (c) | Pistol (Automatic) | 4 | 4F | 700¥
Fichtti Securty Full Auto Mod | 3 | - | FA | 30 (c) | Pistol (Automatic) | 3 | 6F | 900¥
Heavy Pistols
Weapon Name | Damage | AP | Mode | Ammo | Skill | Strength | Availability | Cost
Ares Predator IV | 4 | -1 | SA | 15 (c) | Pistol (Automatic) | 3 | 4R | 350¥
Ares Viper Slivergun | 6(f) | x2 | SA/BF | 30 (c) | Pistol (Automatic) | 2 | 5R | 500¥
Browning Ultra-Power | 4 | -1 | SA | 10 (c) | Pistol (Automatic) | 3 | 4R | 300¥
Cavalry Deputy | 4 | -1 | SA | 7 (cy) | Pistol (Revolver) | 3 | 4R | 225¥
Colt Government 2066 | 4 | -1 | SA | 14 (c) | Pistol (Automatic) | 3 | 6R | 500¥
Colt Manhunter | 4 | -1 | SA | 16 (c) | Pistol (Automatic) | 3 | 4R | 300¥
Eichiro Hatamoto II | 6 | -1 | SS | 1 (m) | Pistol (Holdout) | 5 | 10R | 800¥
HK Urban Fighter | 4 | -1 | SA | 10 (c) | Pistol (Automatic) | 3 | 14F | 1400¥
Morrissey Alta | 4 | -1 | SA | 12 (c) | Pistol (Automatic) | 3 | 7R | 850¥
Morrissey Elite | 4 | -1 | SA | 5 (c) | Pistol (Automatic) | 4 | 6R | 450¥
Nitama NeMax | 4 | -1 | SA | 10 (c) | Pistol (Automatic) | 3 | 16R | 1700¥
PSK Collapsible Pistol | 4 | -1 | SA | 8 (c) | Pistol (Automatic) | 3 | 18F | 2300¥
Remington Roomsweeper | 4 | -1 | SA | 8 (m) | Pistol (Revolver) | 3 | 6R | 250¥
Ruger Super Warhawk | 5 | -2 | SS | 6 (cy) | Pistol (Revolver) | 4 | 4R | 250¥
Ruger Thunderbolt | 4 | -1 | BF | 12 (c) | Pistol (Automatic) | 3 | 12R | 750¥
Savalette Guardian | 4 | -1 | SA/BF | 15 (c) | Pistol (Automatic) | 3 | 7R | 800¥
Walther Secura | 4 | -1 | SA | 12 (c) | Pistol (Automatic) | 3 | 5R | 300¥
Walther Secura Kompakt | 4 | -1 | SA | 9 (c) | Pistol (Automatic) | 4 | 7R | 400¥
WW Infiltrator | 4 | -1 | SA | 15 (c) | Pistol (Automatic) | 4 | 16F | 1100¥
Submachine Guns
Weapon Name | Damage | AP | Mode | Ammo | Skill | Strength | Availability | Cost
AK-97 Carbine | 4 | -1 | SA/BF/FA | 30 (c) | Automatics (Submachine Guns) | 3 | 4R | 400¥
Ares Executive Protector | 3 | -1 | SA/BF/FA | 30 (c) | Automatics (Submachine Guns) | 3/2 | 9F | 1000¥
Beretta Model 70 | 3 | -2 | BF/FA | 35 (c) | Automatics (Submachine Guns) | 2 | 5R | 650¥
Colt Cobra TZ-110 | 3 | -2 | SA/BF/FA | 32 (c) | Automatics (Submachine Guns) | 2 | 5R | 550¥
Colt Cobra TZ-115 | 3 | -2 | SA/BF/FA | 32 (c) | Automatics (Submachine Guns) | 2 | 5R | 475¥
Colt Cobra TZ-118 | 3 | -2 | SA/BF/FA | 32 (c) | Automatics (Submachine Guns) | 2 | 5R | 650¥
Colt M24A3 Water Carbine | 4 | - | SA/BF | 30 (c) | Automatics (Submachine Guns) | 2 | 10F | 1200¥
FN P93 Praetor | 3 | -2 | SA/BF/FA | 50 (c) | Automatics (Submachine Guns) | 1 | 11F | 650¥
HK-227X | 3 | -2 | SA/BF/FA | 28 (c) | Automatics (Submachine Guns) | 2 | 8R | 800¥
HK MP-5 TX | 3 | -2 | SA/BF/FA | 20 (c) | Automatics (Submachine Guns) | 1 | 4R | 550¥
HK Urban Combat | 3 | -2 | SA/BF/FA | 36 (c) | Automatics (Submachine Guns) | 1 | 16F | 2400¥
Ingram Smartgun X | 3 | -2 | BF/FA | 32 (c) | Automatics (Submachine Guns) | 2 | 6R | 650¥
Ingram SuperMach 100 | 3 | -2 | SA/FA/HV | 40 or 60 (c) | Automatics (Submachine Guns) | 2 | 9F | 975¥
Ingram Warrior-10 | 3 | -2 | SA/BF | 30 (c) | Automatics (Submachine Guns) | 2 | 4R | 400¥
Sandler TMP | 3 | -2 | BF/FA | 20 (c) | Automatics (Submachine Guns) | 2 | 4R | 350¥
SCK Model 100 | 3 | -2 | SA/BF | 30 (c) | Automatics (Submachine Guns) | 2 | 6R | 750¥
Uzi IV | 3 | -2 | BF | 24 (c) | Automatics (Submachine Guns) | 2 | 4R | 500¥
Assault Rifles
Weapon Name | Damage | AP | Mode | Ammo | Skill | Strength | Availability | Cost
AK-97 | 4 | -2 | SA/BF/FA | 38 (c) | Automatics (Assault Rifles) | 2 | 4R | 500¥
AK-98 | 4 | -2 | SA/BF/FA | 38 (c) | Automatics (Assault Rifles) | 2 | 8F | 1000¥
Grenade Launcher | Grenade | Grenade | SS | 6 (M) | Heavy Weapons (Grenade Launchers) |  |  |
AK-297 | 4 | -2 | SA/BF/FA | 60 (c) | Automatics (Assault Rifles) | 1 | 10R | 3500¥
Ares Alpha | 4 | -2 | SA/BF/FA | 42 (c) | Automatics (Assault Rifles) | 3 | 12F | 1700¥
Grenade Launcher | Grenade | Grenade | SS | 6 (M) | Heavy Weapons (Grenade Launchers) |  |  |
Ares HVAR | 4 | -2 | SA/BF/HV | 50 (c) | Automatics (Assault Rifles) | 2 | 11F | 2400¥
Colt M22 | 4 | -2 | SA/BF/FA | 40 (c) | Automatics (Assault Rifles) | 2 | 6R | 1100¥
Colt M22A3 | 4 | -2 | SA/BF/FA | 40 (c) | Automatics (Assault Rifles) | 2 | 9F | 1600¥
Grenade Launcher | Grenade | Grenade | SS | 6 (M) | Heavy Weapons (Grenade Launchers) |  |  |
Colt M23 | 4 | -2 | SA/BF/FA | 40 (c) | Automatics (Assault Rifles) | 2 | 5R | 750¥
HK G12A3Z | 4 | -2 | SA/BF/FA | 32 (c) | Automatics (Assault Rifles) | 2 | 9F | 1750¥
Nitama Optimum II | 4 | -2 | SA/BF/FA | 30 (c) | Automatics (Assault Rifles) | 2 | 10F | 2200¥
Shotgun | 6 | - | SA | 5 (M) | Heavy Weapons (Grenade Launchers) Longarms (Shotguns) | 4 |  |
Sernopal vz/88V | 4 | -2 | SA/BF/FA | 35 (c) | Automatics (Assault Rifles) | 1 | 8F | 1650¥
Battle Rifles
Weapon Name | Damage | AP | Mode | Ammo | Skill | Strength | Availability | Cost
Combine XBR55 | 5 | -2 | SA/BF/FA | 36 (c) | Automatics (Assault Rifles) Longarms (Rifles) | 4 | 12F | 4500¥
FN SFCBR | 5 | -2 | SA/BF/FA | 20 (c) | Automatics (Assault Rifles) Longarms (Rifles) | 4 | 8F | 2400¥
HK G13B | 5 | -2 | SA/BF/FA | 20 (c) 50 (cy) | Automatics (Assault Rifles) Longarms (Rifles) | 4 | 16F | 2200¥
Ares MR-62 | 5 | -3 | SA/BF/FA | 15 (c) | Automatics (Assault Rifles) Longarms (Rifles) | 4 | 10R | 1800¥
AZT Poctli | 5 | -2 | SA/BF/FA | 30 (c) | Automatics (Assault Rifles) Longarms (Rifles) | 4 | 14F | 3600¥
Sport Rifles
Weapon Name | Damage | AP | Mode | Ammo | Skill | Strength | Availability | Cost
Mannlicher Wildhunter | 6 | -3 | SS | 6 (c) | Longarms (Rifles) | 5 | 7R | 1200¥
Winchester Model 64 | 3 | -2 | SS | 20 (m) | Longarms (Rifles) | 1 | 2R | 400¥
Remington 750 | 5 | -3 | SS | 5 (m) | Longarms (Rifles) | 3 | 4R | 500¥
Remington 950 | 6 | -3 | SS | 5 (m) | Longarms (Rifles) | 4 | 4R | 675¥
AZT 577 T-Rex | 7 | -2 | SS | 4 (m) | Longarms (Rifles) Heavy Weapons (Assault Cannon) | 6 | 12R | 2400¥
Sniper Rifles
Weapon Name | Damage | AP | Mode | Ammo | Skill | Strength | Availability | Cost
Ares Desert Strike | 5 | -3 | SA | 14 (c) | Longarms (Rifles) | 5 | 10F | 3350¥
Barrett Model 121 | 6 | -4 | SA | 14 (c) | Longarms (Rifles) | 6 | 18F | 9000¥
CZW Ost&#345;elova&#269; | 6 | -3 | SA | 12 (c) | Longarms (Rifles) | 6 | 16F | 6500¥
HK PSG Enforcer | 4 | -3 | SA | 2 x 12 (c) | Longarms (Rifles) | 4 | 12F | 4800¥
Ranger Arms SM4 | 5 | -4 | SA | 15 (c) | Longarms (Rifles) | 4 | 16F | 6200¥
Walther MA-2100 | 4 | -3 | SA | 10 (m) | Longarms (Rifles) | 5 | 10F | 5000¥
Shotguns
Weapon Name | Damage | AP | Mode | Ammo | Skill | Strength | Availability | Cost
Auto-Assault 16 | 5 | -1 | SA/BF/FA | 32 (d) | Longarms (Shotguns) | 4 | 18R | 8000¥
Boyd & Richards Desperado | 5 | -1 | SS | 5 (m) | Longarms (Shotguns) | 4 | 10R | 1700¥
Defiance T-250 | 5 | -1 | SA | 5 (m) | Longarms (Shotguns) | 4 | 3R | 475¥
Enfield AS-7 | 5 | -1 | SA/BF | 10 (c) 24 (d) | Longarms (Shotguns) | 4 | 12R | 1100¥
Franchi SPAS-22 | 5 | -1 | SA/BF | 10 (m) | Longarms (Shotguns) | 4 | 10R | 1250¥
Mossberg AM-CMDT | 5 | -1 | SA/BF/FA | 10 (c) | Longarms (Shotguns) | 4 | 12R | 1000¥
PJSS Model 55 Shotgun | 5 | -1 | SS | 2 (b) | Longarms (Shotguns) | 4 | 7R | 1200¥
Remington 990 | 5 | -1 | SA | 8 (m) | Longarms (Shotguns) | 4 | 4R | 550¥
Street Sweeper | 4 | -1 | SS | 1 (b) | Longarms (Shotguns) | 3 | 5R | 175¥
Light Machine Guns
Weapon Name | Damage | AP | Mode | Ammo | Skill | Strength | Availability | Cost
Ares MP-LMG | 4 | -3 | BF/FA | 50 (c) Belt | Heavy Weapons (Machine Guns) | 4 | 12F | 1500¥
Ingram White Knight | 4 | -3 | BF/FA/HV | 50 (c) Belt | Heavy Weapons (Machine Guns) | 4 | 12F | 2000¥
Ingram Valiant | 4 | -3 | BF/FA | 40 (c) Belt | Heavy Weapons (Machine Guns) | 4 | 10F | 1200¥
EMERK-V | 4 | -3 | FA | Belt | Heavy Weapons (Machine Guns) | 4 | 14F | 900¥
GE Vindicator Minigun | 4 | -3 | FA/HV | Belt | Heavy Weapons (Machine Guns) | 3 | 16F | 5500¥
SA Nemesis | 4 | -3 | BF/FA | 60 (c) | Heavy Weapons (Machine Guns) | 4 | 17F | 3500¥
Medium Machine Guns
FN MAG-5 | 5 | -3 | FA/HV | 50 (box) Belt | Heavy Weapons (Machine Guns) | 5 | 14F | 5500¥
Stoner Ares M202 | 5 | -3 | FA | 50 (c) Belt | Heavy Weapons (Machine Guns) | 5 | 12F | 4500¥
Ultimax MMG | 5 | -3 | FA | 40 (c) Belt | Heavy Weapons (Machine Guns) | 5 | 13F | 4500¥
Heavy Machine Guns
Ruhrmetal SF20 | 6 | -3 | FA | 40 (c) Belt | Heavy Weapons (Machine Guns) | 6 | 15F | 6500¥
RPK HMG | 6 | -3 | FA | 40 (c) Belt | Heavy Weapons (Machine Guns) | 6 | 16F | 6000¥
Stoner Ares M107 | 6 | -3 | FA | 40 (c) Belt | Heavy Weapons (Machine Guns) | 6 | 15F | 7500¥
Ultimax HMG-2 | 6 | -3 | FA | 50 (c) Belt | Heavy Weapons (Machine Guns) | 6 | 15F | 7500¥
Assault Cannons
Weapon Name | Damage | AP | Mode | Ammo | Skill | Strength | Availability | Cost
Ares Thunderstruck Gauss Rifle | 8 | -8 | SA | 10 (c) +10 (battery) | Heavy Weapons (Assault Cannon) | 4 | 24F | 13000¥
Ares Vigorous Assault Cannon | 8 | -7 | SS | 12 (c) | Heavy Weapons (Assault Cannon) | 9 | 18F | 4000¥
AZT Tlatlatzin Gauss Rifle | 8 | -8 | SA | 20 (c) +external power source | Heavy Weapons (Assault Cannon) | 5 | 24F | 12000¥
Norsutykki L-47 | 7 | -7 | SS | 10 (c) | Heavy Weapons (Assault Cannon) Longarms (Rifles) | 7 | 15F | 4800¥
Panther XXL | 8 | -7 | SS | 15 (c) | Heavy Weapons (Assault Cannon) | 8 | 20F | 5500¥
Laser Weapons
Weapon Name | Damage | AP | Mode | Ammo | Skill | Strength | Availability | Cost
Ares Redline | 3 | -half | HV | 200 (battery) External Power Source | Automatics (Submachine Guns) | 2 | 14F | 7500¥
Ares 3rd Dawn | 4 | -half | HV | 200 (battery) External Power Source | Automatics (Assault Rifles) | 3 | 18F | 12000¥
Ares Apollo | 6 | -half | HV | 200 (battery) External Power Source | Automatics (Assault Rifles) Heavy Weapons (Machine Guns) | 6 | 24F | 30000¥
Winter Systems Falling Star | 3 | -half | HV | 100 (battery) External Power Source | Automatics (Submachine Guns) | 1 | 16F | 8000¥
Winter Systems Evil Eye | 5 | -half | HV | 150 (battery) External Power Source | Automatics (Assault Rifles) Heavy Weapons (Machine Guns) | 5 | 24F | 24000¥
Renraku Taiyou | 5 | -half | HV | External Power Source | Automatics (Assault Rifles) | 5 | 20F | 24000¥
Fichetti Pain Inducer | Special | -half | FA/HV | 100 (battery) | Automatics (Assault Rifle) | 1 | 8R | 2000¥
Flame Weapons
Weapon Name | Damage | AP | Mode | Ammo | Skill | Strength | Availability | Cost
AZT F3a | 4 | -half | FA | 100 (tank) | Automatics (Assault Rifle) | 3 | 14F | 1800¥
Shiawase Blazer | 3 | -half | FA | 80 (tank) | Automatics (Submachine Guns) | 2 | 16F | 1200¥
Special Weapons
Weapon Name | Damage | AP | Mode | Ammo | Skill | Strength | Availability | Cost
Ares S-III Super Squirt | Chemical | - | SA | 20 (c) | Pistols (Revolver) | 1 | 4 | ¥500
Grenade Launchers & Mortars
Weapon Name | Damage | AP | Mode | Ammo | Skill | Strength | Availability | Cost
Ares Antioch-2 | Grenade | Grenade | SS | 8 (m) | Heavy Weapons (Grenade Launcher) | 3 | 8F | 600¥
ArmTech MGL-6 | Grenade | Grenade | SA | 6 (c) | Heavy Weapons (Grenade Launcher) | 5 | 10F | 1500¥
ArmTech MGL-12 | Grenade | Grenade | SA | 6 (c) | Heavy Weapons (Grenade Launcher) | 4 | 10F | 2000¥
Enfield GL-67 | Grenade | Grenade | SS | 20 (d) | Heavy Weapons (Grenade Launcher) | 3 | 14F | 4000¥
M-12 Portable Mortar | Mortar | Mortar | SS | 1 | Heavy Weapons (Grenade Launcher) | - | 16F | 2250¥
IRA Remote Mortar | Mortar | Mortar | SA/BF | 10 (m) | Gunnery (Artillery) | - | 20F | 5000¥
Vehicular Weaponry
Weapon Name | Damage | AP | Mode | Ammo | Skill | Strength | Availability | Cost
Ares Firelance (laser) | 8 | -half | HV | 500 (battery) External power source | Heavy Weapons (Machine Guns) Gunnery (Energy Weapons) | - | 25F | 400000¥
Ares Fogger Glop Cannon | special | - | SA | 50 (belt) | Heavy Weapons (Assault Cannon) Gunnery (Artillery) | - | 15R | 10000¥
AZT Itzcoatl Gauss Cannon | 12 | -8 | SS | 50 (belt) +external power source | Heavy Weapons (Assault Cannon) Gunnery (Ballistic) | - | 30F | 600000¥
Fleche Barrage Rocket Launcher | Rocket | Rocket | Special | 20 | Heavy Weapons (Rocket) Gunnery (Rocket) | - | 25F | 20000¥
GE Vigilant Light Autocannon | 7 | -3 | FA/HV | 200 (belt) | Heavy Weapons (Machine Gun) Gunnery (Ballistic) | - | 15F | 10000¥
GE Vanquisher Heavy Autocanon | 8 | -4 | FA/HV | 200 (belt) | Heavy Weapons (Machine Gun) Gunnery (Ballistic) | - | 20F | 20000¥
GM Light Cannon | 9 | -6 | SS | 50 (belt) | Heavy Weapons (Assault Cannon) Gunnery (Ballistic) | - | 18F | 50000¥
GM Heavy Cannon | 11 | -7 | SS | 50 (belt) | Heavy Weapons (Assault Cannon) Gunnery (Ballistic) | - | 22F | 100000¥
Lone Star FlashFlood Water Cannon | 3N | -half | FA | 200 (tank) external water source | Heavy Weapons (Machine Gun) Gunnery (Artillery) | - | 10R | 5000¥
Shiawase Microwave Cannon | Special | -half | HV | 200 (battery) external power source | Heavy Weapons (Machine Gun) Gunnery (Energy Weapons) | - | 20R | 25000¥
SK Taurus Gauss Cannon | 10 | -8 | SS | 50 (belt) +external power source | Heavy Weapons (Assault Cannon) Gunnery (Ballistic) | - | 25F | 200000¥
Winter Systems Mercury Laser | 10 | -half | HV | external power source | Heavy Weapons (Machine Guns) Gunnery (Energy Weapons) | - | 30F | 1000000¥
KC-Arms 155 Howitzer | Mortar | Mortar | SS | 10 (m) | Heavy Weapons (Grenade Launchers) Gunnery (Artillery) | - | 20F | 120000¥

