Geballer

Tellurian

Ex-M0derat0r
Registriert
15. Februar 2006
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So ich bastel jetzt mal den Heavy Smog Waffenkatalog. Damit wir ein Paar Referenzen haben.
Angefangen habe ich mit dem 2069 weit verbreiteten aber schon ziemlich veralteten XM8 Waffensystem, das im 21ten Jahrhundert von 'Smog tatsächlich die M16 Familie als Standardwaffe der US Streitkräfte abgelöst hat, inzwischen aber schon wieder vom nächsten Nachfolger überholt wurde.
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HK XM8 Baseline Carbine: (Total: 107 Active Cost, 33 Real Cost) Killing Attack - Ranged 2d6, 30 Charges (+1/4), Autofire (5 shots; +1/2), Invisible to Sight Group (Flash Supressor; +1/2) (67 Active Points); OAF (-1), STR Minimum 15-17 (-3/4), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 21) plus +2 with Ranged Combat (10 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 4) plus Penalty Skill Levels: +10 vs. Range Modifier with All Attacks (30 Active Points); OAF (-1), OBS (Only when Character Braces / Sets; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 8)
Total Cost: 33 RP

HK XM8 Baseline Carbine + XM320 Launcher: (Total: 167 Active Cost, 45 Real Cost) Killing Attack - Ranged 2d6, 30 Charges (+1/4), Autofire (5 shots; +1/2), Invisible to Sight Group (Flash Supressor; +1/2) (67 Active Points); OAF (-1), STR Minimum 15-17 (-3/4), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 21) plus +2 with Ranged Combat (10 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 4) plus Killing Attack - Ranged 2 1/2d6, Explosion (+1/2) (60 Active Points); 1 Charge (-2), STR Minimum 15-17 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Linked (HK XM8; -1/2), Real Weapon (-1/4) (Real Cost: 9) plus Penalty Skill Levels: +10 vs. Range Modifier with All Attacks (30 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 11)
Total Cost: 45 RP

HK XM8 Automatic Rifle Configuration: (Total: 137 Active Cost, 42 Real Cost) Killing Attack - Ranged 2d6, Invisible to Sight Group (Flash Supressor; +1/2), 100 Charges (+3/4), Autofire (10 shots; +1) (97 Active Points); OAF (-1), STR Minimum 15-17 (-3/4), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 30) plus +2 with Ranged Combat (10 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 4) plus Penalty Skill Levels: +10 vs. Range Modifier with All Attacks (30 Active Points); OAF (-1), OBS (Only when Character Braces / Sets; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 8)
Total Cost: 42 RP

HK XM8 Compact Carbine:
(Total: 57 Active Cost, 17 Real Cost) Killing Attack - Ranged 2d6, 30 Charges (+1/4), Autofire (5 shots; +1/2) (52 Active Points); OAF (-1), STR Minimum 15-17 (-3/4), Real Weapon (-1/4), Beam (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 15) plus +1 with Ranged Combat (5 Active Points); OAF (-1), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4) (Real Cost: 2)
Total Cost: 17 RP

HK XM8 - Sharpshooter Variant:
(Total: 129 Active Cost, 42 Real Cost) Killing Attack - Ranged 2d6, 30 Charges (+1/4), Autofire (5 shots; +1/2), Invisible to Sight Group (Flash Supressor; +1/2) (67 Active Points); OAF (-1), STR Minimum 15-17 (-3/4), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 21) plus Penalty Skill Levels: +17 vs. Range Modifier with All Attacks (51 Active Points); OAF (-1), OBS (Only when Character Braces / Sets; -1), Real Weapon (-1/4) (Real Cost: 16) plus +1 PER with Normal Sight (Real Cost: 1) plus +2 with Ranged Combat (10 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 4)
Total Cost: 42 RP
 
