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Adding Diversity to SLA Industries Firearms
Author:
Post date: 04/28/2010 - 21:10
Posted By: Kia
Subject: Hardware, House Rules
Tags: Firearms

Adding Diversity to SLA Industries Firearms

The World of Progress is filled with consumers, and feeding the peoples insatiable appetites for consumer goods is one of the primary forces on which the known universe stands. Even if you only count SLA subsidiaries, there have been thousands of companies providing SLA’s operatives with weapons technology over the last 900 years. Some are still going strong, others have long since faded away. If you also count the Soft Companies then the number rapidly turns into the hundreds of thousands. Not everyone can afford (or has access) to SLA’s goods, and so the soft companies provide weaponry to the masses (and specialists).

Rather than stat out every variation of pistol, smg, and assault rifle available (a huge waste of time in my opinion), I thought it’d be easier to provide some bare-bones templates for some weapon types, and a list of tables full of variations. This was so you can pick a weapon type, roll a few dice and end up with a unique weapon. Of course, random tables can come up with some very odd combinations, but no matter how specialised or odd a weapon appears, there was almost certainly a market for it somewhere on Mort. And if there wasn’t, well that’s why the weapon isn’t well known.

1.0 – Base Weapon frame

Type Size Clip (type) Cal ROF Rcl Rng Wgt Cost (c)
Derringer P 2 (break) 10mm 2/1 6/4 2m 0.5 50
Light Automatic Pistol * P 10 (clip) 8mm 1 3 10m 0.5 75
Heavy Automatic Pistol P 15 (clip) 10mm 1 6 10m 1 100
Light Revolver * P 6 (cylinder) 8mm 1 3 10m 0.75 60
Revolver P 6 (cylinder) 10mm 1 6 10m 1 75
SMG P 20 (clip) 10mm 3/1 8/6 12m 4 150
Assault Rifle R 20 (clip) 10mm 5/1 9/6 15m 7 400
Shotgun R 8 (clip) 10g 1 8 10m 5 100
Long Rifle R 6 (magazine) 10mm 1 6 75m 7 250

* Ammo for these frames is locked at a maximum of 8mm (5mm ammo affects recoil by -1, capacity +25%).

1.1– Ammo variations

Firstly, here’s a listing of all calibre types commonly available. All of the above base weapons start on either 8mm or 10mm. First roll on the calibre adjustment table, once for pistols & shotguns, & twice for rifles. Add up the step adjustment, and go down the table for a positive result, up the table for a negative number. The new Calibre will modify the base weapons clip capacity and base recoil as shown.

Calibre/ammo type Non- SLA Calibre listing SLA Calibre listing
BB   BB (Recoil x0.4, +50% capacity)
CAF   CAF (Recoil x0.5, +40% capacity)
5mm 5mm (Recoil x0.4, +40% capacity) 5mm (Recoil x0.4, +40% capacity)
8mm 8mm (Recoil x0.5, +25% capacity) 8mm (Recoil x0.5, +25% capacity)
9mm   9mm (Recoil x0.5, +10% capacity)
10mm 10mm 10mm
11mm 11mm (Recoil x1.25, -10% capacity)  
11.35mm   11.35mm (Recoil x1.25, -15% capacity)
12mm 12mm (Recoil x1.5 -20% capacity) 12mm (Recoil x1.5, -20% capacity)
12.7mm   12.7mm (Recoil x1.75, -50% capacity)
14mm 14mm (Recoil x2, -75% capacity)  
17mm   17mm (Recoil x2, -90% capacity)
Chopper Packet   Chopper Packet (Recoil x4, -90% cap)
Vibro Disc   Vibro Disc (Recoil x0.5 -30% capacity)
Grenade Grenade (Recoil x4, -90% capacity) Grenade (Recoil x4, -90% capacity)

Once 17mm is passed, the GM is free to choose from Chopper packets, Vibro Disc’s or Grenades (Of course, the GM is free to choose any of these right from the start). Typically only SLA companies design weapons for chopper & vibro discs, and any SLA Grenade launcher is bound to be war-world only specifications (might not stop it turning up on the blackmarket though. Soft companies usually have few qualms about marketing grenade launchers.

Calibre Adjustment table. Shotgun Ammo type/calibre

Roll 1d10,

Adjustment

1 -3 Steps
2 -2 Steps
3 -1 Steps
4 +0 Steps
5 +0 Steps
6 +1 Steps
7 +1 Steps
8 +2 Steps
9 +2 Steps
10 +3 Steps

Bore

Barrel Diameter (mm)

28 Gauge 13.9mm
20 Gauge 15.7mm
16 Gauge 16.8mm
10 Gauge 19.7mm
8 Gauge 21.3mm
4 Gauge 26.7mm
2 Gauge 33.7mm

Now the frame, and the calibre has been determined, you now need to determine the added extras.

Roll 1D10

Roll 1d10 Features
1  
2 1
3 1
4 2
5 2
6 3
7 3
8 4
9 4
10 5
Roll 1d10 Feature
1-4 Simple/Structural Feature
5-7 Cosmetic Feature
8-9 Complex Feature
10 Exotic / High-Tech

Either pick a feature from the table, or roll it randomly (re roll mutually exclusive features). Once all features have been determined, add the percentage modifiers all up (positive percentages for weapons with three or more features are all doubled) and apply this to the base cost. This should give you the approx value for the weapon. Simple!

1.2 – Simple/structural variations

Roll 2d10, and add together

2-3. Efficient Action (+40% Cost)

Reduce Recoil by 2

4-5. Lightweight design (+20% Cost)

-50% weight

6. Slimline design (-0.1Kg, +25% Cost)

The weapon is of a slim, and easily concealable design, -2 to Detect rolls to spot when concealed.