Plus, here's a vehicle preview:
Vehicle Stats
“This is a tree. It will take you from 60 to 0 in zero seconds.”
Vehicles need attributes too. They don't have Agility or Willpower, but there are things about them that make them distinct.
Speed
People rarely push vehicles to their actual maximum speed. And traveling at maximum speed isn't good for vehicles anyway. So the “speed” is simply the highest speed before things start to rattle. Skilled or insane drivers can push vehicles to higher speed by flooring the accelerator or flipping on the afterburners, or whatever it is that their vehicle does to go faster, but for simplicity's sake this absolute maximum is considered to be proportional to the normal speed at which the vehicle can travel. Speeds are given in Kilometers per hour, as vehicles moving at maximum speed are not usually usefully measured in meters per combat round. In 3 seconds, a vehicle will move 5/6 as many meters as its KPH speed, for what that is worth.
Acceleration
Acceleration is usually a purely academic concern. It takes you 1 second instead of 2 to have to slow down because the guy in front of you has engaged hands-free GridGuide, so what? In a chase across the desert or the ocean, it won't much matter who has the faster acceleration rate, because max speed is pretty much the whole of the answer as to who catches or does not catch whom. But drag racing does exist, and more importantly people chase each other in traffic and confined spaces all the time. In those instances it usually doesn't matter how fast your vehicle could go, it only matters how quickly your vehicle can change speeds.
In heavy traffic or other “tight” terrain, whichever vehicle has the higher Acceleration is considered “faster” during a Chase. Acceleration values are given in meters per second per second. This makes it easy to plug into physics equations. In combat, assume that the vehicle can accelerate by its Acceleration value on Initiative Pass 2, 3, and 4. For constant acceleration problems, the distance it actually travels will be its previous speed plus half its acceleration in meters per second.
Handling
Different vehicles handle better or worse than others. It's a complex measurement of turning radius, responsiveness, breaking, and gear shifting for land vehicles and even more complex measurements of an airborne vehicle's ability to stay aloft with sudden shifts in direction and speed. Practically however, it's a number that modifies the driver/pilot's dicepools when they are making complex maneuvers or engaged in Chase tests in tight terrain. Handling has no effect at all on how fast your vehicle goes in a straightaway, and does not modify chases in open terrain.
Body
Vehicles roll damage resistance tests too. A vehicle's Body attribute is the number of dice it rolls for that purpose.
Mass
Things which are very big relative to humans are more difficult to destroy with human sized weapons. A vehicle's Mass is subtracted from the damage inflicted upon it in a similar manner that damage is reduced by Hardened Armor.
Mass also affects how much damage the other party receives in a crash.
Armor
Vehicular Armor is hardened by default. If you want to give a vehicle more damage resistance dice, it is usually a good idea to just give it a higher body.
Seating
Seating is simply a measure of how many people can sit in a vehicle and still get seatbelts. Obviously if the passengers are very good friends they can sit on each other's laps. And in large vehicles there may be room to stand if things get desperate. Also seats may become overcrowded if the people involved are 3 meters tall or whatever.
Pilot
Pilot is the measure of the vehicle's ability to operate itself. In the 2070s, most vehicles can drive themselves from point A to point B. These systems aren't actually intelligent and are designed for a vehicle operating under normal circumstances. When a vehicle is damaged, subtract its injury modifier from its Pilot rating. So for example: a vehicle that had suffered Moderate Damage (3 boxes) would have its Pilot reduced by 2, while a vehicle that had suffered Serious Damage (6 boxes) would have its Pilot reduced by 3. A vehicle whose Pilot has been reduced to 0 may still try to drive itself, but will likely as not drive into a wall instead of getting anywhere useful.
It is important to note that the Pilot is not merely a program that tells the vehicle what to do, it is the actual hardware that allows the electronic commands of the software to translate into the vehicle doing real things in real space. The Pilot rating acts as an attribute if the vehicle performs autonomous tasks (using software such as Clearsight and targeting programs as a skill), but the rating itself caps what the vehicle is capable of doing autonomously or under the direction of a rigger.