AW: Geballer

Das Crye MR-C (Modular Rifle - Caseless) hat die Nachfolge des XM8 Systems angetreten.
Die aktuelle Variante, das MR-C-S kommt serienmäßig mit einem System zum Abschuss von Smartbullets, was voraussetzt, dass der Schütze über eine Ansteuermöglichkeit verfügt. Außerdem lassen sich diverse Zusätze an der Waffe anbringen. Besonders beliebt sind smarte Unterlaufgranatwerfer oder -Schrotflinten. Die neueste Version des MR-C-S verfügt über eine Drahtlose Smartverbindung, die zwar schneller und einfacher einsatzbereit ist, sich dafür allerdings als relativ störanfällig erwiesen hat.
Die Scharfschützenversion des MR-C-S verschießt hartkernige Stahlmantelsabots mit hoher Treibladung
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MR-C Basic: (Total: 127 Active Cost, 40 Real Cost) Killing Attack - Ranged 2d6+1, 60 Charges (+1/2), Autofire (5 shots; +1/2), Invisible to Sight Group (Flash Supressor; +1/2) (87 Active Points); OAF (-1), STR Minimum 15-17 (-3/4), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 27) plus +2 with Ranged Combat (10 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 4) plus Penalty Skill Levels: +10 vs. Range Modifier with All Attacks (30 Active Points); OAF (-1), OBS (Only when Character Braces / Sets; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 8) plus Naked Modifier: Invisible to Single Sense (Caseless Ammunition; +1/4) for up to 1 Active Points (0 Active Points); Linked (MR-C Basic; -1/2) (Real Cost: 1)

MR-C-S Smartgun (Plug): (Total: 158 Active Cost, 51 Real Cost) Killing Attack - Ranged 2d6+1, 60 Charges (+1/2), Autofire (5 shots; +1/2), Invisible to Sight Group (Flash Supressor; +1/2) (87 Active Points); OAF (-1), STR Minimum 15-17 (-3/4), Real Weapon (-1/4), Beam (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 25) plus +4 with Ranged Combat (20 Active Points); OAF (-1), Character needs Cyberbrain / DiveTrodes / SmartGoggles (-1/2), Real Weapon (-1/4) (Real Cost: 7) plus Naked Modifier: Invisible to Single Sense (Caseless Ammunition; +1/4) for up to 1 Active Points (0 Active Points); Linked (MR-C Basic; -1/2) (Real Cost: 1) plus Penalty Skill Levels: +15 vs. Range Modifier with All Attacks (45 Active Points); OAF (-1), Character needs Cyberbrain + Smartsoft / DiveTrodes / Smartgoggles (-1/2), Real Weapon (-1/4) (Real Cost: 16) plus Mind Link , Cyberbrain class of minds, One Specific Mind, Shielded Smartplug Wiring (x2 Active Points; +1/4) (6 Active Points); OAF (-1), Only With Others Who Have Mind Link (-1), No Range (Personal Range Smartlink; -1/2) (Real Cost: 2)


MR-C-S Smartgun (Wireless):
(Total: 157 Active Cost, 50 Real Cost) Killing Attack - Ranged 2d6+1, 60 Charges (+1/2), Autofire (5 shots; +1/2), Invisible to Sight Group (Flash Supressor; +1/2) (87 Active Points); OAF (-1), STR Minimum 15-17 (-3/4), Real Weapon (-1/4), Beam (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 25) plus +4 with Ranged Combat (20 Active Points); OAF (-1), Character needs Cyberbrain / DiveTrodes / SmartGoggles (-1/2), Real Weapon (-1/4) (Real Cost: 7) plus Naked Modifier: Invisible to Single Sense (Caseless Ammunition; +1/4) for up to 1 Active Points (0 Active Points); Linked (MR-C Basic; -1/2) (Real Cost: 1) plus Penalty Skill Levels: +15 vs. Range Modifier with All Attacks (45 Active Points); OAF (-1), Character needs Cyberbrain + Smartsoft / DiveTrodes / Smartgoggles (-1/2), Real Weapon (-1/4) (Real Cost: 16) plus Mind Link , Cyberbrain class of minds, One Specific Mind, Sense Affected As High Range Radio Perception (+0) (5 Active Points); OAF (-1), Only With Others Who Have Mind Link (-1), Close Range Smartlink (Personal Range Smartlink; -1/2) (Real Cost: 1)


