Alternate Weapon Rules

Introduction

In this rewrite of the Eclipse Phase weapon and combat rules, our goal is to make each weapon choice both distinct and reasonable. That is to say, each category (and each specific weapon in that category) should have its own flavor, and that flavor should directly indicate what roles the weapon is best suited for as well as giving concrete mechanical advantages to using it. At the same time, no weapon category should be definitively better than another. As a last overall philosophy, the system should encourage players to use all options to their maximum - to get the most out of the "fun toys" available - without pushing the damage output to the point where the GM cannot feasibly threaten the group.

In the current version, the focus has been on redoing the Beam Weapon class entirely, and then tweaking Kinetic weapons, to make them equivalent but different choices.

Melee Weapon Rewrite

Melee weapons are largely functional if a character invests in making them work, but Somatics(SOM) has a strangely small effect. To counter this, instead of SOM/10 being added to melee damage, it's now SOM/5. This puts average melee damage somewhere in line with most beam weapons, and the disadvantage to melee weapons is the fact that they've got barely any armor penetration and require closing to melee range. On the other hand, they're also silent(barring people being loud about being cut in half) and require no ammunition.

Beam Weapon Rewrite

One of the key issues is that beam weapons are considerably poorer choices than kinetic weapons, doing significantly less damage but offering no specific advantage to offset this. Beam weapons also lacked a distinct character to differentiate them from kinetic weapons.

This rewrite increases damage values across the board. This increase comes from higher static modifiers, which makes beam weapon damage less variable and a more reliable source of steady damage. They also have much higher ammunition values. The maximum potential damage remains lower than comparable kinetic weapons, but the minimums are higher. Beam weapons also typically have less AP. Alternate fire modes were also added, giving them unique options compared to kinetic weapons. Kinetic weapons remain more flexible overall, but beam weapons can do things kinetic weapons cannot. This includes a number of "odd-ball" beam weapons with singular combat effects besides pure damage output.

This should make beam weapons a reasonable specialist choice for combat focussed characters. The goal was to also make them a go-to choice for non-combat characters who desire some options but do not wish to deal with the complexities of variant ammunition and regular reloading.

Firing Modes and Other Modifiers

Sweeping Fire

An attacker who is making two semi-auto (p. 198) attacks with a beam weapon with the same Complex Action and who misses with the first attack may treat
that attack as a free Aim action (p. 190), receiving a +10 modifier for the second attack. In other words, though the first attack misses, the character takes the
opportunity to sweep the beam closer to the target for the second attack. This only applies when both attacks are made against the same target.

Concentrated Fire

A character firing a semi-auto beam weapon who hits with the first attack may choose to keep the beam on and concentrate their fire, cooking the target. In this
case, the character foregos their second semi-auto attack with that Complex Action, but automatically deals the maximum DV on the first attack. This decision must be made before the damage dice are rolled.

Point-Blank

When at point-blank range (2 meters or less) with a small weapon, you gain a +10 bonus to appropriate weapon skill check. If you are using a medium weapon, you do not gain this bonus, as the difficulty of bringing the weapon to bear in close quarters negates the advantage of a larger target.

Beam Weapon Ammunition

Beam weapons are powered by nuclear batteries. This battery is good for the listed number of shots before it is depleted. Batteries regenerate their charge fully in two hours. You can use a partially regenerated battery, though it will provide fewer shots (for every 30 minutes charged, the battery provides one-quarter - round down - of it's normal number of shots). Swapping out a battery on a beam weapon requires a Simple Action.

