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=Reign of Steel Armoury= '''Damage''' - Work the same as it did in Reign. I’ve added minus-width values to some of the weapons, which Reign never did, and the Anti-Material Rifle has a multiplier due to being staggeringly huge. '''Range''' - Guns use yards to measure range, rather than feet. Very Short is 7 yards max, Short is 50, Medium is 200, long is 500, very long is 1,000. '''Shots''' - How many rounds the gun holds. This can be a pain to keep track of, so you might want to ignore this stat entirely, or use reload counters (more on those later). You declare how many times you’re shooting at the beginning of a round, and lose that many rounds whether you get hits or not. Reloading an empty weapon normally takes a full round, but you can do it faster with a roll of some sort. '''Modifiers''' - Speed increases or decreases the timing of all attacks made with the weapon. Accuracy increases height by the listed amount, but only for an aimed shot. Cheap decreases the weapon’s wealth level, Expensive raises it. Ammo types are listed at the end of each section, they have their own modifiers. I tried to keep them pretty simple and to the point. '''Tech Levels''' - a rough guide to availability, more than anything. From worst to best, they are: Salvage, Baseline, Miltech, and Zonetech. Detailed descriptions are available below. All of the weapons below are Baseline tech. Miltech ammo is rare to find, and expensive when you do. Salvage weapons are bulkier, less accurate, and have fewer shots. Miltech weapons are the opposite. '''Accessories''' - Silencers, telescopic sights and the like. Still working on these, and there aren’t going to be many of them. '''Modifications''' - You can alter a gun to suit it better to a specific job. The Reign equivalent would be "Extra huge" weapons. Match Grade gives you an extra point of accuracy and bumps out range by one step, but makes the gun delicate. Close-Combat gives the gun an extra point of speed, and maybe drops accuracy some. You can also convert weapons to fire full-auto. ==Sidearms== ===Pocket Pistol=== Often sneered at as "Mouse Guns", these small, low-caliber handguns place concealment and portability above everything else. They won’t drop a grown man in his tracks, but what they will do is be with you all the time, anywhere you go. Good specimens are small enough to disappear up a sleeve or down a coat pocket, there to be forgotten until their services are needed. *Damage: Width-1 shock, 1 killing *Range: Very Short *Shots: 6 *Notes: +2 width speed, +1 Width to concealment (or height? I didn’t see concealment rules...) ===Service Automatic=== Back when there were still organized armies, these beefy, no-nonsense sidearms hung from the hips of officers, military police, and any others who need solid, unobtrusive firepower. *Damage: Width-1 killing *Range: Very Short *Shots: 15 *Notes: +2 width to Speed ===Magnum Revolver=== This versatile, large-frame pistol is an excellent all-around weapon, usable for hunting or personal defense, and with the proper ammo can even shoot through light armor. Its powerful cartridge and excellent construction give it a bit more reach and accuracy than a normal sidearm, as well. *Damage: Width Killing *Range: Short *Shots: 6 *Notes: +1 width speed, Hieght+1 accuracy ===Hand Cannon=== Called a "Howdah Pistol" by the British, and an "Obrez" by the Russians. This is a long-arm, usually a hunting rifle or double-barrel shotgun, whittled down until only the slightest grip and the snub of a barrel remain. What you get for the trouble is a VERY powerful sidearm, ideal as a last-ditch defense against armored assailants or large, hungry beasts. Better make that first salvo count, though, because these guns have to be reloaded after each shot. *Damage: Width+1 killing *Range: Very Short *Shots: 1 for rifle, 2 for shotgun *Notes: Uses rifle or Shotgun ammo, depending on type. ==Pistol Ammunition== ===Full Metal Jacket=== Also known as "Ball" ammo, these no-frills bullets consist of a lead slug surrounded by a thick copper jacket. They give a reasonable compromise between penetration and soft-tissue damage. They’re cheap, too, and easily the most plentiful type of ammo available. *Tech Level: Salvage *Effects - None; this is the normal ammo type for all handguns. ===Hollowpoint=== Designed to expand on impact with soft tissue, these bullets are ideal for dropping humans and other flesh-and-blood critters in their tracks. They’re usually worse than useless against ‘Bots, though, so choose carefully. *Tech Level: Salvage *Effects: +1 width to the damage roll, any armor has its AR doubled. ===Armor Peircing=== With a hardened-steel core in place of the heavier, softer lead, armor-piercing ammunition gives higher muzzle velocity and better hard-target penetration. *Tech Level: Miltech *Effects: Drop the target’s AR by one point. ===HEX=== The acronym stands for "High Explosive", and really should tell you all you need to know. This fiendish anti-personnel ammunition was developed in the years before the Final War by some of the wealthier military-industrial states. Consisting of a heavy HE slug wrapped in a thin plastic jacket, they’re fused to detonate a split-second after impact, when the bullet has buried itself in flesh. *Tech Level: Miltech *Effects: -1width to the damage roll. If at least one point of killing damage is dealt, the round explodes internally, dealing three more points of killing to the same location. ==Long Arms== ===Target Rifle=== Light and accurate, with modest muzzle blast and non-existent recoil, these dandy little guns have been used to train the uninitiated in the art of the rifle since time immemorial. They also do a fine job taking squirrels, rabbits, rats, and other small game for the stewpot, and when fitted with a silencer, can serve well against larger, two-legged game as well. *Damage: Width-1 shock, 1 killing *Range: Short *Shots: 10 *Notes:+1 height Accuracy. ===Carbine=== Jack of all trades and master of none, these light, handy shoulder arms are chambered for commonly-available pistol ammunition. The longer barrel and added stability of a stock give them more reach than a pistol, and they’re handier than a full-sized rifle. *Damage: Width-1 killing *Range: Short *Shots: 15 *Notes: Cheap, uses pistol ammunition ===Hunting Rifle=== Powerful and accurate with an exceptional reach, a good hunting rifle makes a marvelous tool and a fearsome weapon. *Damage: Width+1 Killing *Range: Long *Shots: 5 *Notes: -1Width Speed, +1 Height Accuracy ===Shotgun=== More specialized than rifles, shotguns deliver raw power at the expense of range and accuracy. *Damage: Width+2 Killing, Width Shock *Range: Short *Shots: 8 or 2, depending on type *Notes: -1Width Speed ==='Botknocker=== Once upon a time, adventuresome humans traveled the globe in pursuit of the largest, most hostile wildlife they could find. These enterprising hunters usually armed themselves with extremely powerful single-shot rifles, trusting in a healthy dose of powder and lead to guard them from the approaching claw, tooth or tusk. Since the Final War, these elegant weapons have been turned to a new purpose: knocking big, smoking holes in robot armor. *Damage: Width+3 Killing, Width Shock *Range: Medium *Shots: 1 or 2 *Notes: Expensive, +1 width Speed, can’t be used without a Body of at least 3 ===Anti-Material Rifle=== Actually a Heavy Weapon, but who’s going to quibble? These monsters can reach out to a thousand yards, and knock out vehicles and even light armor with a single shot. You can’t shoot them from anything but a resting position, though, and they’re a bitch to carry. *Damage: Width x3 Killing AND Shock *Range: Very Long *Shots: 10 *Notes: -3 width to speed, 1 shot per turn, +2 height Accuracy, can’t be used without body 3 ==Rifle Ammunition== ===Armor Piercing=== AP ammo was the basic load used in military rifles for most of the twentieth century, and there’s scads of it still floating around. Like its rarer pistol-loaded counterparts, it does a good job of chopping through armor. *Tech Level: Salvage *Effects - drops the target’s AR by one point ===Hollowpoint=== Designed to expand on impact with soft tissue, these bullets are ideal for dropping humans and other flesh-and-blood critters in their tracks. They’re usually worse than useless against ‘Bots, though, so choose carefully. *Tech Level: Salvage *Effects: +1 width to the damage roll, any armor has its AR doubled. ===Armor Piercing Discarding Sabot=== *Tech Level: Miltech *Effects: Drop the target’s AR by two points. ===HEX=== *Tech Level: Miltech *Effects: -1width to the damage roll. If at least one point of killing damage is dealt, the round explodes internally, dealing three more points of killing to the same location. ==Shotgun Ammunition== ===Buckshot=== Discharging a load of nine 38-caliber lead balls, this... (to be completed) *Tech Level: Salvage *Effects - drops the target’s AR by one point ===Hollowpoint=== Designed to expand on impact with soft tissue, these bullets are ideal for dropping humans and other flesh-and-blood critters in their tracks. They’re usually worse than useless against ‘Bots, though, so choose carefully. *Tech Level: Salvage *Effects: +1 width to the damage roll, any armor has its AR doubled. ===Armor Piercing Discarding Sabot=== *Tech Level: Miltech *Effects: Drop the target’s AR by two points. ===HEX=== *Tech Level: Miltech *Effects: -1width to the damage roll. If at least one point of killing damage is dealt, the round explodes internally, dealing three more points of killing to the same location. ==Smallarms Table== {| Smallarms |- !width="150px" |Weapon !width="200px" |Damage !width="30px" |Speed !width="30px" |Accuracy !width="80px" |Range !width="100px" |Shots |- |Pocket Pistol |Width-1 shock, 1 killing | +2 | - |V. short | 6 |- |Service Automatic |Width-1 killing | +2 | - |V. Short |15 |- |Magnum |Width killing | +1 | +1 |Short |6 |- |Hand Cannon |Width+1 killing | +1 | - |V. Short |1 or 2 (Slow) |- |Target Rifle |Width-1 shock, 1 killing | - | +1 |Short |10 |- |Carbine |Width-1 killing | - | - |Short |15 |- |Hunting Rifle |Width+1 killing | -1 | +1 |Long |5 |- |Shotgun |Width+2 Killing, Width Shock | -1 | - |Short |8 |- |Botknocker |Width+3 Killing, Width Shock | -1 | +1 |Medium |Slow(1 or 2) |- |Anti-Material Rifle |Width x 3 Shock AND Killing | -3 | +2 |V. Long |10 |- |Submachinegun |Width-1 Killing | - | - |Short |30 |- |Assault Rifle |Width Killing | -1 | +1 |Medium |30 |- |Battle Rifle |Width+1 Killing | -1 | +1 |Long |20 |} ==Tech levels== ===Salvage=== Weapons and equipment kludged together from whatever bits and pieces were at hand. Crude and inefficient, but they can get the job done in a pinch ===Baseline=== This is the rough technology level of a sheltered, recovered, more-or-less stable population. Equipment can be designed and built to spec, spare parts are available, and people have the luxury of making things work the way they should. Unfortunately, while basic engineering and manufacture aren’t a problem, extremely delicate work like advanced electronics is still out of reach. ===Miltech=== Most of the good toys were wiped out during the Final War. Due to their portability and immediate utility, the most common relics are military weapons. They’re rare and quite valuable, usually horded or carried as status symbols by leaders and elite troops. Sensors, computers, tools, and other relics of humanity’s peak turn up now and again, and are likewise prized by their owners. ===Zone Tech=== This is the good stuff, and it’s almost impossible to get. AI weapons and armor are far and away beyond anything mankind ever developed in their prime. Unfortunately, most of this gear is too delicate to survive the violence necessary to separate it from its former owners. [[Category:Homebrew Settings]]
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