OAGS 0.40 Weapons

This is a draft. It's not the rules yet and may never be the rules. It's me playing with the idea of important increased-across-the-board-damage from ISAGS. A few weapons have been tweaked slightly as a consequence. HEL Weapons now work similarly to CFE's lasers. Trilian weapons take over the straight-damage-dealing niche in Advanced Weapons.

Advantages

Natural Weapon (1cp): The character may use the Claw and Bite attacks.

Deadly Fists (1cp): The character's Punchs deal an extra 2 Damage and his Kicks deal an extra 4 Damage.

Unarmed Attack

All unarmed attacks are both Non-lethal and Subtle.

Attack Damage Handedness
Punch Strength One-handed
Kick Strength x2 Two-handed

Natural Weapons

One-handed natural weapons add the wielder's Strength score to their Damage. Two-handed natural weapons add twice the wielder's Strength score to their Damage. Unlike unarmed attacks, they are neither Non-Lethal nor Subtle.

Attack Damage Handedness
Claw +4 One-handed
Bite +6 Two-handed

Melee Weapons

One-handed Melee weapons add the wielder's Strength score to their Damage. Two-handed Melee weapons add twice the wielder's Strength score to their Damage.

Weapon Damage Handedness Special Rules
Jitte +1 One-handed +2 to Disarm attempts, +1 Defence
Staff +2 Two-handed +1 Defence, Non-lethal, Blunt
Club +3 One-handed Non-lethal, Blunt
Knife +3 One-handed Subtle, Blade
Polearm +4 Two-handed +1 Defence, Piercing
Sword +4 One-handed Blade
Mace +4 One-handed Blunt
Bayonet* +4 Two-handed May be used in place of one shot from an assault rifle or automatic shotgun
Battle Axe +6 One-handed -1 Defence, Blade
War Hammer +6 One-handed -1 Defence, Blunt
Greatsword +6 Two-handed Blade
Flail +8 One-handed -2 Defence, Blunt
Greataxe +8 Two-handed -1 Defence, Blade
Maul +8 Two-handed -1 Defence, Blunt
Chainsaw +10 Two-handed -1 Defence, -1 Melee, Blade
  • An unaffixed bayonet is treated as a knife.

Firearms

Weapon Damage Handedness Special Rules
Light Handgun 5 One-handed Subtle
Handgun 6 One-handed -
SMG 6 Two-handed Two shots
Handcannon 10 Two-handed -
Bolt-Action Rifle 10 Two-handed Long Range
Shotgun (slugs) 10 Two-handed Short Range
Shotgun (buckshot) 12 Two-handed Short Range, Doubles Enemy Soak

Bows

Bows add twice the user's Strength to their Damage.

Weapon Damage Handedness Special Rules
Short Bow +6 Two-handed Piercing
Long Bow +6 Two-handed Piercing, Long Range

Crossbows

Crossbows must be reloaded, which takes a combat action, after each shot.

Weapon Damage Handedness Special Rules
Crossbow 12 Two-handed Piercing
Hand Crossbow 8 One-handed Piercing

Thrown Weapons

Thrown Weapons add the thrower's Strength to their Damage

Weapon Damage Handedness Special Rules
Thrown Rock +2 One-handed Blunt
Throwing Knife +3 One-handed Blade, Subtle
Throwing Axe +4 One-handed Blade

Military Firearms

These weapons may only be used by character with the Military Weapons Training Advantage. Other characters using them suffer a -4 to hit penalty. An exception to this rule is made for grenades; a character without Military Weapons Training may use a grenade as a two-handed weapon without a penalty to hit.

Weapon Damage Handedness Special Rules
Grenade 6 One-handed Area
Underslung Grenade Launcher 6 Special Area, May be fired in place of one shot from an assault rifle or automatic shotgun
Multi Shot Grenade Launcher 6 Two-handed Two shots, Area
Assault Rifle 10 Two-handed Two shots
Automatic Shotgun (slugs) 10 Two-handed Two shots, Short Range
Automatic Shotgun (buckshot) 12 Two-handed Two shots, Short Range, Doubles Enemy Soak

Heavy Weapons

These weapons may only be used by characters with the Military Training Advantage and the minimum Strength requirement. Characters firing a Heavy Weapon are treated as having a Defence of 0 for the next turn. All Heavy Weapons are two-handed.