Table 1: New Beam Weapon Values

BEAM WEAPONS
NAME AP DV AVERAGE DV FIRING MODES AMMO
Cybernetic Hand Laser 1d10 + 10 15 SA 50
Burn Mode -5 1d10 + 15 20 SS¹ ¤
Laser Pulser Pistol 1d10 + 10 15 SA 100
Burn Mode -5 1d10 + 15 20 SS¹ ¤
Spread Mode 1d10 + 10 15 SA¹ §
Stun Mode 1d10 SS
Laser Pulser Rifle 2d10 + 10 21 SA 100
Burn Mode -5 2d10 + 15 26 SS¹ ¤
Spread Mode 2d10 + 10 21 SA¹ §
Stun Mode 1d10 SS
Microwave Agonizer Pain (see desc.) SA
Roast Mode -5 1d10 + 5 15 SA 50
Particle Beam Bolter -5 2d10+15 26 SA 6
Blast Mode -5 2d10 + 15 26 SS¹ §
Plasma Rifle -5/-10/-20 (see desc.) 3d10 + 10 26 Suppressive (see desc.) 15
Stunner (1d10 ÷ 2) + shock (p. 204) SA 200

¤ Uses energy equal to 5 shots.
§ Uses energy equal to 2 shots.
¹ Requires 1 full Action Turn cool-down every 2 shots.

Laser Pulsers

Laser weapons use focused beams of light to inflict damage on the target by burning into it and causing it’s outer surface to vaporize and expand, creating an explosive effect. The laser beam is pulsed in order to bite into the target before the beam is diffused. Pulsers are vulnerable to atmospheric effects like dust, mist, smoke, or rain, however—the game-master should reduce their effective range categories as appropriate. Note that laser pulses are invisible in the normal visual spectrum (but are visible to characters with enhanced vision). Pulser pistols are small-sized (p. 297) one handed weapons, while pulser rifles are medium sized (p. 297) two-handed weapons. Both fire in semi-auto mode. [Moderate (Pistols) or High (Rifles)]
One advantage to the pulser is that it can be placed in less-lethal mode. In this case, first fires a pulse at the target to create a ball of plasma, quickly followed by second pulse that strikes the plasma and creates a flash-bang shockwave to stun and disorient the target. This blast has an area of effect with a 1-meter radius. Anyone caught in the blast must make a SOM x 2 Test (SOM x 3 for synthmorphs or biomorphs with any form of pain tolerance). Failure means the target is temporarily stunned and disoriented and loses their next action. A critical failure means the target is knocked down and paralyzed for 1 Action Turn per 10 points of MoF. In this stun setting, the pulser fires only in single-shot mode.
Pulsers can also be set to Burn or Spread modes. In burn mode, the pulser fires only in single-shot mode and uses energy equal to 5 normal shots per use. Burn mode significantly increases damage and armor penetration. After every two shots in burn mode, the pulser must go through a 1 full Action Turn cool-down. In spread mode, the laser pulser fires a wider beam. This allows you to attack two targets who are standing within one meter of each other with a single semi-automatic shot. Each shot in this mode uses the same energy as two standard shots. After every two shots in spread mode, the pulser must go through a 1 full Action Turn cool-down.

Microwave Agonizer

The agonizer fires millimeter-wave beams that create an unpleasant burning sensation in skin (even through armor) and to metals. Agonizers have two settings. The first is an active denial setting that causes extreme burning pain in the target, inflicting –20 to the target’s actions and forcing them to move away from the beam on their next action unless they succeed in a WIL Test (targets with Level 1 Pain Tolerance or the equivalent only suffer a –10 modifier and roll WIL x 2). Synthetic morphs
and biomorphs with Level 2 Pain Tolerance (or the equivalent) are immune to this weapon. The second setting (colloquially known as the “roast” setting) has
the same effect as the first, but also actually burns the target, inflicting the listed damage. Originally developed for crowd control, the agonizer is also useful for
repelling animals. The agonizer is small-sized (p. 297) and fires in semi-auto mode. [Moderate]

Particle Beam Bolter

This weapon shoots a bolt of accelerated particles at near light speed that transfer massive amounts of kinetic energy to the target, superheating and creating an explosion when striking. The bolter’s beam is not diffused by the cloud that occurs when it strikes, and so it has greater penetration than the laser pulser. Likewise, the bolter is not affected by smoke, fog, or rain. The bolter’s beam is invisible. Note that bolters are designed for either atmospheric or exoatmospheric (vacuum) operation, and will not function in the opposite environment (though bulkier dual models, combining both modes, are also available). Bolters fire in semi-auto mode and are medium-sized two-handed weapons. [High]
Particle beam bolters can also be fired in Blast mode, which uses three times as much energy as a normal shot and may only be used as single-shot mode. In Blast mode, the strike has an area of effect with a 1-meter radius. Anyone caught in the blast must make a SOM x 2 Test. Failure means the target is knocked down. A critical failure means the target is also disoriented by the blast and loses their next action.