Pilot | Capabilities
0 | Cruise Control
1 | Point to point travel with explicit map path or GridGuide support Trigger basic functions such as locks and windshield wipers
2 | Sensor assisted navigation in uncontrolled environments Perform strength-requiring functions such as opening doors or targeting weaponry
3 | Adjust for the motion of the vehicle in order to utilize devices For example: targeting a weapon while moving
4 | Perform functions given symbolically such as going to a place where someone is rather than to a specific coordinate.
5 | Perform multiple body problems. For example: firing different weapons at different targets while moving.
6 | Classified.

Sensor
The sensory feed at a vehicle's disposal is represented by its Sensor attribute. More than simply duct taping a video camera to the top, the Sensor is a set of hardware that integrates a series of cameras, motion detectors, and whatever other sensory feeds into a coherent picture of how the vehicle is operating and what is around it. Of course, a vehicle can be outfitted with specific sensors that do specific things without adjusting its Sensor Rating. And these additional sensors may or may not be integrated into the vehicle's sensor array and control system. You still totally can duct tape a video recorder to the top of a car if that's what you want to do. However, when a vehicle comes with a sensor rating,you can assume that certain sensory capabilities have already been included based on its rating:

Sensor | Usually Has...
0 | Speedometer Fuel Gauge
1 | Camera GPS
2 | Microphone Motion Detector
3 | Sonar System Thermosensor
4 | Radar Laser Range Finder
5 | Magnetic Analyzer Density Scanner
6 | Classified.