MR-C-S Smartgun (Plug) - Sharpshooter Variant:
(Total: 223 Active Cost, 72 Real Cost) Killing Attack - Ranged 3d6+1, Autofire (2 shots; +1/4), 60 Charges (+1/2), Invisible to Sight Group (Flash Supressor; +1/2), Armor Piercing (SLAP Rounds; +1/2) (137 Active Points); OAF (-1), STR Minimum 15-17 (-3/4), Real Weapon (-1/4), Beam (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 39) plus +4 with Ranged Combat (20 Active Points); OAF (-1), Character needs Cyberbrain / DiveTrodes / SmartGoggles (-1/2), Real Weapon (-1/4) (Real Cost: 7) plus Caseless Ammo: Invisible to Single Sense (Caseless Ammunition; +1/4) for up to 1 Active Points (0 Active Points); Linked (MR-C Basic; -1/2) (Real Cost: 1) plus Penalty Skill Levels: +20 vs. Range Modifier with All Attacks (60 Active Points); OAF (-1), Character needs Cyberbrain + Smartsoft / DiveTrodes / Smartgoggles (-1/2), Real Weapon (-1/4) (Real Cost: 22) plus Mind Link , Cyberbrain class of minds, One Specific Mind, Shielded Smartplug Wiring (x2 Active Points; +1/4) (6 Active Points); OAF (-1), Only With Others Who Have Mind Link (-1), No Range (Personal Range Smartlink; -1/2) (Real Cost: 2) plus Naked Modifier: Invisible to Single Sense (+1/4) for up to 1 Active Points (0 Active Points) (Real Cost: 1)

MR-C-S Smartgun (Plug) Autorifle Configuration: (Total: 185 Active Cost, 61 Real Cost) Killing Attack - Ranged 2d6+1, Invisible to Sight Group (Flash Supressor; +1/2), 120 Charges (+3/4), Autofire (10 shots; +1) (114 Active Points); OAF (-1), STR Minimum 6-14 (-1/2), Real Weapon (-1/4), Beam (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 35) plus +4 with Ranged Combat (20 Active Points); OAF (-1), Character needs Cyberbrain / DiveTrodes / SmartGoggles (-1/2), Real Weapon (-1/4) (Real Cost: 7) plus Naked Modifier: Invisible to Single Sense (Caseless Ammunition; +1/4) for up to 1 Active Points (0 Active Points); Linked (MR-C Basic; -1/2) (Real Cost: 1) plus Penalty Skill Levels: +15 vs. Range Modifier with All Attacks (45 Active Points); OAF (-1), Character needs Cyberbrain + Smartsoft / DiveTrodes / Smartgoggles (-1/2), Real Weapon (-1/4) (Real Cost: 16) plus Mind Link , Cyberbrain class of minds, One Specific Mind, Shielded Smartplug Wiring (x2 Active Points; +1/4) (6 Active Points); OAF (-1), Only With Others Who Have Mind Link (-1), No Range (Personal Range Smartlink; -1/2) (Real Cost: 2)

MR-C-S Smartgun (Wireless) + 40mm Grenade Launcher: (Total: 217 Active Cost, 64 Real Cost) Killing Attack - Ranged 2d6+1, 60 Charges (+1/2), Autofire (5 shots; +1/2), Invisible to Sight Group (Flash Supressor; +1/2) (87 Active Points); OAF (-1), STR Minimum 15-17 (-3/4), Real Weapon (-1/4), Beam (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 25) plus +4 with Ranged Combat (20 Active Points); OAF (-1), Character needs Cyberbrain / DiveTrodes / SmartGoggles (-1/2), Real Weapon (-1/4) (Real Cost: 7) plus Naked Modifier: Invisible to Single Sense (Caseless Ammunition; +1/4) for up to 1 Active Points (0 Active Points); Linked (MR-C Basic; -1/2) (Real Cost: 1) plus Penalty Skill Levels: +15 vs. Range Modifier with All Attacks (45 Active Points); OAF (-1), Character needs Cyberbrain + Smartsoft / DiveTrodes / Smartgoggles (-1/2), Real Weapon (-1/4) (Real Cost: 16) plus Mind Link , Cyberbrain class of minds, One Specific Mind, Sense Affected As High Range Radio Perception (+0) (5 Active Points); OAF (-1), Only With Others Who Have Mind Link (-1), Close Range Smartlink (Personal Range Smartlink; -1/2) (Real Cost: 1) plus Killing Attack - Ranged 2 1/2d6, Increased Maximum Range (300"; +0), Explosion (+1/2) (60 Active Points); OAF (-1), 4 Charges (-1), STR Minimum 6-14 (-1/2), Minimum Range 10" (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 14)
 