Plasma Rifle

This bulky, heavy, two-handed weapon blasts a stream of nova-hot plasma at the target, inflicting severe burns and thermal damage, possibly melting or evaporating the target entirely. Plasma rifles are perhaps the deadliest man-portable weapons in use. A plasma rifle can be fired continuously for up to three consecutive rounds in suppressive fire mode, which is the only mode in which it may be fired. Each round of suppressive fire uses up one unit of ammunition. On the first round the target is hit in this manner, the plasma rifle has AP -5. For every consecutive round the target is hit, double the AP to -10 for the second round, and a maximum of -20 for the third round. Plasma guns suffer from dangerous overheating, however, and so require 1 full Action Turn of cool-down time for every round they are fired. Plasma rifles are medium-sized (p. 297) two handed weapons. [Expensive]

Stunner

The stunner is an electrolaser that creates an electrically-conductive plasma channel to the target, down which it transmits a powerful electric current, shocking the target. Stunners do not work in vacuum. Stunners fire in semi-auto mode. Stunners are small-sized (p. 297) one handed weapons. [Moderate]

Kinetic Weapon Changes

This class of weapon required fewer statistic changes directly to the weapon write-ups. The main change is to the functionality of burst and fully-automatic fire for Firearm class weapons, though a smaller adjustment was also made to Railguns. An adjustment to Point Blank firing was also made. Additional special features were added to sniper rifles and machine guns to give them specific roles in combat. Fully-automatic fire was removed from Pistol class weapons in order to make their damage potential more reasonable and to give SMGs a distinct flavor. The special ammunition statistics remain unchanged.

The overall intended effect is to make firearms the most flexible combat option, with the various special ammunition choices. Additionally, the maximum damage output for firearms still rivals beam weapons, as characters are expected to make use of special ammunition, but is significantly more variable. Railguns, meanwhile, become to most "vanilla" weapon option, focussed on pure damage output with a minimum of choices. They still include a special focus in that they are the best general choice against heavily armored targets.

Firing Modes and Other Modifiers

Burst Fire (BF)

Burst fire weapons release a number of quick shots (a “burst”) with a single trigger pull. Two bursts may be fired with the same Complex Action. Each burst is handled as a separate attack. Burst fire uses up three rounds of ammunition. A burst may be shot against a single target (concentrated fire), or against two targets who are standing within one meter of each other. In the case of concentrated fire against a single target, the shooter gains a +5 bonus to the Kinetics skill check. If the weapon being used is a railgun, increase the DV by +1d10 as well.

Full Automatic (FA)

Full-auto weapons release a hail of shots with a single trigger pull. Only one full-auto attack may be made with each Complex Action. Firing in full automatic mode uses up 10 shots. This attack may be made a single target or against up to three separate targets, as long as each is within one meter of another. In the case of a concentrated fire on a single individual, the shooter gains a +10 bonus to the Kinetics skill check and the DV increases by +3. If the weapon being used is a railgun, the DV increases by 1d10+5 instead.

Point-Blank

When at point-blank range (2 meters or less) with a small weapon, you gain a +10 bonus to appropriate weapon skill check. If you are using a medium weapon, you do not gain this bonus, as the difficulty of bringing the weapon to bear in close quarters negates the advantage of a larger target.

