Advanced Firearms for Waste Worldby
Neil de Carteret
Continuing
the series of improved and scarier weapons for Waste World, this report allows players to give their characters ranged weapons that really are as nasty as the ones in the artwork.
GunBunnies
Start here
Building
firearms is a bit different from building close combat weapons. Follow these five steps:
Decide
what sort of weapon it will be.
Based
on your character's strength, work out how big a gun he can have.
Decide
how big this gun will be
Decide
its rate of fire.
Bolt
on any extra toys you think it needs.
All
modifications which affect the ratings of the weapon are expressed as either a bonus ("+ something"), a penalty (" something") or a multiplier ("´ something"). Bonuses and penalties are cumulative, so a +4 bonus and a 2 penalty would have a net result of +2. Multipliers are applied in sequence, so the net result of a ´ 2 multiplier and a ´ 4 multiplier would be ´ 8.
Now
choose what sort of weapon you want:
Shellfiring
Built like a realworld gun, the rounds are fed into a firing chamber and detonated, propelling the bullet down the barrel. Available in four calibres, from 6mm to 16mm.
Shredder
Uses a Gauss rail to fire small, sharp duralloy discs. The Supershredder version uses heavier discs.
Blaster
The classic energy weapon. Nicely painful when it hits and has good range, but expensive. The Sunblaster variant, developed in the Shogunate, is more efficient.
Laser
Very old technology, but still useful for longrange assassination. The newer Tachyon laser has a much higher range.
The
technology used defines properties of the weapon as follows:
|
|
DAM |
CR |
R |
MS |
Cost |
Av. |
|
16mm |
2M |
100 |
2,000 |
+3 |
2M |
5 |
|
12mm |
1M+3 |
70 |
1,500 |
+2 |
1.5M |
6 |
|
8mm |
1M+2 |
50 |
1,000 |
+1 |
1M |
7 |
|
6mm |
1M |
30 |
500 |
0 |
500 |
9 |
|
Shredder |
1M+2 |
50 |
150 |
0 |
900 |
5 |
|
Supershredder |
2M |
50 |
200 |
+1 |
1.5M |
3 |
|
Blaster |
1M+2 |
30 |
1,000 |
5 |
2M |
5 |
|
Sunblaster |
1M+4 |
100 |
1,000 |
0 |
2M |
3 |
|
Laser |
1M |
50 |
5,000 |
5 |
1.4M |
6 |
|
Tachyon Laser |
1M+2 |
50 |
10,000 |
5 |
3M |
4 |
|
2.
The Laws of Physics
This
isn't complicated. You might think it is, but trust me, it isn't. Find your character's Strength in the lefthand column of this table, and read off the number in the righthand column.
Strength |
Max. Slots |
5 |
3 |
4 |
4 |
3 |
5 |
2 |
6 |
1 |
7 |
0 |
8 |
+1 |
10 |
+2 |
12 |
+3 |
14 |
+4 |
16 |
+5 |
18 |
That was almost too easy. From now on, anything you add to your weapon will take up a certain amount of "slots". The greatest number of slots you can incorporate into a twohanded weapon is the number you just found on that table. If you're building a handgun (a firearm designed to be held with one hand), halve the number.
3.
Look at the size of my Gun.
The
stats in that table assume a portable riflesized weapon. Each barrel can be scaled up or down, with the following effects. This step defines the size of the weapon.
|
|
DAM |
CR |
R |
MS |
Cost |
Slots |
Av. |
Handgun |
3 |
´ 0.25 |
´ 0.25 |
3 |
´ 0.25 |
2 |
|
Handcannon |
2 |
´ 0.5 |
´ 0.5 |
2 |
´ 0.5 |
4 |
|
Carbine |
1 |
´ 0.75 |
´ 0.75 |
1 |
´ 0.75 |
6 |
|
Individual Weapon |
|
|
|
|
|
8 |
|
Support Weapon |
+2 |
´ 1.5 |
´ 1.5 |
+1 |
´ 2 |
11 |
1 |
Heavy Support Weapon |
+4 |
´ 2 |
´ 2 |
+2 |
´ 4 |
15 |
2 |
Emplacement Weapon |
+1M |
´ 4 |
´ 4 |
+3 |
´ 8 |
18 |
3 |
Legend: All values as for WW core book, except "slots" (see above). MS does not apply to lasers. |
Cool.
That wasn't too painful, was it?
The
stats you have so far are for a semiautomatic weapon. That means you can fire up to three times per turn. Alternatives to this include singleshot (one shot per turn), automatic (up to five shots per turn) and full burst (five shots per turn).
|
|
Type |
Cost |
MS |
Legend: As
per WW core book.
MS does not apply to lasers. |
Single Shot |
S |
´ 0.75 |
|
|
Semi Auto
|
X |
|
|
|
Automatic |
F |
´ 2 |
+1 |
|
Full Burst |
O |
´ 5 |
+2 |
|
The
last three steps have generated a basic weapon of whatever type you chose. Now you inflict various modifications on it:
Multiweapons
You can have great fun by combining two or more weapons into one, like a shotgun and an assault rifle or a pair of full burst lowcalibre systems mounted on top of a single shot highcalibre system. Work out each weapon individually in terms of slots (you can still only carry your normal maximum) and cost, and add them together. Cool, huh? If you want to fire multiple barrels at once, the MS requirement is the total of all the positive MS requirements of the systems being fired. That means that you add all the MSs together, but negative ones dont count.
AntiRecoil
MS requirements of weapons can be bought off, at a ´ 100 cumulative credit rating. So buying a +3 requirement down to +2 costs 100 credits, buying it down to +1 would cost 300 credits, buying it down to 0 would cost 600 credits etc. This represents increasingly more devious stages of technology being employed to reduce the force of recoil, from simple baffling to levpacks
Sights
Several of the weapon types have very long possible ranges, which is fine until you realise that you cant actually see your target. Sighting systems make it easier to hit your target (reducing the penalty for firing past close range to 3) and cost 100 credits.
Laser
Sights
A simple lowpower laser system projects a red dot onto your target, making it easier to aim quickly at close range. These cost 100 credits and boost your initiative by 2 when firing at 50m or less. Alternative versions use UV or IR beams, which wont alert the target the way a bright red dot does. Of course, to use these you need some way of seeing into those spectra yourself.
Levpods
The same technology used to keep skimmer bikes in the air and the floating city of Ikarus aloft can be used to lighten weapons, allowing the wielder to tote around much more firepower than normal. Each levpod increases your maximum weapon size by one slot and costs 1 megacredit.
Gauss
Barrels
This modification can only be applied to shellfiring weapons. The standard chemical propellant system is replaced by a magnetic spiral which both fires and spins the bullet. This doubles the close range and range, adds +1 to the damage rating, and multiplies the cost of the weapon by 10. It is also much quieter than normal chemical propellants.
Note
to Narrators
This
is the third paper in this series on weapons, and by now players should have the tools to decide exactly what sort of weapon they want their character to have. All the stats and values given are designed to be representative, and make players really pay for powerful equipment. This is just a sort of extended gun chapter (you know, the one the players turn to first when you get a new sourcebook). If you think the rules are being abused, do something about it. You might keep these papers to yourself, and when a player want to buy a new gun, just deal with the rules yourself and tell him how much itll cost. This way you can fudge it to your hearts content, and the players will have a harder time statbalancing to get good weapons for low prices.
Neil
de Carteret
Advanced
Weapons I: Blades
Advanced
Weapons II: BludgeonsReturn
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