AW: Geballer

Das QBZ 59 ist das aktuelle Waffensystem der PLA. Als eine der neuesten Sturmgewehrserien die derzeit weltweit im Dienst sind, ist schon die Basisversion eine Smarte Waffe, außerdem ist dieses System das erste reguläre Infanteriewaffensystem, das optional eine Cogitokanone verwendet.
Das QBZ basiert auf auf dem erfolgreichen französischen PAPOP Waffensystem, das Norinco in den 30ern lizensiert hat.

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[QBZ 59 - Basic + Grenadelauncher: (Total: 200 Active Cost, 49 Real Cost) Killing Attack - Ranged 2d6+1, 40 Charges (+1/4), Autofire (5 shots; +1/2), Armor Piercing (+1/2) (79 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 21) plus +2 with Ranged Combat (10 Active Points); OAF (-1), Cyberbrain (Character needs Cyberbrain / DiveTrodes / Smartgoggles; -1), Linked (QBZ 59 - Basic; -1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 2) plus Mind Link , Cyberbrain class of minds, One Specific Mind (5 Active Points); OAF (-1), No Range (-1/2), Linked (QBZ 59 - Basic; -1/2), Nonpersistent (-1/4), Extra Time (Extra Segment, Only to Activate, Character needs to plug in; -1/4) (Real Cost: 1) plus Killing Attack - Ranged 2 1/2d6, Increased Maximum Range (350"; +0), +1 Increased STUN Multiplier (+1/4), Explosion (Cone; -1 DC/2"; +1/2) (70 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), 6 Charges (-3/4), Linked (QBZ 59 - Basic; -1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 15) plus Naked Modifier: Invisible Power Effects, SFX Only (Fully Invisible; Caseless - Leaves no Trail; +1/2) for up to 1 Active Points (0 Active Points) (Real Cost: 1) plus Penalty Skill Levels: +12 vs. Range Modifier with All Attacks (36 Active Points); OAF (-1), Cyberbrain (Character needs Cyberbrain / Divetrodes / Smartgoggles; -1), Linked (QBZ 59 - Basic; -1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 9)

QBZ 59 - Autorifle: (Total: 171 Active Cost, 43 Real Cost) Killing Attack - Ranged 2d6, Invisible to Single Sense (Flash Supressor; +1/4), Armor Piercing (+1/2), 130 Charges (+3/4), Autofire (20 shots; +1 1/2) (120 Active Points); STR Minimum 15-17 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Beam (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 30) plus +2 with Ranged Combat (10 Active Points); OAF (-1), Cyberbrain (Character needs Cyberbrain / DiveTrodes / Smartgoggles; -1), Linked (QBZ 59 - Basic; -1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 2) plus Mind Link , Cyberbrain class of minds, One Specific Mind (5 Active Points); OAF (-1), No Range (-1/2), Linked (QBZ 59 - Basic; -1/2), Nonpersistent (-1/4), Extra Time (Extra Segment, Only to Activate, Character needs to plug in; -1/4) (Real Cost: 1) plus Naked Modifier: Invisible Power Effects, SFX Only (Fully Invisible; Caseless - Leaves no Trail; +1/2) for up to 1 Active Points (0 Active Points) (Real Cost: 1) plus Penalty Skill Levels: +12 vs. Range Modifier with All Attacks (36 Active Points); OAF (-1), Cyberbrain (Character needs Cyberbrain / DiveTrodes / Smartgoggles; -1), Linked (QBZ 59 - Basic; -1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 9)