Table 2: Firearms

KINETIC WEAPONS - FIREARMS
NAME AP DV AVERAGE DV FIRING MODES AMMO
Light Pistol 2d10 11 SA, BF 18
Medium Pistol -2 2d10 + 2 13 SA, BF 15
Heavy Pistol -4 2d10 + 4 15 SA, BF 12
Submachine Gun -2 2d10 + 3 14 SA, BF, FA 30
Automatic Rifle -6 2d10 + 6 17 SA, BF, FA 40
Machine Gun -6 2d10 + 6 17 BF, FA 50 or 100 (see desc.)
Sniper Rifle -12 2d10 + 10 21 SA 10

Table 3: Railguns

KINETIC WEAPONS - RAILGUNS
NAME AP DV AVERAGE DV FIRING MODES AMMO
Light Pistol -3 2d10 + 2 13 SA, BF 18
Medium Pistol -5 2d10 + 4 15 SA, BF 15
Heavy Pistol -7 2d10 + 6 17 SA, BF 12
Submachine Gun -5 2d10 + 5 16 SA, BF, FA 30
Automatic Rifle -9 2d10 + 8 19 SA, BF, FA 40
Machine Gun -9 2d10 + 8 19 BF, FA 50 or 100 (see desc.)
Sniper Rifle -15 2d10 + 12 23 SA 10

Pistols

Pistols are small-sized (p. 297) and designed for one-hand use. Light pistols sacrifice penetrating ability for concealability. Heavy pistols focus on stopping power, with medium pistols occupying a middle ground. All versions fire in semi-automatic and burst fire modes. Additionally, light pistols grant a +5 bonus to skill checks to conceal, while heavy pistols impose a -5 penalty on skill checks to conceal. [Low (Firearm) or Moderate (Railgun)]

Submachine Guns

SMGs use pistol ammunition, but are medium-sized (p. 297) two-handed weapons and may fire in semi-auto, burst fire, or full auto modes. They typically are designed in a bullpup configuration for close quarters operations and are ideal for tactical and strike teams. Though medium-sized, SMGs gain a +10 bonus to Kinetics skill checks at point-blank range. [Moderate (Firearm) or High (Railgun)]

Automatic Rifles

Automatic rifles use rifle ammunition and have greater range and penetration than SMGs. They fire in semi-auto, burst fire, or full auto modes. They are two-handed medium-sized (p. 297) weapons. They are the most common weapons used by professional soldiers. [Moderate (Firearm) or High (Railgun)]

Machine Gun

Machine guns are heavy weapons, typically mounted, and intended to provide continuous fire for support or suppressive purposes. They fire in burst fire or full auto modes, and are two-handed weapons. Typically machine guns use 50 round magazines, but can also be attached to 100 round drums. Using a 100 round drum magazine imposes a -5 penalty to Kinetics skill checks with the weapon unless you take a Quick Action to brace (this cannot be combined with an Aiming action). Additionally, when used in suppressive fire mode, you gain the benefits of concentrated burst fire to your attacks (+5 to Kinetics skill checks, and +1d10 to DV if using a railgun). They are medium-sized (p. 297) two handed weapons. [High (Firearm) or Expensive (Railgun)]

Sniper Rifles

Sniper rifles are optimized for range, accuracy, penetration, and stopping power. They fire in semi-auto mode, and are two-handed weapons. Whenever you make an Aimed Shot with a sniper rifle, in addition to the normal bonus you may reduce the penalty for range by 5 (-5 for Medium, -15 for Long, -25 for Extreme) if you used a Quick Action, or by 10 (no penalty for Medium, -10 for Long, -20 for Extreme) if you used a Complex Action. Alternatively, you can choose to reduce the penalty for the defender's cover by 5 with a Quick Action or by 10 with a Complex Action (this has no effect if the defender is hidden). You must choose one or the other. They are medium-sized (p. 297) two handed weapons. [High (Firearm) or Expensive (Railgun)]

Aspis Armory Redux

Kinetic Weapons

Firearms

Fa-Jing Ronin Line

Fa Jing Wakazashi (Light Pistol) AP: –; DV: 2d10+2 (Avg 11); SA/BF; Ammo: 6
Integral Flash Suppressor, Silencer. Can fold down to the size of a 20th century cell phone when not in use. Undetectable by most scanners, +20 to Palming checks to conceal. Cannot use smart ammunition. [Moderate]

