Weapon Design enables a character to produce various weapons in their "Forge". For game purposes, the forge is a quiet workspace that the player goes to prior to debriefing. A character may also "wander off" to gain access to their forge at plot discretion.
For each purchase of this skill, a character gains a number of Weapon Design tags. These tags may be expended in any combination on the tasks listed below or on other tasks at Plot Discretion. The number listed in parenthesis () is the number of tags required to perform a designated tasks.
Designing a weapon involves using materials to produce new, lasting, weaponry. Production costs are 1 Green per tag used. Using a lab allows a 1 tag reduction in tag cost. Using a useless item of the appropriate type reduces tag cost by 1 tag. At now time may tag cost be reduced below one tag, however, if tag cost *would* have been reduced below 1 tag, then two items of the appropriate type are created as a result of the character's efforts.
Special Rounds: All special rounds create one bullet which may be added to any pistol, rifle or heavy weapon. Shotgun or rapid fire weapons may not be loaded with special rounds unless all ammo in the weapon is also replaced with the same special round. Rounds may be loaded into a weapon by a 3-count. Loading a weapon requires at least one level of Weapon Design, Jury Rig, or Engineering, but once loaded the round may be fired by anyone skilled in the use of the weapon.
1 Tag
- Simple Melee Weapon
- Primitive Projectile Weapon
- Charge Taser - Charges a Taser option for 1 day.
- Recharge Weapon - Fully charges weapon for use for 1 day
- Modify user-identifier - Allows the tech to modify the list of wielders on a weapon with this mod.
2 Tags
- One Handed Melee Weapon
- Pistol
- Add 1 Rapidfire to the type of the gun
- Add 1 Shotgun to the type of the gun
3 Tags
- Two Handed Melee Weapon
- Rifle
- ChemBolting - This adds the availability for a single dose of a Chemical as listed in the Chemical rules.
- High Explosive Armor Piercing (HEAP) "Special" rounds - A specialized round containing armor piercing combined with small explosive charge. Extremely unstable and frequently considered dangerous to use. Heap rounds do +2 Piercing damage. If weapon takes either a discharge or Pierce effect, the weapon explodes as per the Jury Rig “sabotage” rules. Detonation only affects the person holding the weapon.
- Shock "Special" Rounds: This type of ammunition was designed with the Burgunn Empire’s security needs in mind. While other race’s generally employed restraining devices, the Empire decided to go with something that immobilized AND inflicted a little pain. Since the primary goal was to still keep a target alive for questioning however, and of the microcircuit required for the taser effect, the rounds aren’t very well adapted to piercing armor or doing much damage. Shots fired with Shock rounds confer a Stun effect, but do one less damage.
4 Tags
- Heavy Ranged Weapon
- Chemcharging - This allows up to three chemicals to be loaded into a melee weapon for activation upon the wielder's discretion.
- Neurotoxin "Special" Rounds - Sometimes you want your prey alive, and would rather not risk them fighting back. Especially in cases dealing with users of the Mystic arts, sometimes taking away their weapons just wasn’t enough. Ways were designed to disrupt a target’s mind, dull it or confuse it to the point where they couldn’t use their powers properly. Now it has been put in this highly efficient package and is suitable for “mage hunters” everywhere. Shots firing neurotoxin are now called as “Chemical Drain”. Does not require having neither the skill Use Chemical nor a Chemloader. Also requires 4 Chemistry tags
5 Tags
- TaserCharging - This adds effect carrier Stun as an option to a melee weapon good for one swing. Must be charged separately.
7 Tags
- TaserBolts - This adds the carrier Stun to a ranged weapon’s damage call. If used on a Shotgun or RapidFire weapon, this requires a separate expenditure for each rating. (IE a Shotgun 3 Rifle would require 21 tags to be expended to have it fire with a “Stun” carrier)
- Grenade "Special" Rounds: Sometimes you need high-powered shots, and just don’t have a big enough gun. These rounds are simply one large explosive. While this may seem to be a good thing, grenade rounds are not for rapid fire. The immense kickback of a gun firing these and the cycling time is not the most conductive for laying down lines of fire. Grenade rounds do +2 Massive damage. After firing once with Grenade rounds, you must cease-fire and call “One Recover, Two Recover, Three Recover, Five Recover, Six Recover” before you can fire again.
7 Tags
- Card-identification - A modification available to Pistols, Rifles, and Heavies only, this requires that the wielder possess an FOF Card with a twelve digit code that matches the FOF Lock on the weapon. Without this card attached, the weapon will not function. This skill requires the additional expenditure of at least 1 Encryption/Decryption tag as well. A card-identification unit can be encrypted and decrypted as per the rules for encryption/decryption.
13 Tags
- User-identification - A modification available to Pistols, Rifles, and Heavies only, this keys the weapon via a small needle that contacts the wielder’s skin. Up to five wielders can be keyed into a weapon with this mod. The initial five wielders can be keyed to the weapon if they are present at the time of weapon creation at no additional cost.
Example:
A Card-identified Shotgun 3 rifle would cost 17 tags to build. (2 for base cost, 6 for Shotgun 3, and 9 for Card-ID)
Purchasing this skill multiple times results in multiple uses of the skill. For the first three purchases of this skill, the character receives one tag per level. If a character purchases at least four levels of this skill, he gains two uses per level of skill. For seven purchases, the character gains three tags per level. This pattern repeats until the character has purchased the skill at least thirteen levels of the skill, after which they gain five tags per level regardless of how many purchases of the skill have been made.
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