QBZ 59 - Basic + Shotgun: (Total: 210 Active Cost, 52 Real Cost) Killing Attack - Ranged 2d6+1, Invisible to Single Sense (Flash Supressor; +1/4), 40 Charges (+1/4), Autofire (5 shots; +1/2), Armor Piercing (+1/2) (87 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 23) plus +2 with Ranged Combat (10 Active Points); OAF (-1), Cyberbrain (Only when Set or Braced; -1), Linked (QBZ 59 - Basic; -1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 2) plus Mind Link , Cyberbrain class of minds, One Specific Mind (5 Active Points); OAF (-1), No Range (-1/2), Linked (QBZ 59 - Basic; -1/2), Nonpersistent (-1/4), Extra Time (Extra Segment, Only to Activate, Character needs to plug in; -1/4) (Real Cost: 1) plus Killing Attack - Ranged 1 1/2d6, 16 Charges (+0), Area Of Effect (One Hex; +1/2), Autofire (2 shots; +1 1/4) (69 Active Points); STR Minimum 15-17 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4), Limited Range (20"; -1/4), Reduced By Range (-1/4), Reduced Penetration (-1/4) (Real Cost: 15) plus Naked Modifier: Invisible Power Effects, SFX Only (Fully Invisible; Caseless - Leaves no Trail; +1/2) for up to 1 Active Points (0 Active Points) (Real Cost: 1) plus Penalty Skill Levels: +13 vs. Range Modifier with All Attacks (39 Active Points); OAF (-1), Cyberbrain (Character needs Cyberbrain / DiveTrodes / Smartgoggles; -1), Linked (QBZ 59 - Basic; -1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 10)

QBZ 59 - Basic + Cogito Attachment: (Total: 322 Active Cost, 81 Real Cost) Killing Attack - Ranged 2d6+1, Invisible to Single Sense (Flash Supressor; +1/4), 40 Charges (+1/4), Autofire (5 shots; +1/2), Armor Piercing (+1/2) (87 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 23) plus +2 with Ranged Combat (10 Active Points); OAF (-1), Cyberbrain (Character needs Cyberbrain / DiveTrodes / Smartgoggles; -1), Linked (QBZ 59 - Basic; -1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 2) plus Penalty Skill Levels: +13 vs. Range Modifier with All Attacks (39 Active Points); OAF (-1), Cyberbrain (Character needs Cyberbrain / DiveTrodes / Smartgoggles; -1), Linked (QBZ 59 - Basic; -1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 10) plus Mind Link , Cyberbrain class of minds, One Specific Mind (5 Active Points); OAF (-1), No Range (-1/2), Linked (QBZ 59 - Basic; -1/2), Nonpersistent (-1/4), Extra Time (Extra Segment, Only to Activate, Character needs to plug in; -1/4) (Real Cost: 1) plus Killing Attack - Ranged 3d6, Increased Maximum Range (505"; +0), +1 Increased STUN Multiplier (+1/4), Armor Piercing (x2; +1) (101 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), 6 Charges (-3/4), Linked (QBZ 59 - Basic; -1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 22) plus +4 with Ranged Combat (20 Active Points); STR Minimum 15-17 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Cyberbrain (Character needs Cyberbrain / DiveTrodes / Smartgoggles; -1), Linked (QBZ 59 - Cogito Attachment; Lesser Power can only be used when character uses greater Power at full value; -3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 3) plus Penalty Skill Levels: +20 vs. Range Modifier with All Attacks (60 Active Points); OAF (-1), Linked (QBZ 59 - Cogito Attachment; -1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 20)
Total Character Cost: 0

EDIT:
Überarbeitet und angepasst.
 
AW: Geballer

Und nochmal hier weil's so schön ist:

Die aktuelle Dienstpistole der Starkwater-Streitkräfte, die Colt M68-S, eine Hülsenlose, smarte Pistole.

