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=== New Weapons === * '''Variable Ammo 1XP per ammo type''' - ''Shotguns only currently''. While most weapons can be fitted with slightly different types of ammunition, a weapon with this rule can use dramatically different ammo types. By default, the weapon comes loaded with one of the following ammo types, and may purchase more ammo type at a cost of 1XP per ammo type. The weapon is assumed to be fitted with variable selectors. Switching from one ammunition type to another takes one action and one free hand (the hand supporting the weapon is used to switch the selector). If the weapon goes out of ammo, it may continue to fire by switching to another ammo type. ** '''Dragonbreath:''' Damage 4, Scorching, Maximum Range 10. ** '''Antidrone:''' Damage 4, +1 to hit drones, ignores penalty for firing at Diminutive targets. Non-Penetrating against targets that are not Drones. ** '''Leaf Cutter:''' Damage 4, target may not claim cover modifier from vegetation. ** '''Buckshot:''' Damage 4, Non-Penetrating, +1 to hit if target is between 3 and 6 MU away. ** '''Armour Shredder:''' Damage 4, Armour Piercing if target is up to 4 MU away. ** '''Jolt:''' Damage 4, Maximum Range 10, +1 Damage against robots and drones. ** '''Herbicide:''' Damage 3, Maximum Range 10, +2 Damage against Vegetable targets. ** '''Flechette:''' Damage 4, if there is another target within 2 MU of the first target, shooter performs a secondary attack at -2, Damage 3 against that target. If more than one secondary target exists, determine randomly which one receives the secondary attack. Note that this includes friends and foes. If Flechette ammo is fired into a melee, the shooter chooses a primary target for his attack. The Flechette will perform a secondary attack against all models, friends or foes, in melee contact with the primary target. * '''Shotgun:''' Variable Ammo, Short Range, Two-Handed Cost: 6XP +1 per extra ammo type * '''Sawed Off Shotgun:''' Variable Ammo, Short Range, Maximum Range 8 Cost 6XP +1 x extra ammo * '''Voice Blaster:''' The Voice Blaster is a sonic weapon that amplifies a person's voice into a deadly blast of sonic force. It doesn't require hands to use (the apparatus is either part of a helmet or headset or mounted on the character's torso, or built in as a cybernetic or robot part). Like all sonic weapons, it doesn't work in a vacuum, it gets +2 versus Mineral characters, and only Sealed Armour protect against it. Damage: 3 XP cost (built-in only) 14 Class: Military Rules: Sonic, Energy, Short Range, Infinite Rounds Can be considered a cybernetic enhancement as well and does not count against one's weapon limits. * '''Throssian Grenade Tube''' 5XP Civilian The muscular Throssians use these super-sharp, forearm-mounted tubes to toss grenades, and their use is spreading across the galaxy among members of large enough species. Not only the tubes add 2β to the throwing distance of the grenade, they are sharp enough to count as Claws in melee. The tube themselves are Civilian class, but Grenades must be purchased separately with their normal class. * '''Portable Barbed Wire Generator''' 9XP The PBWP is a one-use object that can be thrown as a grenade. Upon impact, the PBWP creates a 3β radius circle of ultrasharp barbed wire, that counts an area of dangerous terrain. Any model going through the monowire must Crawl at speed of 1β. Any faster movement requires a Terrain roll, with the character receiving a Damage 2 attack on BOTH legs (all legs for species with m,ore than two legs) on a failure. Models wearing Heavy Power Armor ignore the damage but still count the terrain as rough, and fall on a failed terrain roll. Combination weapons combine the profiles of two existing weapons (normally, a ranged weapon and a melee one) into a new one. The cost is derived by adding the costs of the two weapons and adding 2XP to the total, with a slight adjustment if the combined weapon offers other advantages or disadvantages. A combination weapon is handy because your character can shoot and use the same weapon in melee without having to draw a secondary weapon. The disadvantage is that he loses both weapon functions if he is disarmed or if the weapon is destroyed. Here are a few examples: * '''Laser Quarterstaff''' 13XP Military This combination weapon can be used as a Force Spear (Damage 3, Long, Energy, Two-Handed) in melee and as a Laser Rifle (Damage 5, Blind, Two-Handed, Energy) in ranged