Cost
Vehicles below are listed with a cost, but not an availability. The cost is how much a vehicle costs to buy it new from whoever the dealer is. Buying a used or stolen vehicle will obviously cost very much less. In its first year, a vehicle loses 15-20% of its value, and continues to lose value forever, albeit at a slower rate, from that point on (assuming that it is still running at all). If a vehicle continues to be serviceable and kept in very good condition for 40 to 50 years, it becomes a “classic” and suddenly becomes valuable again, but that is not something that is worth thinking about over the course of a Shadowrun game. A vehicle's value to a chop shop is usually about 7% of its purchase price (which is by the way, what a chop shop in 2011 in Prague will pay for a new stolen car).
Due to the nature of vehicles and how they go on roads and get checked regularly by GridGuide and all that, there really isn't the kind of shadow market that there is for other equipment that Shadowrunners use. There is no “availability” rating for vehicles. You either find a seller for whatever it is you're looking for or you don't.
The Vehicle List
“You! Out of the motor pool!”

2-Wheeled
Vehicle | Speed | Acceleration | Handling | Body | Mass | Armor | Seating | Pilot | Sensor | Cost
Dodge Scoot (scooter) | 80 | 4 | 4 | 2 | 0 | 1 | 1 | 0 | 0 | 4000¥
Yamaha Rapier (street bike) | 220 | 8 | 4 | 3 | 0 | 1 | 1 | 0 | 0 | 11000¥
Harley Scorpion (chopper) | 190 | 6 | 3 | 4 | 1 | 2 | 2 | 0 | 1 | 12000¥
Mitsuzuki Aurora (racing bike) | 340 | 10 | 5 | 3 | 0 | 1 | 1 | 1 | 2 | 15000¥
BMW Blitzen (Kaneda's bike) | 380 | 11 | 5 | 5 | 1 | 4 | 1 | 3 | 2 | 26300¥

Last edited by Korwin on Thu Oct 01, 2015 12:57 pm, edited 1 time in total.

> Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.

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Korwin
  Duke
  Posts: 2055
  Joined: Fri Feb 13, 2009 6:49 am
  Location: Linz / Austria

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Post by Korwin » Thu Oct 01, 2015 12:48 pm

Ammunition
“Guns don't kill people, bullets do.”
As damage and armor have been changed, it is necessary to redo ammunition somewhat to conform to the new rules. In the meantime, this is also a good opportunity to adjust the ammunition types to be more “balanced”, because people complain about that constantly.

Ammunition | DV | AP | Special
Regular | - | - | -
Armor Piercing | - | -½ (max -5) | -
Explosive | +1 | - | Explodes when Heated.
Flechette | +2 | x2 | Reduced Maximum Range
Less Lethal | +1 | +½ | Damage is N
Stick-n-Shock | -1 | -½ (max -5) | Damage is N Target Electrocuted
Tracers | - | - | Bonus Accuracy with additional shots
Capsule Rounds | -2 | - | Damage is N Target dosed with chemical
Subsonic | - | - | Reduced Noise. Allows Silencer
Low Tech | - | +2 | -

Regular
“The ever popular: factory standard.”
Regular bullets in the 2070s are made from a variety of materials. Many of them are single pieces of plasteel or high-hardness alloys. Some of them are even steel or cupronickel coated lead. The standard composition of regular ammunition vary depending upon the weapon. When firing regular ammunition, the weapon's normal profile is used. Some special Regular ammunition on the market is:

- Steel Coat Many weapons have steel coated bullets standard, and in any case 3rd party ammunition manufacturers produce steel coated bullets in almost every caliber you could imagine, so its price is no different from any other. Steel coated bullets are the go-to weapon against Wendigos, Fairies, and other creatures with an iron allergy.
  Silver Bullets Silver is a perfectly decent material to make a bullet out of, but it is on the expensive side. Silver bullets are used for fighting many magical creatures, most notably shapeshifters. Silver bullets are considered regular ammo, but cost 25¥ a piece. Some armorers still make their own for cost reasons.

Armor Piercing
“It is my experience that anything worth armoring it worth destroying.”
Armor piercing ammunition works on many different principles, from super-dense uranium (DU) to mercury cores (Jackals) to discarding sabot (APDS) to shaped charges (HEAP). These bullets are expensive, but punch through armor fairly well. Choices of ammunition are usually based on what is available for a particular weapon caliber, but for common weapons or weapons frequently used in an anti-armor capacity, choices may depend on the kinds of evidence different ammunition leaves behind.

- Depleted Uranium (DU): DU rounds are not highly radioactive, as they are composed almost entirely out of relatively stable U238. However, they are almost as dense as pure gold and cannot pass through an x-ray or radar sensor undetected. The radiation levels are low, but unshielded they can be detected with a Geiger counter.
  Mercury Core (Jackals) Denser than lead and capable of flowing through ballistic weaves without appreciable slowing, mercury is a potent (if highly toxic) weapon. Mercury filled bullets are actually quite fragile, and deform when heated or handled roughly. Only a few weapons producers in Central Asia even make Jackals, and the source can be easily determined from the precise chemical makeup of the liquid metal they leave behind.
  Armor Piercing, Discarding Sabot (APDS) Having a dense core that discards the rest of the bullet during flight, an APDS round achieves super high velocity and great penetration at the target. The system necessarily involves the discarded casing being left somewhere along the flight path, making the scene of shooting hard to clean.
  High Explosive, Armor Piercing (HEAP) A HEAP round is made of a shaped plastique charge, often with a metal tip. On contact the explosive detonates, making a tremendous amount of force at a small point. HEAP rounds can be easily detected by chem sniffers and may suffer cook offs in the same manner as Explosive rounds can.

Explosive Ammunition
“Yo dawg! We put some bang bang in your bang bang, so you can shoot people while you're shooting people!”
Explosive ammunition has an explosive element inside that detonates when the bullet hits a target. This causes the bullet to transmit more energy to the target and be less likely to penetrate to the other side. This makes them a go-to ammunition type for people who want to kill their targets and people who don't want to kill people behind their target alike. Explosive rounds add one to the Damage Value of the weapon, and when they are fired at a barrier or a vehicle they are always resolved as an attack on that target and never as an attack on targets behind or inside. An attack with explosive rounds is resolved as a melee attack against vehicles and barriers. If explosive rounds get very hot, they can “cook off”. If someone with explosive rounds in a magazine or on their person is set on fire (either by a flame thrower or a fire ball, or whatever), then 10 rounds cook off per combat round, causing as much damage as if the character had been hit with whatever weapon the bullets had been chambered for. Bullets held together in a belt, magazine, or backpack will continue cooking off even if the original source of fire is removed.

- Ex-Ex Every explosive round will tell you that their version explodes the best. There are lots of systems, with some using thermolytic reactions and others using plastic explosives and either being metal jacketed or not. Game mechanically they are the same.
  Second Impact A second impact round is an explosive round that is designed to detonate on the second thing it hits. They are resolved as a low tech round against the first thing they hit, and an explosive round against the second. This allows them to shoot through glass or thin walls that they would otherwise be unable to penetrate. But they are rarely used because most people shoot at what they want to hit. Persistent rumors make the rounds of the underworld that you can get these to detonate inside people, but this is basically not true.
  C-12 Rounds The C-12 round is a heat-safe explosive, and it does not cook off when the user is on fire. It can be detonated by electrical current however, and C-12 rounds cook off while the user is being electrocuted.
  Incendiaries Most explosive ammunition flings penetrating metal shrapnel that cools very rapidly. Incendiary rounds send off fragments of polymer that maintain a high temperature for a longer time. This means that the fragments start fires in a few minutes if they are used anywhere that flammable substances like wood or upholstery are available.

Flechette Rounds
“Alright men, let's kill some people!”
The word “flechette” is French for “arrow” and refers in weaponry to a flight stabilized metal dart. In the early 20th century, some flechette rounds were actually rather similar to 2070s APDS rounds. Quite literally the high density core of an APDS bullet is a flechette. However, by the 2040s, that terminology was pretty much gone, because flechette mortar rounds have a lot of little metal darts and are used in an anti-infantry role. So in the 2070s, the word refers to the fact that the cartridge has a lot of pieces and is used against soft targets. Many “flechette” rounds don't actually have any metal darts in them. Flechette rounds are devastating against unarmored targets (+2 DV), but ineffective against armored targets (the armor value of the target is doubled). They are much prized in urban warfare precisely because they have virtually no capability to damage things behind walls. Because they are composed of low mass pieces, they do not fly well for long distances. A standard flechette cartridge can't have a range profile better than a heavy pistol no matter what it is fired out of.

- Frangible Rounds A frangible round holds together as a unit bullet until the point of impact, and then shatters into a lot of pieces. The DV bonus is only +1 instead of +2, but the bullet is able to use the standard range profile of the weapon.
  Salt Rounds Composed of compact salts that are common in a living metahuman, a salt round completely disintegrates in a human body. Its low mass means that it uses the ranges of a holdout pistol regardless of what weapon it is actually fired out of. Any bullet that hits and does damage to a living creature leaves virtually no trace for forensics.

