Weapons

The World of Hurt is a violent and well armed place. The most common weapon is a ballistic firearm although there have been some innovations into directed energy weapons and melee weapons are increasingly common. The rules found on page 127 of the Bulldogs! rule book for building weapons are in effect with some slight modification.

PENETRATION

Penetration is subtracted from the armor rating of an opponent’s armor before damage is applied. Negative numbers give a bonus to the armor for the purposes of that attack. Cost: Penetration costs 1 Improvement per positive bonus while a negative bonus will subtract 1 Improvement.

For example: An M-4 Shuriken submachinegun isn’t very effective against armor with a Penetration of -1 and a damage of 2. A character with medium armor reduces stress by 1 per attack which becomes effectively a 2 against the M-4 meaning that the target takes no stress.

RANGE

Range is also divided into two separate numbers representing Minimum and Maximum Range. Range 0, or the same zone as the attacker, is included as part of that. A weapon used inside its minimum range or outside its maximum range applies a modifier of -2 to the roll. Cost: Adding an Area of Range to a template costs 1 Improvement while subtracting an Area will subtract 1 Improvement.

ACCURACY

Because of the changes in Range accuracy is no longer used as a separate category. Bonuses or penalties can still be applied in certain circumstances to attack rolls however. For example Autofire causes a -1 or -2 penalty to attack rolls depending on its level.

GUN TEMPLATES

Weapons in Mass Effect can be designed by using the following templates which replace the Type and Forms in the base rules (see Bulldogs! pg. 128). Once a Template is selected it can be modified using the rules presented here and in the Bulldogs! rule book by adding Improvements listed below as desired. Note that these rules are made for designing different weapons. They are not intended for modifying an already existing model. That is more the providence of Upgrades which can be purchased separately below.

I priced the weapon templates Cost by using the following formula rounding up on fractions:

Damage + Sum of Areas of Range + Penetration + Notes = (Subtotal / 2) -1 = Cost


ASSAULT RIFLE TEMPLATE

DAMAGE: 2 RANGE: 1-6 PENETRATION: 1 COST: 4

  • NOTES: Autofire.

Assault Rifles in The World of Hurt are a class of rapid firing ranged weapons, which also encompasses battle rifles, marksman rifles and light machine guns. Assault rifles are one of the primary weapons combining range and firepower to deadly effect. Extensively used by factions across the planet, assault rifles generally offer mid-range stopping power, more accuracy than submachine guns, and ammo capacities larger than shotguns, pistols/heavy pistols, or sniper rifles.

SHOTGUN TEMPLATE

DAMAGE: 2 RANGE: 0-3 PENETRATION: -1 COST: 2

  • NOTES: Scattershot (page 129) is included.

Shotguns are particularly deadly at close range. Shotguns fire a number of pellets per shot giving them high burst damage, which can quickly eliminate enemies. As a result, they are excellent tools for overwhelming enemies when advancing through a fight. Because they are limited by their fire rate and ammo capacity they are not quite as versatile as assault rifles, sometimes requiring staggering or time to cool in between shots.

SNIPER RIFLE TEMPLATE

DAMAGE: 3 RANGE: 2-7 PENETRATION: 1 COST: 4

  • NOTES: Scoped.

Sniper rifles are slow to fire often requiring re-cocking after each shot. However, they make up for this in range and damage – higher-level sniper rifles retain accuracy at incredible ranges, and they will often kill weaker enemies in one shot. Beware, though; close-range encounters are not recommended, due to the fact that you will more than likely miss any shots in close combat. Used for long-distance combat situations, sniper rifles are generally equipped with targeting scopes, sport longer barrels, and pack a higher damage per round than most other weapons but at the expense of reduced firing rates and ammo allowances.

SUBMACHINEGUN TEMPLATE

DAMAGE: 1 RANGE: 0-5 PENETRATION: -1 COST: 3

  • NOTES: Autofire (Page 129).

Submachine Guns (SMGs) are a class of rapid firing weapons, including both fully automatic and burst fire weapons. They generally have low accuracy and damage per shot, offset by their clip size and rate of fire. They are best suited for close-mid range combat. SMGs are very effective against in close quarters, but are weak against armor.

PISTOL TEMPLATE

DAMAGE: 1 RANGE: 0-3 PENETRATION: 1 COST: 2

  • NOTES:

Heavy pistols are a class of semi-automatic weapons, which have a low rate of fire and limited ammunition, but do relatively high damage per shot. They are an invaluable backup weapon and relatively accurate at mid range.

GUN IMPROVEMENTS

Below is the list of improvements from Bulldogs! page 129 that were used in creating the Weapon Templates above. Some additional Improvements were brought in from Diaspora Weapon Stunts on page 115. Italicized entries are new or modified to better reflect the Mass Effect paradigm.

Improvements can be used to modify an existing template or to create a new one as needed.

  • ACCURATE:
    Not Available because of changes to Range.
  • ADDITIONAL CAPABILITY:
    Available.
  • ASPECT:
    Available.
  • AUTOFIRE:
    Available. Part of Assault Rifle and SMG templates. Can be removed from those templates for -1 improvement point. Autofire still causes a -1 or -2 penalty to attack rolls depending on its level as stated in the text despite Accuracy no longer be used. When autofire is used an opponent can free tag an “Out of Ammo” Aspect per level of Autofire (up to 2 free tags) compelling them to reload that weapon or use another instead of attacking for a round.
  • AWKWARD RELOAD:
    “Out of ammo” is free-taggable (or free compel) after regular fire and not just AoE fire. -1 improvement point.
  • CONCEALABLE:
    Available.
  • HIGH CAPACITY:
    “Out of ammo” cannot be free-tagged. If a weapon has 2 levels of Autofire only the FIRST free tag may be negated. To eliminate the free tag all together would require adding a Magazine Upgrade (see Upgrades below). +1 improvement point.
  • HIGH EXPLOSIVE (Explosive guns only):
    Available but only for artillery and heavy weapons.
  • HIGH RECOIL
    The weapon can only be fired every other round unless the firer is prone. -1 improvement point.
  • INDIRECT FIRE:
    Available but only for artillery and heavy weapons.
  • Long RANGE:
    This is available but modified. It can be used to increase or decrease the number of areas a weapon is effective by one and becomes called RANGE.
  • NON-LETHAL:
    Available
  • MASSIVE:
    Because of the great weight and mass of this weapon it reduces Athletics checks by one for -1 improvement point.
  • PERSISTENT EFFECT:
    Available. Although it will mostly be covered with Ammo Upgrades.
  • POWERFUL:
    Available. Can be a penalty on a template as well for -1 improvement point.
  • SCATTERSHOT:
    Available. Found in the shotgun template already. Can be removed from that template for -1 improvement point.
  • SPECIALIZED:
    Available. In addition to adding to Damage it can be applied to Penetration although it must be selected separately for Armor and Shields. +1 improvement point.
  • SCOPED:
    Usually applied to sniper rifles. A weapon with this usually requires sighting through a scope to use properly. This reduces situational awareness which results in a -1 to Alertness checks for noticing and for initiative purposes. -1 improvement point.


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Weapons

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