Weapon Damage Minimum Strength Special Rules
Sniper Rifle 24 2 Long Range
Light Machine Gun 10 3 3 shots
Flame-Thrower 10 3 Area, Short-Range, Fire, Burning
Automatic Grenade Launcher 6 3 Area, 3 shots
Rocket Launcher 24 4 Splash Damage, Long Range
Rocket Launcher (Frag shell) 16 4 Area, Long Range
Mortar 10 4 Large Area, Indirect Fire
Medium Machine Gun 11 5 3 shots
Heavy Machine Gun 12 6 3 shots
Minigun 10 7 4 shots
Light Autocannon 13 8 3 shots
Heavy Autocannon 14 9 3 shots
Tank Cannon (Frag shell) 20 9 Area, Long Range
Tank Cannon (KEP) 40 10 Long Range
Tank Cannon (AT-shell) 36 10 Splash Damage, Long Range

Special Ammunition

Special Ammunition can be used in Firearms and Military Firearms, except for shotguns.

Ammuition Type Effect
Armour Piercing -2 Damage, Halves Enemy Soak
Hollow Point Bullets +2 Damage, Doubles Enemy Soak
Incendiary Round Deals Fire Damage
Silver Bullets Deals Silver Damage

Advanced Melee Weapons

One-handed Melee weapons add the wielder's Strength score to their Damage. Two-handed Melee weapons add twice the wielder's Strength score to their Damage.

Monoknife: The blade of this knife is constantly rebuilt by a nanobot swarm to keep the edge monomolecularly sharp.

Neuro-Pike: The Neuro-Pike is the weapon of choice for Illuminati Peace-Keepers. It can be extended to up to 4 feet long or retracted to small enough to conceal in one's hand. It can extend a sharp blade at it's tip and is charged to deliver a powerful electric shock. Its ability to extend and retract in combat make it a tremendously versatile weapon.

Vibroblade: This blade vibrates as a high frequency, making it a horrendously damaging weapon. Smaller vibroblades can also be used as bayonets which can be mounted on HEL Rifles.

"Excalibur" Enhanced Vibroblade: This is a larger than normal vibro-blade, which has been fitted with a micro-fusion generator, heating and electrifying the blade. In addition, a nanobot swarm resharpens the blade constantly in the same manner as a monoknife. It was developed by Pendragon to assist their soldiers in cutting through Illuminati Powered Armour.

Weapon Damage Handedness Special Rules
Monoknife +7 One-handed Ignores Soak, Subtle, Can also be used as a thrown weapon
Neuro-Pike +6 One-handed +1 Defence and Melee, Non-lethal, Subtle, Electrical
Vibro-blade +12 One-handed Blade
Vibro-bayonet +8 Two-handed Blade, May be used in place of one shot from a HEL Rifle or Pulse Rifle
Enhanced Vibro-blade +18 Two-handed Blade, Electric, Fire, Ignores Soak

Advanced Firearms

Inferno Grenade: The standard anti-personal grenade of 2059, this grenade radiates micro-waves when triggered, super-heating any liquids in range- including those in people's bodies.

EMP Grenade: The grenade of choice against robots and those unwise cyborgs who have failed to have their mechanical components EMP hardened. Unfortunately, has no effect on most military cyborgs or Advanced Weapons and Powered Armour, all of which are EMP hardened as a matter of course.

Flame Rifle: A flamethrower reduced to less cumbersome size through the wonders of advanced technology.

HEL Weapons: High Energy Laser Weaponry is the standard armament of the Illuminati Legionaries.

Flechette Weapons: These weapons fire an ultra-high speed stream of tiny, razor edged, flechettes. These have a sinister reputation, being frequently used by Legionaries in order to kill unarmoured protesters.

Photon Pistol The photon pistol is a highly complex energy weapon. Standard sidearm of the Japanese Mech Corp.

'Fun Size' Rocket Launcher: A miniaturised version of its more unwieldy cousin. It affords mobility at the cost of pure explosive power. It can switch between firing frag shells and high explosive shells with the flick of switch(this does not take an action). Favoured by psychopaths.