Less Lethal
“Sometimes you really want to be able to say in court that you made every effort to not kill your target.”
There really isn't any kind of bullet you can shoot people with that can't kill them. A lot of force is going through those things, and they could easily stop a heart or concuss a brain or something. A lethal wound is still potentially lethal, even if it was delivered with normal damage. Less lethal ammunition is basically set up to deform on contact with the target, spreading the force out rather than penetrating it. Since they don't blast through, they actually deliver more of their force to the target than a regular bullet does – but since it is spread over a larger area it is “less lethal” and easier to stop with armor. The weapon's DV is increased by 1, but all damage is converted to normal damage and the target's armor is increased by 50% (round down). The most common form of Less Lethal ammunition is the “gel round”, but the same basic concept is employed by the “bean bag” and the “molly bolt”.

- Limited Engagement (LE) LE shells fire very low mass bags of deforming pellets. They don't go very far and cause little in the way of property damage. LE rounds are often used as a crowd control measure because they do not threaten people distant from the confrontation who might pay taxes. LE rounds only have the range of a holdout pistol.
  Stickies Sticky rounds are similar to gel rounds, save that they have an adhesive on the front and an RFID inside. Stickies can be cleaned off with alcohol or paint thinner. They are used to track and identify suspects by some law enforcement contractors.

Stick-n-Shock
“You would have crashed your stupid flying car anyway.”
Stick-n-Shock ammo is relatively new to the market, and was virtually unknown in the early sixties. It is an adhesive bullet that discharges a capacitor on impact. An injured target must make a Body + Willpower (3) test or be stunned for 1 round for each hit they were short by. Unshielded electronics hit by Stick-n-Shock short out. The capacitors are sometimes used for other things.

- Jammers The capacitors in jammer rounds release several seconds of high density radio noise. A 1 meter radius around the point of impact is impeded with a rating 6 jammer for 3 rounds.
  Designators The capacitors in designator rounds super charge an RFID, giving it a signal that can be read 40 kilometers away for 3 rounds after the point of impact. The RFID is programmable, and can be used to guide in missiles or send distress calls.

Tracers
“I like to see where I'm going and also where I am shooting.”
Tracers glow, leaving little light contrails in their path. This makes walking automatic fire into targets easier. If the target is more than 4 meters away, the user of tracer rounds gets +1 to their attack dicepool when firing in Burst Fire mode, and +2 to their dicepool when firing in Full Auto. Of course, tracers pretty much definitionally give away the attacker's position, since the little white lines can be followed both ways.

- Radio Tracer (RT) RT rounds do not emit visible light, but instead contain a coded RFID that communicates with a smartlink system. RT rounds do not give away the user's position except to hackers who can decode the system, but they only benefit attackers who are using smartlink systems.

Capsule Rounds
“It's full of gross.”
Capsule rounds are small shatter vials that are filed with some liquid substance and release that substance on whatever they impact. They do very little damage, and are often filled with paint for full armor training sessions. However, they are sometimes also filled with DMSO and nerve agents. Larger guns can be outfitted with capsule rounds that carry gas weapons.
Subsonic Rounds
“bang.”
Subsonic ammunition is a heavier, slower bullet. Because it travels well below the speed of sound, the bullet's flight is not particularly loud. This allows the weapon to be used with a silencer without the bullet itself rendering the entire contraption pointless. Many guns, especially heavier caliber pistols and shotguns, use subsonic bullets standardly.
Low Tech Ammunition
“For sooth! I have ye in my sights!”
Lead bullets, hand-made ammunition, old NATO cartridges, and many other relics of battlefields past may find themselves on the battlefields of the 2070s. In general, they are all lumped into “low tech” and are generally considered poor. They can still be used, they just provide the target a +2 bonus to their Armor.

- Wooden Bullets Originally used as a terror weapon, because the organic material would pulp in the wound and practically guaranty a hideous infection, in the modern era of micro-surgery and anti-biotics, regular wooden bullets are almost never used. However, since there are critters (such as Vampires) that have a wood allergy, they are still in demand by some hunters.

Special Weapons
Weapon Name | Damage | AP | Mode | Ammo | Skill | Strength | Availability | Cost
Aquadyne Harpoon Gun | 5 | - | SS | 6 (cy) | Archery (Crossbow) Longarms (Shotgun) | 3 | 6R | 600¥
Ares S-III Super Squirt | Chemical | - | SA | 20 (c) | Pistols (Revolver) | 1 | 4 | ¥500
Ares Screech Sonic Rifle | 4N | special | SS | 10 (battery) external power source | Longarms (Shotgun) | 3 | 16 | 8000¥
Bow | (¾ Str) | - | SS | 1 (ml) | Archery (Bow) | X | 2 | 100¥/R
Cavalier SafeGuard | 2N (e) | -half | SA | 6 (m) | Pistols (Taser) | 1 | - | 275¥
Crossbow, Light | 2 | - | SS | 1 (ml) | Archery (Crossbow) Longarms (Shotgun) | 1 | 2 | 300¥
Crossbow, Medium | 4 | - | SS | 1 (ml) | Archery (Crossbow) Longarms (Shotgun) | 3 | 4R | 500¥
Crossbow, Heavy | 6 | - | SA | 6 (cy) | Archery (Crossbow) Longarms (Shotgun) | 7 | 8R | 750¥
Crossbow, Pistol | 2 | - | SS | 1 (ml) | Archery (Crossbow) Pistols (Revolver) | 3 | 4R | 250¥
Defiance EX Shocker | 4N (e) | -half | SS | 4 (m) | Pistols (Taser) | 2 | - | 150¥
Defiance Protector | 3N (e) | -half | SA | 3 (m) | Pistols (Taser) | 1 | 4 | 150¥
FN-AAL Gyrojet Pistol | 5 | - | SA | 10 (c) | Pistols (Revolver) | 1 | 12F | 1000¥
Jupiter Taser Club | 3N (e) | -half | SS | 1 (m) | Pistols (Taser) Clubs (Batons) | 2 | 8 | 1200¥
Slinghot | (Str/2)N | - | SS | 1 (ml) | Archery (Slingshot) Throwing (Lobbed) | special | - | 5¥/R
Yamaha Pulsar | 3N (e) | -half | SA | 4 (m) | Pistols (Taser) | 1 | - | 150¥