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Colt M68-S Caseless Smart Pistol: (Total: 63 Active Cost, 16 Real Cost) Killing Attack - Ranged 2d6-1 (25 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4), 12 Charges (-1/4) (Real Cost: 6) plus +3 with Ranged Combat (15 Active Points); OAF (-1), Cyberbrain (User needs Cyberbrain / Divetrodes / Smartgoggles; -1), Linked (Colt M68-S .267 Caseless Smart Pistol; -1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 4) plus Penalty Skill Levels: +6 vs. Range Modifier with All Attacks (18 Active Points); OAF (-1), Smartlink (Character needs Cyberbrain / Divetrodes / Smartgoggles; -1), Linked (Colt M68-S .267 Caseless Smart Pistol; -1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 4) plus Mind Link , Cyberbrain class of minds, One Specific Mind (5 Active Points); OAF (-1), Only With Others Who Have Mind Link (-1), No Range (-1/2), Linked (Colt M68-S .267 Caseless Smart Pistol; -1/2) (Real Cost: 1) plus Naked Modifier: Invisible to Single Sense (Caseless - Leaves no Casings; +1/4) for up to 1 Active Points (0 Active Points) (Real Cost: 1)
Total Character Cost: 0
 
AW: Geballer

Metalstorm Waffen brauchen wir noch.
Mit denen ließe sich nämlich die schöne "Kugeln verbrennen zum Schadensstufe hochsetzen" Regel ganz legal über den Hintergrund begründen.
Mal überlegen, was würde das denn für Punkte kosten...? +1/2?
 
AW: Geballer

Metal Storm Personal Handgun 2028 (PHG 28)

Die PHG 28 ist eine vierläufige Pistole von Metalstorm, deren vier Läufe nach dem Metalstorm Prinzip funktionieren. Die Kugeln lagern hintereinander gestapelt im Lauf, die Treibladungen werden elektronisch angesteuert und Gezündet. Dadurch gibt es in der Waffe keine am Feuerprozess beteiligten beweglichen Teile. Das hat zum Effekt, dass eine Metalstorm Waffe abartig hohe Feuerraten erreichen, und zb. ein gesamtes "Magazin" als einen einzelnen Schuß ins Ziel befördern kann.
Die vier Läufe können mit verschiedenen Munitionsarten oder sogar Munitionsgemischen beladen werden.
Standardmäßig kommt die PHG 28 mit einer Red-Dot-Sight, und üblicherweise sind zwei Läufe mit Magnumstorm Kugeln geladen, einer mit Panzerbrechenden Geschossen, sowie der Überkalibrige Mittellauf der Waffe mit den patentierten Electrostop! Kugeln für nonlethale und / oder anti-Cyber Feuerkraft.
image002.jpg

So, und jetzt wird's interessant.

Metal Storm PHG 28:
Value: 900€ Weight: 0,9KG
(Total: 347 Active Cost, 82 Real Cost) Killing Attack - Ranged 1d6, Armor Piercing (+1/2) (22 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), 6 Boostable Charges (-1/2), Real Weapon (-1/4), Beam (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 5) plus Killing Attack - Ranged 2d6+1 (35 Active Points); OAF (-1), 6 Boostable Charges (-1/2), Real Weapon (-1/4), Beam (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 11) plus Killing Attack - Ranged 8d6, No Normal Defense (rED; +1) (240 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), 4 Boostable Charges (-3/4), Real Weapon (-1/4), Beam (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 53) plus Killing Attack - Ranged 2d6+1 (35 Active Points); OAF (-1), 6 Boostable Charges (-1/2), STR Minimum 6-14 (-1/2), Real Weapon (-1/4), Beam (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 9) plus +3 with Ranged Combat (15 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 4)

Ich bin damit nicht ganz zufrieden, schließlich könnte man theoretisch auch die Läufe so einstellen, dass erst ein Panzerbrecher, und gleich danach ein paar Magnums abgefeuert werden.
Also ist das ganze EIGENTLICH besser als VPP zu bauen. Oder?
 
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