Fa Jing Katana (Submachine Gun) AP: -2; DV: 2d10+5 (Avg 15); SA/BF/FA; Ammo: 20
Integral Flash Suppressor, Silencer. Can fold down to the size of a 20th century netbook when not in use. Undetectable by most scanners, +10 to Palming checks to conceal. Cannot use smart ammunition. [High]

Fa Jing Odachi (Machine Gun) AP: -6; DV: 2d10+8 (Avg 19); SA/BF/FA; Ammo: 40
Integral Flash Suppressor, Silencer. Can fold down to the size of a 20th century briefcase when not in use. Undetectable by most scanners. Cannot use smart ammunition. [Expensive]

Fa Jing Naginata (Sniper Rifle) AP: -12; DV: 2d10+12 (Avg 23); SS; Ammo: 3
Integral Flash Suppressor, Silencer. Can fold down to the size of a 20th century laptop when not in use. Undetectable by most scanners, +10 to Palming checks to conceal. Cannot use smart ammunition. [High]

Other Firearms

Jovian Republic Peacekeeper (Medium Pistol) AP: –; DV: 2d10+6 (Avg 17); SA/BF; Ammo: 22
Integral Laser Sight. Typical Jovian design, sacrifices armor penetration for heavier rounds and more ammunition. [Low]

Jovian Republic Pacifier (Automatic Rifle) AP: -4–; DV: 2d10+10 (Avg 21); SA/BF/FA; Ammo: 60
Integral Laser Sight. Typical Jovian design, sacrifices armor penetration for heavier rounds and more ammunition. [Moderate]

SI Whisper Revolver (Heavy Pistol) AP: -4; DV: 2d10+4 (Avg 15); SA; Ammo: 6
Integral Flash Suppressor, Silencer, and Smart Magazine. Undetectable by most scanners. [Moderate]

Operative SMG [Firewall] (Submachine Gun) AP: -10; DV: 3d10+5 (Avg 21); SA/BF/FA; Ammo: 30
Integral Silencer, Flash Suppressor. Advanced next-generation firearm design, captured from Firewall. [60 o-Rep]

Railguns

Direct Action AMR62 “Tusk” (Sniper Rifle) AP: -20; DV: 5d10+10 (Avg 37); SS; Ammo: 1
Integral Universal Mount. Anti-material sniper rifle. Requires a Complex Action to reload and uses its own specialized ammunition. Must be braced before firing (-30 penalty to Kinetics skill check if not braced). Bracing weapon requires a Complex Action. [Expensive+; Ammunition is Moderate per 10 rounds]

Brinker Homestead Defender (Special) AP: –; DV: 3d10+5 (Avg 21); SA; Ammo: 12
Fires flechette bundles, and cannot fire any other form of ammunition. Use heavy pistol ranges. Gains the +10 bonus to Kinetic skill checks at point-blank range, and does 4d10 + 5 damage at point-blank range. At medium range, does 2d10 + 5 damage. At long range, does 1d10 + 5 damage. At extreme range, does (1d10 ÷ 2) + 5 damage. [Moderate; Ammunition is Low per 10 rounds]

Either

For railgun versions, AP is -3 better, DV is +2 better, and weapon cost is increased one category.

Direct Action MP13 “Locust” (Medium Pistol) AP: –; DV: 2d10 (Avg 11); BF/FA; Ammo: 24
Light machine pistol. Uses light pistol ranges. [Low/Moderate]

Direct Action MP26 “Siafu” (Heavy Pistol) AP: -2; DV: 2d10+2 (Avg 13); BF/FA; Ammo: 18
Heavy machine pistol. Uses medium pistol ranges. [Low/Moderate]

Stellar Intelligence Voiceless Rifle (Sniper Rifle) AP: -10; DV: 2d10+8 (Avg 19); SA; Ammo: 5
Integral Silencer, Flash Suppressor, and Smart Magazine. Undetectable by most scanners. [High/Expensive]