Blades
Name | Reach | Damage | AP | Skill | Strength | Availability | Cost
Ceramic Knife | - | (Str/2) | -2 | Blades (Knives) | - | 4 | 75¥
Claymore | 2 | (Str/2)+2 | -1 | Blades (Sword) | 4 | 8R | 900¥
Combat Ax | 2 | (Str/2)+2 | -2 | Blades (Ax) | 5 | 8R | 600¥
Centurion Laser Axe | 2 | (Str/2)+2 | -4 | Blades (Ax) | 4 | 12F | 3000¥
Cougar Fineblade Knife | - | (Str/2)+1 | -2 | Blades (Knives) | - | 5R | 550¥
Cougar Fineblade Sword | 1 | (Str/2)+1 | -2 | Blades (Sword) | 2 | 7R | 900¥
Halberd | 3 | (Str/2)+3 | - | Blades (Ax) | 5 | 8R | 1200¥
Katana | 1 | (Str/2)+1 | -1 | Blades (Sword) | 3 | 4R | 1000¥
Katar | - | (Str/2) | -2 | Blades (Knives) | 2 | 9R | 750¥
Knife | - | (Str/2) | - | Blades (Knives) | - | - | 20¥
Kris | - | (Str/2)+1 | - | Blades (Knives) Blades (Sword) | 1 | 10R | 1000¥
Macahuitl | 1 | (Str/2)+1 | - | Blades (Sword) Clubs (Batons) | 3 | 14R | 3000¥
Monofilament Sword | 1 | (Str/2)+2 | -2 | Blades (Sword) | 3 | 7R | 750¥
Nodachi | 2 | (Str/2)+2 | -1 | Blades (Sword) | 4 | 12R | 2500¥
Rapier | 1 | (Str/2)+1 | - | Blades (Sword) | 2 | 4R | 550¥
Sai | - | (Str/2) (Str/2)N | - | Blades (Knives) | - | 4 | 75¥
Spear | 3 | (Str/2) | -1 | Blades (Ax) Clubs (Staff) | 3 | 4R | 150¥
Survival Knife | - | (Str/2)+1 | - | Blades (Knives) | 1 | - | 50¥
Sword | 1 | (Str/2)+1 | - | Blades (Sword) | 2 | 4R | 350¥
Tomahawk | 1 | (Str/2)+1 | - | Blades (Ax) | 3 | 4 | 150¥
Vibro Knife | - | (Str/2)+1 | -3 | Blades (Knives) | 1 | 6R | 1000¥
Vibro Sword | 1 | (Str/2)+2 | -4 | Blades (Sword) | 2 | 8F | 2000¥
Victorinox Memory Blade | 1 | (Str/2)+1 | -1 | Blades (Sword) | 2 | 14F | 1250¥
Clubs & Chains
Name | Reach | Damage | AP | Skill | Strength | Availability | Cost
AZ-150 Stun Baton | 1 | 4N (e) | -half | Clubs (Baton) | 2 | 4R | 800¥
Claw Hammer | - | (Str/2)+1 | -1 | Clubs (Hammer) | 1 | - | 15¥
Club | 1 | (Str/2) | - | Clubs (Baton) | 1 | - | 30¥
Extendable Baton | 1 | (Str/2) | - | Clubs (Baton) | 1 | - | 50¥
Heavy Chain | 1 | (Str/2)+1 | - | Clubs (Sap) | 4 | - | 20¥
Jack Hammer | 2 | 6 | -4 | Clubs (Hammer) | 7 | 6 | 7500¥
Jupiter Taser Club | 1 | 3N (e) | -half | Clubs (Baton) Pistols (Taser) | 2 | 8R | 1200¥
Kusari Gama | 2 | (Str/2)+1 | - | Clubs (Sap) Blades (Ax) | 3 | 8F | 150¥
Mace | 1 | (Str/2)+1 | -2 | Clubs (Baton) Clubs (Hammer) | 3 | 4 | 120¥
Monofilament Whip | 2 | 6 | x2 | Clubs (Sap) Blades (Ax) | - | 12F | 3000¥
Nunchaku | - | (Str/2)+1 | - | Clubs (Sap) | 1 | 6R | 75¥
Sap | - | (Str/2)+1N | - | Clubs (Sap) | 1 | - | 30¥
Sledge Hammer | 1 | (Str/2)+2 | - | Clubs (Hammer) | 4 | 3 | 50¥
Staff | 2 | (Str/2)+1 | - | Clubs (Staff) | 3 | - | 50¥
Stun Baton | 1 | 3N (e) | -half | Clubs (Baton) | 2 | 4R | 400¥
Stun Staff | 2 | 3N (e) | -half | Clubs (Staff) | 3 | 6R | 650¥
Telescopic Staff | 2 | (Str/2)+1 | - | Clubs (Staff) | 3 | - | 100¥
Tonfa | 1 | (Str/2) | - | Clubs (Baton) | 1 | 4 | 50¥
Warhammer | 1 | (Str/2)+2 | -2 | Clubs (Hammer) Blades (Ax) | 4 | 10R | 1500¥
Body Weaponry
Name | Reach | Damage | AP | Skill | Strength | Availability | Cost
Bone Density/Lacing | - | (Str/2)+1 | - | Unarmed Combat | - | - | -
Fangs/Horns | - | (Str/2) | - | Unarmed Combat | - | - | -
Hardliner Gloves | - | (Str/2) | - | Unarmed Combat | - | 4 | 100¥
Hand Blade | - | (Str/2)+1 | - | Unarmed Combat Blades (Cyber Implant) | - | - | -
Hand Razors | - | (Str/2) | -1 | Unarmed Combat Blades (Cyber Implant) | - | - | -
Spurs | 1 | (Str/2)+1 | -2 | Unarmed Combat Blades (Cyber Implant) | - | - | -
Oral Slasher | - | 4 | - | Unarmed Combat | - | - | -
Shock Hand | - | 3N (e) | -half | Unarmed Combat | - | - | -

Grenades
Name | Damage | AP | Unit | Availability | Cost
Flash | - | - | Grenade | 6R | 30¥
Flash-Bang | 4N | - | Grenade | 6R | 30¥
Flash-Pak | - | - | Grenade | 4 | 200¥
Fragmentation | 5 | - | Grenade | 10F | 35¥
Gas | Chemical | - | Grenade | 4+Chemical | 20¥+Chemical
High Explosive | 4 | -4 | Grenade | 7F | 45¥
Incendiary | Special | -1 | Grenade | 8R | 50¥
Ink | - | - | Grenade | 6 | 35¥
Smoke | - | - | Grenade | 4R | 30¥
Splash | Chemical | - | Grenade | 4+Chemical | 20¥+Chemical
Thermal Smoke | - | - | Grenade | 6R | 35¥
White Phosphorous | 4 | -half | Grenade | 20F | 360¥
Missiles & Rockets
Name | Damage | AP | Unit | Availability | Cost
LAW Rocket | 9/4 | -6/-2 | Small Rocket | 16F | 1000¥
Frag Rocket | 6 | -1 | Small Rocket | 16F | 500¥
High Explosive Rocket | 5 | -4 | Small Rocket | 20F | 650¥
Inferno Rocket | 6 | -half | Small Rocket | 24F | 1500¥
Jabberwocky Jammer Rocket | 2 | -4 | Small Rocket | 12F | 1600¥
Designator Seeker | As Rocket | As Rocket | As Rocket | +2R | +500¥
SAM | As Rocket | As Rocket | Small Rocket | +8F | +1500¥
Zapper Rocket | 2/ 6N (e) | -4/-half | Small Rocket | 12F | 1600¥
Mortars
Name | Damage | AP | Unit | Availability | Cost
Anti-Bunker | 8/4 | -6/-2 | Shell | 18F | 210¥
Fragmentation | 6 | -1 | Shell | 15F | 105¥
Gas/Slash | Chemical | - | Shell | 6F+Chemical | 60¥+Chemical
High Explosive | 5 | -4 | Shell | 12F | 135¥
Incendiary | Special | - | Shell | 12F | 150¥
Seeker | Mortar | Mortar | Shell | +2F | +500¥
Smoke | - | - | Shell | 8R | 90¥
Solar | - | - | Shell | 8R | 120¥
Thermal Smoke | - | - | Shell | 10R | 105¥
White Phosphorous | 5 | half | Shell | 20F | 360¥

Last edited by Korwin on Thu Oct 01, 2015 1:00 pm, edited 2 times in total.

> Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.

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Korwin
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Post by Korwin » Thu Oct 01, 2015 12:49 pm

Special Weapon Systems and Damage Rules
Lasers
While photopressure exists, from a practical standpoint a laser weapon is recoilless. The Strength requirement of a laser weapon does not increase when it is fired on automatic firing modes. These are beam weapons, so there aren't literally dozens of little pellets of light. The firing modes of FA and HV actually refer to your ability to move the beam into and across targets. Laser weapons are not considered “normal weapons” and creatures with Immunity to Normal Weapons have no special resistance. Laser beams travel from the weapon to the target at the speed of light, and their “time of flight” is essentially zero at any distance combat takes place in that is not in space. Lasers use sniper rifle range, but extreme range is line of sight. Laser weapons are at a disadvantage in areas of fog, smoke, or other light-obscuring medium. In light fog/rain/mist/smoke, reduce the damage of the laser by 1 for each range increment beyond short. In heavy fog/rain/mist/smoke, reduce the damage of the laser by 2 for each range increment beyond short. If the base damage is reduced to zero in this way, the laser is ineffective.
Flame Weapons
Flame throwers project and ignite fuel (usually in liquid or powdered form). This generally comes out of an adjustable nozzle, and can come out as a cone or a stream. This is treated as Full Auto, but the adjustment of the nozzle determines which Full Auto option is used. So a user must use a change firing mode action to use a wide burst if their last attack was a walking fire action. Flame thrower streams expand to fill available space, and essentially ignore cover entirely. Literally seeing the target is not especially necessary, and the penalties for obscured visibility are halved when using a flame weapon. Flamethrower fuel used in the 2070s is pretty sticky, and anyone hit by it will catch on fire. The scenery around the flame thrower operator and target can be expected to catch fire too.
Electrical Weapons
Tasers and other shock weaponry have the ability to temporarily scramble things which require organized electrical impulses to function properly. That includes most machines and living creatures with a functional nervous system. Which means it includes metahumans and their drones, but not spirits or trees. Electrical weapons do Normal damage (which is not very effective against non-living targets), but a susceptible target must resist damage a second time, with the second soak causing no actual damage but paralyzing the target for a number of rounds equal to the amount of wound boxes that would have been filled in. The second soak test has a base damage 2 more than the base damage of the electrical weapon, but is not increased by net hits from the attack roll. The target also gets to add their Willpower to the soak test's dicepool. Note that drones don't have any Willpower and are often reset for several rounds by heavy shocks.
Explosives
Explosions from things like grenades and plastique are different from bullets in ways that make them difficult to model as instantaneous attacks of fixed strength. An explosion is not dependent upon an attack roll by any specific person. A highly agile demolitionist does not inflict any more damage than a clumsy one once the explosion goes off. Explosions also do not “miss” characters in their blast radius, and there are no defense rolls permitted. Each explosion rolls 4 dice as an “attack roll” against everything within their blast radius, with each hit raising the damage before soak. However, 0 hits is not a miss, it is simply adding 0 to the base damage. Explosions attenuate with distance, with every doubling of the distance from the target to the explosion reducing the base damage by 1.5 (round reduction down), with the initial damage being good out to 2 meters. If the base damage is reduced to 0 or less, the explosion does nothing at all and does not stage itself up. Explosives can also be stacked virtually limitlessly. If you use three times as many explosives (such as using a burst of grenades or mortar shells), the base damage is increased by 1 (and the blast radius expanded appropriately).