UHEL Rifle: The Ultra-High Energy Laser Rifle is a new weapon deployed by the Illuminati in 2059 to ambush and pick off Pendragon special agents.

Pulse Rifle: Also called an Emp-Rifle, this rifle harnesses the power of an EMP into a rapid-firing ray. Like EMP grenades, it is an ideal weapon against robots and non-military cyborgs.

Weapon Damage Handedness Special Rules
Inferno Grenade 8 One-handed Area, Fire
Flame Rifle 10 Two-handed Area, Short-Range, Fire, Burning
EMP Grenade 10 One-handed Area, EMP, Ignores Soak
HEL Handgun 12 One-handed Laser, Halves Soak
HEL Rifle 12 Two-handed Laser, Two shots, Halves Soak
Flechette Pistol 16 One-handed Piercing, Doubles Enemy Soak
Photon Pistol 10 One-handed Ignores Soak
Fun Size Rocket Launcher 20 Two-handed Splash Damage, Selector Switch
Fun Size Rocket Launcher(Frag shell) 12 Two-handed Area, Selector Switch
Pulse Rifle 22 Two-handed EMP, Ignores Soak, Two-shots
UHEL Rifle 24 Two-handed Halves Soak, Laser, Long Range

Advanced Defensive Items

Energy Shield: This shield is made of a specially alloy, which is charged with an electromagnetic field. As well as deflecting most conventional attacks, it causes lasers to bend around it, providing total protection from laser attacks.

Shield Defence Bonus Special Rules
Energy Shield +4 Immunity: Laser Weapons

Advanced Heavy Weapons

Ultragun: Originally produced as a proof-of-concept, the ultragun's 9 barrels are constantly being repaired by a swarm of nanobots in order to withstain the gun's absurdly high rate of fire. The ultragun has subsequently be used with some effectiveness by Legionaries for the purposes of crowd control. While flame rifles and wide-beam HEL Rifles are more effective at killing large groups of protesters quickly, the sight of the ultragun's barrels spinning and the apocalyptic noise made by it firing serves to intimidate crowds to considerable effect.

Plasma-Laser: The Plasma-Laser is so named because it is an absurdly high-powered laser used to super-heat the atmosphere into plasma. The effect in akin to a lightning bolt 20 feet wide. Alternatively, it can be used in a focused beam, annihilating almost anything it hits.

Weapon Damage Minimum Strength Special Rules
MP Railgun 32 2 -
Wide-Beam HEL Rifle 12 5 Large Area, Halves Soak
Photon Cannon 10 5 Three shots, Ignores Soak
HEL Cannon 12 5 Three shots Halves Soak
Medium Railgun 40 6 -
Ultragun 10 7 Five shots
Plasma-Laser(wide beam) 20 8 Area, Ignores Soak
Plasma-Laser(focused beam) 40 8 Ignores Soak
Heavy Railgun 48 10 -

Trilian Weapons

Weapon Damage Handedness Special Rules
Turbo-Rifle 14 Two-handed Two shots
Turbo-Pistol 14 One-handed -
Stun Pistol 16 One-handed Nonlethal, Triples Enemy Soak

Trilian Heavy Weapon

Weapon Damage Minimum Strength Special Rules
Turbo-Sniper 30 2 Halves Soak, Long Range

Special Rules

Area: This weapon affects all characters in a 10 foot radius.
Burning: This weapon sets its targets on fire. They take Damage from it each turn until they put themselves out, normally by spending an action going to ground, though other methods might work, such as jumping through a water fall or smashing open a fire hydrant.
Indirect Fire: This weapon can be fired at targets the shooter cannot see.
Large Area: This weapon affects all characters in a 20 foot radius.
Long-Range: This weapon cannot be used at short range, but does not suffer range penalties at long range
Multiple shots: The weapon can be used to attack more than once.
Non-lethal: The weapon can be used to render people unconscious without risking them permanent injury. You can still beat somebody to death with it if you want.
Short-Range: This weapon gains a +1 bonus to hit when used at short range, but cannot be fired at long range.
Splash Damage: Anyone within 5 feet of the target must make a difficulty 3 Defence test or take half damage.
Subtle: This weapon can be easily concealed about one's person.