GDS Thunderer (Heavy Pistol) AP: -7; DV: 3d10+2 (Avg 18); SA; Ammo: 8
Integral Smartlink and Shock Safety. -20 to skill checks to conceal. [Low/Moderate]

GDS Lightning (Sniper Rifle) AP: -15; DV: 3d10+6 (Avg 22); SS; Ammo: 6
Integral Universal Mount, Smartlink, and Shock Safety. [High/Expensive]

Special

Cobra [Salvaged Exhuman Artifact] AP: -5; DV: 2d10+5 (Avg 16); SA/BF/FA; Ammo: 30
Combined organic/nanotech device. Manufactures flechette ammunition of a dense material similar in composition to bone internally, at a rate of one round every thirty seconds. It appears to have internal storage for up to 30 rounds. Cannot be externally loaded. Requires “feeding” - approximately one pound of organic material every 7 days. Does not manufacture rounds if not “fed.” Weapon is not a firearm or railgun; appears to use self-winding high-density molecular springs to impart kinetic energy to flechettes. As a result, weapon is silent when fired and does not produce flash. Cannot be used for suppressive fire. Two-handed medium-sized weapon (p. 297), treat as submachine railgun for game effects not listed here. [XX o-Rep]

Nanofacturing Blueprints

Brinker "Homestead Defender" Ammunition Blueprints. [Expensive]
Direct Action "Tusk" Ammunition Blueprints. [Expensive+]

Beam Weapons

Laser & Particle Weaponry

Fa Jing Yari (Particle Beam Bolter) AP: -8; DV: 2d10+15 (Avg 26); SS; Ammo: 4
First generation beam weapon sniper rifle. Range values are tripled compared to standard particle beam bolter. Gains same benefit to Aimed Shots as Kinetic sniper rifle. Does not have a blast mode. [Expensive]

Jovian Republic Peacebringer (Laser Pulser Rifle) AP: –; DV: 2d10+10 (Avg 21); SA; Ammo: 150
Burn Mode: AP -3; DV: 2d10+20 (Avg 31); SS¹; Ammo: ¤
Integral Laser Sight. Jovian design, additional ammunition and sacrifices focus and armor penetration for burn mode to increase pure damage output. Additionally, stun mode imposes a -5 penalty to checks SOM tests and has a two meter radius, but uses two shots worth of energy. [High]

GDS Storm (Laser Pulser Pistol) AP: -3; DV: 1d10+10 (Avg 18); SA; Ammo: 30
Burn Mode: AP -8; DV: 1d10+18 (Avg 23); SS¹; Ammo: ¤
Does not have a stun mode. Integral Smartlink and Shock Safety. [High]

Special

Stellar Intelligence P100 (Special) AP: -8; DV: 2d10+20 (Avg 31); SS; Ammo: 1
One handed small sized (p. 297) single-shot weapon that launches a large burst of plasma which burns out its internal circuitry after being fired. It cannot be recharged. Grants a +10 bonus to skill checks to conceal. [Moderate]

Viper [Salvaged Exhuman Artifact] AP: -10/-20; DV: 3d10+15 (Avg 31); Suppressive; Ammo: 10
This weapon seems to funnel energy from a contained micro-singularity in ways currently not completely understood, though it would probably be a bad idea to let the Viper take too much damage. The internal generator recharges one shot every hour. Unlike standard human plasma rifles, the Viper can only fire for two consecutive rounds, though when it is fired it vomits forth far more plasma than standard Plasma Rifles. [XX o-Rep]

Weapon Acessories

Universal Mount: Made of smart materials, a universal mount allows a ranged weapon to be attached to virtually any vehicle, as well as to fences or low walls, as if on a pintle mount. The mount adjusts its shape to fit over and lock onto any suitable vertical structure at least 2cm and at most 10cm wide. It will also fit any standard weapon mount, and many non-standard ones as well. A universal mount can also be used as a foregrip or unfolded into a bipod or monopod. Mounting a weapon in this way grants a +5 bonus to the appropriate weapon skill, and takes a Complex Action to engage and a Quick Action to dismount. A machine gun mounted this way is considered braced. [Low]

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