Distance | Damage
0-2m | Base
2-4m | -1
4-8m | -3
8-16m | -4
16-32m | -6
32-64m | -7
64-128m | -9
... | ...

Cover is very effective against explosives. The cover modifier is subtracted from the dice the explosion rolls to stage itself up, and an equal number of dice is added to the target's soak roll. If characters are aware of the danger and in heavy cover, they may make a Defense Roll, with the hits being added directly to their soak roll (the explosion still does not “miss”). Modern armor is also very effective at dealing with blasts, and the Coverage of the armor is added to armor rating of the armor (up to a maximum of doubling the armor's protective value). If the armor is Hardened, the increase from the armor's Coverage is also Hardened.

- Example: Simba is caught with his figurative (but not literal) pants down as a frag grenade lands 10 meters away from his position. The fragmentation grenade has a base damage of 5, but at 10 meters out the base damage is reduced to 1. The grenade rolls 4 dice and scores 2 hits, so Simba must soak 3 damage. Fortunately Simba is wearing armor clothing. That has an armor of 3 and a coverage of 2 so it provides a total of 5 soak dice. Combined with his own 5 soak dice from his own strength, he rolls 10 dice, and gets 3 hits. The unsoaked damage is 0 and Simba is not wounded. The guard dog closer to the center was less lucky – being within 2 meters of the blast, the dog was confronted with 7 damage, and with no pants to save it, the dog is chunky salsa.

Explosives against vehicles and fixed positions are more effective unless those vehicles or fixed positions are coated in reactive armor. Explosions ignore Mass values of 2 or less, and can make called shots that ignore the Mass of a vehicle or object while targeting parts of the vehicle that are the size of a large motorcycle (or, for example, most doors). Armor values of vehicles and buildings and such are not increased for “coverage” against explosions.
Shaped Charges
Some explosives have a special shaping that channels the blast in a certain direction. This causes a tremendous amount of force to be focused in a small area next to the explosion. What this means in game terms is that these explosives do a lot more damage if they “hit” than if they “miss”. Shaped Charges are written with two damage numbers (and sometimes two AP numbers). The number before the slash is used for anything the charge was set against (generally whatever was actually hit with a missile, but for demolition charges it's whatever it was taped to), and the number after the slash used to determine the explosive radius and damage to everything around that immediate target. The explosive attack roll of shaped charges does not apply to the direct target damage, but shaped charges do get to increase their damage with the net hits from the attack roll (or Demolitions skill test) used to place them.
Damage Over Time (Fire, Acid, Etc.)
When a character is soaked in acid, freezing to death, on fire, or otherwise subjected to a damaging situation that is ongoing, we call this DOT or Damage Over Time. While it could be modeled as a series of tiny attacks that had a remote chance of doing damage each second, that is far fiddlier than the people actually playing the game need to deal with. DOT damage is added one wound box at a time. A DOT effect has a “delay” number, and that number determines how much time passes between filling in one wound box and the next. When a character is afflicted with a DOT, they are allowed to resist it, which is usually the same kind of resistance roll they might make against immediate damage (so a damage soak roll against “being on fire” or a poison resistance roll against “having swallowed poison”), save that the character's hits are added to the DOT's delay number rather than subtracted from the damage done. Being on fire is still a problem if you are wearing turnout gear, it's just a problem that you can respond to in the near future. DOT's will continue filling in a wound box on schedule until they end. For external sources of damage, that generally means removing the noxious stimulus, while something like an injected poison usually has an amount of time it will persist based on how much was injected (this time could be cut shorter with things like antidotes or diuretics).

Delay Number | Time Between Damage Boxes
0 | 1 second (IPs 2, 3, and 4)
1 | 1 Round
2 | 2 Rounds
3 | 5 Rounds
4 | 1 Minute
5 | 2 Minutes
6 | 5 Minutes
7 | 15 Minutes
8 | 30 Minutes
9 | 1 Hour
10 | 2 Hours
11+ | Double Time Each Additional Delay Number (4 Hours, 8 hours, 16 Hours, etc...)

Last edited by Korwin on Thu Oct 01, 2015 1:01 pm, edited 1 time in total.

> Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.

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Korwin
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Post by Korwin » Thu Oct 01, 2015 12:49 pm

Spirits
“Who you gonna call?”
Spirits have some numbers that are unfortunate. Below are the new Spirit listings. But first, we need to adjust some of the numbers that are in those writeups.
Spirit Skill Ratings are now equal to half their Force, rounded down. This brings Spirit dicepools into line with what other characters have. Secondly, Spirit now have metahuman numbers in their mental attributes. Spirits below have an “X” in each mental attribute. For unbound spirits, X is equal to 2. For bound spirits, X is 3. For Queen spirits, X is 5. Ally spirits use the mental attributes of their conjurer. And Good Merge inhabitation spirits use the mental attributes of the host (the spirit uses whichever is higher in the case of a Good Merge Ally spirit). As always, the minimums are 1, so if a spirit has a negative modifier to an attribute equal or greater than their Force, that attribute is still 1. All spirits have a Magic and Essence equal to their Force.
All spirits have the Astral Form power while they are completely Astral. All spirits have the Sapience Power. Spirits have the Materialization power if they are summoned by conjurers of a Materialization Tradition; Possession if they come from a Possession Tradition, and Inhabitation if they come from an Inhabitation Tradition. Spirits are naturally Astral, and use their regular Physical stats while on the Astral plane. While materialized, or possessing or inhabiting a physical body, spirits get Immunity to Normal Weapons, which provides Hardened Armor equal to the spirit's Magic Attribute (not double their magic attribute).
Air Spirits

S | A | R | C | L | I | W
F-2 | F+3 | F+3 | X | X | X | X

- Skills:Assensing, Astral Combat, Flight, Natural Ranged Weapon, Perception, Unarmed Combat
  Powers: Accident, Concealment, Confusion, Engulf (Air), Flight (75), Movement, Search
  Optional Powers: Elemental Attack, Energy Aura, Fear, Guard, Noxious Breath, Psychokinesis

Beast Spirits

S | A | R | C | L | I | W
F+2 | F+1 | F+1 | X | X-1 | X+1 | X

- Skills:Assensing, Astral Combat, Perception, Unarmed Combat
  Powers: Animal Control, Enhanced Senses (Hearing, Low-Light Vision, Smell), Fear, Movement
  Optional Powers: Concealment, Confusion, Guard, Natural Weapon (DV = F), Noxious Breath, Search, Venom

Earth Spirits

S | A | R | C | L | I | W
F+4 | F-2 | F-1 | X | X | X | X

- Skills:Assensing, Astral Combat, Natural Ranged Weapon, Perception, Unarmed Combat
  Powers: Binding, Concealment, Guard, Movement, Search
  Optional Powers: Accident, Confusion, Engulf (Earth), Elemental Attack, Fear

Fire Spirits

S | A | R | C | L | I | W
F | F+2 | F+2 | X | X | X | X

- Skills:Assensing, Astral Combat, Flight, Natural Ranged Weapon, Perception, Unarmed Combat
  Powers: Accident, Confusion, Elemental Attack, Energy Aura, Engulf, Flight (40)
  Optional Powers: Fear, Guard, Noxious Breath, Search

Guardian Spirits

S | A | R | C | L | I | W
F+1 | F+2 | F+3 | X | X | X | X

- Skills:Assensing, Astral Combat, Close Combat, Natural Ranged Weapon, Perception
  Powers: Accident, Fear, Guard, Movement
  Optional Powers: Animal Control, Concealment, Elemental Attack, Natural Weapon (DV = F), Psychokinesis, Skill (A Guardian Spirit may be given an additional Combat skill instead of an optional power)

Guidance Spirits

S | A | R | C | L | I | W
F+1 | F-1 | F+1 | X | X | X | X

- Skills:Assensing, Astral Combat, Counterspelling, Perception, Ritual Spellcasting, Unarmed Combat
  Powers: Confusion, Divining, Guard, Magical Guard, Search, Shadow Cloak
  Optional Powers: Engulf (guidance), Enhanced Senses (Hearing, Vision, or Smell), Fear, Influence,