combat. If the weapon goes out of ammo and is not reloaded, it loses its energy effect in melee as well (both the melee function and the laser beams use the same power cell) and counts as a Damage 1 Long Weapon in melee. * '''Vibroblade Blaster''' 10XP Military A weapon favored by pirates, this works as a Vibroblade and a Laser Pistol combined. The Vibroblade continues working even if the Laser Pistol goes out of ammo or malfunctions. * '''Thalusian Trident''' 7XP Civilian This is a three-pronged spear used in gladiatorial fights on Thalus. It counts as a Civilian weapon as it is often sold to tourists. In melee, the trident counts as a Damage 2 Disarm Long Two-Handed weapon, but it also stores enough energy to shoot a single electrical blast equivalent to a Zap Pistol (Damage 3, Electrical, Energy, Short Range, One Shot). The weapon may also be thrown as a heavy javelin (Damage 2, Primitive, One Shot, Short Range, Max Range 8). * '''Vassian Knife''' 5XP Civilian This curved blade is designed for extreme close combat, and hits at +1 when used to perform a Counterattack. In addition, the hilt contains a single, gas-propelled projectile that counts as a One-Shot, Damage 4 Slug Pistol attack (Short Range). The knife may also be thrown as a regular throwing knife (One Shot, Max Range 8, Primitive, Short Range). * '''DRONE ARROW''' (R) 9XP A Drone Arrow is a self-propelled missile weapon that is remotely controlled by its user via neural net, radio-telepathy, or through an augmented reality net. The arrow flies up to 12 MU per turn, hitting any target in its flight path. The Drone Arrow is considered a Self-Accelerating missile, and so it ignores the -1 to hit in high gravity conditions. It may not receive any other weapon upgrades, may not be Accurate, and does not benefit from Aiming. Hitting with arrow: The hit roll is at +1 per every level in the Drone Jockey trait the controller possesses. The only modifier that applies is the targetβs size (Diminutive, Big, Huge) and any levels of Difficult Target the target possesses. If the arrow misses its to hit roll, or hits and inflicts any wound on a target, it may continue its movement towards the next target. If it hits a target but fails to wound it, its movement for that action stops there, in contact with the target. If the arrow misses its target, it can veer towards a different target, or even towards the target it just missed. It may veer up to 360 degrees, trying to hit it again, but this will cost the arrow 2 MU. Attacking the arrow: While in flight, the arrow may be attacked in melee at -8, or with a ranged attack at -10. If hit by any attack causing Damage 2 or better, the arrow falls to the ground, damaged, and may not be used again until it is repaired. A Martial Artist hitting the arrow bare-handedly and rolling a critical success can catch the arrow and keep it in his hands. On a critical failure, however, the arrow strikes his arm at +2 to Damage. A normal success allows the Martial Artist to deflect the arrow. Repairing a damaged arrow: This requires a TN 10, Tech roll task. An action will be necessary per point of Damage the arrow has received. For example, if the arrow was hit by a Damage 4 attack, four actions will be required to attempt the repair task. The user is assumed to carry repair material but may NOT carry an additional arrow, as these are rare and expensive. In a campaign, players may agree that a character may buy a second arrow by paying a premium cost (we suggest 12XP). Line of Sight: The Drone Arrow constantly sends a video and data feed to its user. Spot rolls and Line of Sight may be measured from the arrow itself OR from the user, as desired. Action expenditure and Stress: Moving the arrow up to 12 MU requires the expenditure of an action and puts 1 Stress on the user. This is one Stress per flight action, NOT one per attack performed by the arrow. Interaction with psi abilities: If the target of the Drone Arrow becomes unavailable due to a use of the Teleport or Blink abilities, and the Drone Arrow can still trace LoS on him, the arrow may veer towards the target again, but loses 2MU in order to do so. A psionic target may use Telekinetic Crush to attack the arrow in mid-flight, at -4 on its Psi roll. Telekinetic Disarm or Telekinetic Push may be used, with a successful Psi roll at -5, to deflect the arrow so it loses 8 MU of movement or is moved 4 MU in any direction chosen by the psionic.
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