Spirits of Man

S | A | R | C | L | I | W
F | F | F | X | X | X | X

- Skills:Assensing, Astral Combat, Perception, Spellcasting, Unarmed Combat
  Powers: Accident, Concealment, Confusion, Enhanced Senses (Low-Light Vision, Thermographic Visio), Guard, Influence, Search
  Optional Powers:Fear, Innate Spell (any one spell known by conjurer), Movement, Psychokinesis

Plant Spirits

S | A | R | C | L | I | W
F+3 | F-1 | F+2 | X-1 | X | X | X+1

- Skills:Assensing, Astral Combat, Counterspelling, Perception, Unarmed Combat
  Powers: Concealment, Engulf (plant), Fear, Guard, Magical Guard, Silence
  Optional Powers: Accident, Confusion, Movement, Noxious Breath, Search

Task Spirits

S | A | R | C | L | I | W
F | F | F | X-1 | X+1 | X+1 | X-1

- Skills:Artisan, Assensing, Astral Combat, Perception, Unarmed Combat
  Powers: Accident, Binding, Movement, Search
  Optional Powers: Concealment, Enhanced Senses (Hearing, Vision, or Smell), Influence, Psychokinesis, Skill (a task spirit may be given an additional Technical or Physical skill instead of an optional power)

Water Spirits

S | A | R | C | L | I | W
F+1 | F | F+1 | X | X | X | X

- Skills:Assensing, Astral Combat, Perception, Unarmed Combat
  Powers: Concealment, Confusion, Engulf (water), Movement, Search
  Optional Powers: Accident, Binding, Elemental Attack, Energy Aura, Guard, Weather Control

Watcher Spirits

S | A | R | C | L | I | W
1 | 1 | 1 | 1 | 1 | 1 | 1

- Skills:Assensing, Astral Combat
  Powers:Astral Form, Search

Drain of course has to be calculated differently for conjuration. Here is the new formula:

- Summoning: ½ Force (round down) + Number of Hits.
  Binding: ½ Force (round down) + ½ Number of Hits (round down)
  Banishing: Number of Hits

In all cases, the “Number of Hits” refers to the number of hits rolled by the spirit in resisting the Conjuration attempt.
Last edited by Korwin on Thu Oct 01, 2015 1:02 pm, edited 1 time in total.

> Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.

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Korwin
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Post by Korwin » Thu Oct 01, 2015 12:50 pm

Magic
“There are things that can be done that cannot be made sense of.”
With changes in combat mechanics, it seems inevitable that there would be rules changes that affect the way magic works. And indeed there are. Most changes have to do with drain management, damaging spells, and Immunity to Normal Weapons. Because those are the parts of the magic system that directly impinge on damage, which has been scaled.
Spells
“You point the finger. The finger has pointed.”
Direct Combat spells inflict damage to a complete creature or object and cause damage that looks to the untrained eye as if the target had shattered all over rather than that it had been struck by something in particular. When a Direct Combat Spell targets a living target, it is resisted and if the caster achieves more hits than the resistance, the target suffers damage equal to the net hits plus half the Force of the spell (rounded down). This means that yes, if you hit a person with a Force 8 Mana Bolt, that the only possibilities are that they will take no damage at all (if they completely resist) or that they will suffer a Deadly wound (since there must be at least 1 net hit for the spell to succeed, and 8/2+1 = 5, which is Deadly). When targeting people, spell forces higher than 8 are generally pointless except for the purpose of overcoming Background Count (and capping total hits, if it comes to that).
Direct Combat spells that target inanimate targets are applied against the Object Resistance of the target instead of having a Resistance Test. The hits on the spellcasting test are simply reduced by the Object Resistance, and if there are any net hits, unresisted damage is inflicted equal to half the Force (rounded down) plus the net hits, and minus the Mass of the target. Direct Combat spells can be targeted against smaller parts of the subjects in order to contend with less Mass. A spellcaster can choose to Powerbolt a door (Mass 0) instead of the entire building (Mass 6), for example. Area spells ignore the Mass of the target if the target fits into the radius of the spell, but if the target extends beyond the size of the spell, the spellcaster can choose to have the spell ground through entire objects and contend with their entire mass, or to limit their spells to only affecting those parts which are within the area in order to ignore Mass. The latter option is best exemplified by the movie Akira, where everything within arbitrarily defined spheres shattered simultaneously, and things outside the globe were unaffected.
Indirect Combat Spells are handled like ranged attacks, with the Magic + Spellcasting test acting as the Attack roll, and targets are allowed Defense rolls as normal. Indirect Combat Spells have a normal base damage equal to their Force and are soaked normally. Indirect Combat Spells have some sort of Elemental Effect (even if that effect is merely a blast of force), and in most cases they penetrate half of the target's armor but are resisted by the target's full Hardened Armor (if any). Visibility and Cover apply to an Indirect Combat Spell exactly as they would to a gunshot. In the case of Area spells, cover applies as the worst of the line of the caster to the point of origin of the spell, and the point of origin of the spell to the target. Visibility does not affect area Indirect Combat Spells at all.
Drain is also somewhat different:

- Stun Bolt: ½F-1
  Stun Ball: ½F+1
  Mana Bolt: ½F
  Mana Ball: ½F+2
  Power Bolt: ½F+1
  Power Ball: ½F+3
  Wrecker: ½F
  Urban Renewal: ½F+2
  Smoke Bolt: ½F
  Smoke Ball: ½F+2
  Fire Bolt: ½F+1
  Fire Ball: ½F+3

Indirect Combat Spells now cost the same drain as their physical Direct counterparts. Spells otherwise follow the standard rules from Street Magic for designing a spell. -1 Drain for Stun-only, +1 Drain for Physical effects, +2 Drain for Area Effect. The Wrecker and Urban Renewal spells are like Power Bolt or Power Ball respectively, but do not affect living targets, and have the -1 Drain for limited targets.
Magic Healing
Healing spells work a little differently from most other spells. The drain is based on how much damage the target has suffered, not on what force the spell is cast at. The base Drain is simply one more than the damage level the target is operating under. So that looks like this:

Wound Boxes | Drain
0 | 1 (why?)
1-2 | 2
3-5 | 3
6-9 | 4
10 | 5
Dying | 6

Since the Drain level is not dependent upon the Force, but the maximum number of healed boxes are, Heal is normally only cast at two Forces. Either Force = Magic Attribute, or Force = Double Magic Attribute. The higher force can potentially heal more boxes, but the Drain it causes is lethal damage.
Wounds caused by drain cannot be healed by magical spells, but the filled wound boxes still count for calculating Drain when using a healing spell (presumably to heal other wound boxes). A set of injuries can only be healed one amount. If you cast second healing spell on the same injuries, it only heals any wound boxes if it achieves more hits than the previous healing spell. The Stabilize spell has constant Drain, and converts a character from Deadly to Incapacitating injuries. This can be used before casting a Heal spell to reduce the base Drain from 6 to 5.
Limited versions of the Heal spell exist. The spell Treat Injuries is a Heal spell that can only be used within an hour of the injuries being inflicted. The spell Wholeness of Body is a Heal spell that can only be used on living targets with no implants or spiritual possession. In either case, Drain is calculated like for Heal but one less. For example: Using Treat on a newly acquired Moderate Wound would have a Drain of 2. Expanded versions of the Heal spell also exist. Distance Medicine is like Heal but can be used out to LOS. Health Snap is a Heal spell that becomes Permanent in just a single round. These expanded Heal spells have a Drain one higher than the norm, for example using Distance Medicine on a Moderate Wound across the street would have a Drain of 4. Some magical field medics know several versions of Heal in order to adjust their use of magic to the Situation.
Last edited by Korwin on Fri Oct 02, 2015 6:36 am, edited 1 time in total.

> Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.

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Korwin
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  Posts: 2055
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Post by Korwin » Thu Oct 01, 2015 12:50 pm

reserved 7

> Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.

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Korwin
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  Posts: 2055
  Joined: Fri Feb 13, 2009 6:49 am
  Location: Linz / Austria

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Post by Korwin » Thu Oct 01, 2015 12:52 pm

reserved 8

> Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.

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Korwin
  Duke
  Posts: 2055
  Joined: Fri Feb 13, 2009 6:49 am
  Location: Linz / Austria

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Post by Korwin » Thu Oct 01, 2015 12:52 pm

reserved 9

> Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.

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Korwin
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  Posts: 2055
  Joined: Fri Feb 13, 2009 6:49 am
  Location: Linz / Austria

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Post by Korwin » Thu Oct 01, 2015 12:52 pm

reserved 10 - last

> Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.

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