7. Heavy Calibre (+0.2Kg, +30% Cost)

Increase calibre of weapon by one step but do not modify clip capacity or recoil

8. Improved accuracy (+30% Cost)

+25% range

9. Increased Ammo capacity (+0.05Kg per 5%, +10% Cost per 5%)

Clip & magazine size is increased by 1d10 x10%.

Revolvers & derringer (or any weapon with a break action) ammo increased by 1-3:

Roll 1d10: result increase

1 – 4 +1

5 – 8 +2

9 – 10 +3

Derringers have barrels = to ammo capacity.

10. Easy Grip Handle (+0.1Kg, +25% Cost)

Either a genuine FEN “Easy-Grip” handle, or a copy good enough to provide the same effect (which is to reduce the Recoil of the weapon by 1

11. Short Barrel (-0.1Kg, +20% Cost)

-20% Range, wild shot, and close combat penalties reduced by 1

12. Long Barrel (+0.1Kg, +20% Cost)

+20% range. wild shot, and close combat penalties increased by 2

13. Gun Cam (+0.1Kg, +10% Cost)

Digital Camera on Barrel mount (200 shot memory)

14. Under-Barrel Fore-Grip (pistols/SMG’s only) (+0.1Kg, +5% Cost)

Either a small pistol grip or a strap just below the barrel which allows the weapon to be held two handed and assists control of the weapon (-2 Recoil when ROF is higher than 1)

15. Different Action

Instead of a gauss fed semiautomatic (or automatic action), the weapon has a different action. Each action affects the weapon as follows:

Pump action (Clips & Magazines only) (+0.2Kg, -10% Cost)

A Pump action weapon has a ROF of 1, and must be “pumped” over the users next two phases before it can be fired again (or next one phase on a DEX check). The advantage of this action is that they are extremely reliable. Additionally because a pump action does not rely on the cartridge or recoil to “re-cock” the weapon, a pump action weapon can take a multitude of different loads and specialist ammunition.

Lever action (Clips & Magazines only) (+0.15Kg, -10% Cost)

A Lever action weapon has a ROF of 1, and must be re-cocked over the users next phase before it can be fired again (or be ready to be fired on the next phase on a DEX check). The advantage of this action is that they are extremely reliable, faster than a pump action and are easily maintained in the field.

Single action (-0.1Kg, +15% Cost)

A Single action weapon must be cocked before it can be fired for the first time during combat (two phases, or one phase on a DEX check). After the first shot the mechanism will re-cock itself for each subsequent shot.

Because of the lightness of the trigger action, the snapshot penalty for this kind of weapon is -1. When reloaded, the weapon will require re-cocking.

Bolt action (Clips & Magazines only) (-0.2Kg +20% Cost)

A Bolt action weapon is the slowest firing method available, with the exception of a break action (three phases, or two phases on a DEX check), but has the following advantages,

1. As no exhaust gasses are used in recycling the weapons mechanism, 100% is used to propel the fired round. This results in a +50% modifier to range

2. The cartridge is not automatically ejected, meaning the shooter does not need to hunt for cartridges when leaving the scene, or does not have to worry about a flying cartridge giving their position away.

3. A Bolt action weapon has far fewer parts than any other weapon type, making them many times more reliable.

Break Action (-0.3Kg, -25% Cost)

A Break Action weapon can only contain a number of bullets equal to the number of barrels. Reloading consists of opening the barrel, removing the spent cartridge and putting the new one in, then closing the barrel. (Three phases assuming ammo is held readily accessible in a bandolier or ammo pouch, 5 phases if not). Break action weapons are usually lighter (no feed mechanisms) and extremely reliable. Also, as no exhaust gasses are used in recycling the weapons mechanism, nearly 100% is used to propel the fired round. This results in a +25% modifier to range

16. Decreased Ammo capacity (-0.05Kg per 5%, -5% Cost per 5%)

Clip & magazine size is decreased by 1d10 x5%.

Revolvers ammo decreased by 1-3:

Roll 1d10: result increase

1 – 5 -1

6 – 9 -2

10 -3

A revolver with ammo capacity reduced by -3 automatically benefits from the slimline design feature.

17. Inaccurate (-25% Cost)

-25% Range

18. Small calibre (-0.1Kg, -20% Cost)

Decrease calibre of weapon by one step but do not modify clip capacity or recoil

19. Primitive construction (-10% Cost)

+50% weight, but Recoil reduced by -1

20. Brutal Action (-20% Cost)

Increase Recoil by 2

1.3 – Cosmetic variations

Roll 2d10, and add together

2-3. Chrome Finish (+15% Cost)

Ooh, Pretty!

4-5. Rubberised surfaces (+15% Cost)

Outer surface of the weapon appears to be made of highly dense rubber (of whatever colour).

6. Protective finish (+15% Cost)

Phosphated (parkerised) or blued, grey or blue-black finish.

7. Glo-strips (+10% Cost)

The weapon has several strips of luminescent material on its frame. These strips will either light up when the weapon is held (to look cool), or when not held (to aid in finding the weapon in a sewer for example). Not good for stealth.

Roll 1d10: 1 – 7 8 – 10

Lights up when - Held Not held

8. Novelty Finish (+25% Cost)

Gun is bright colour/pattern

9. Easy Breakdown (+50% Cost)

Weapon breaks down into 4 component pieces with ease (Weapon Modification roll with +7 bonus. Skill of 3+ don’t even need to roll). Separate component parts are available; each part cost 50% of final weapon cost.

10. Stormer/Shaktar sized grip (+15% Cost)

Weapon optimised for a larger, clawed hand. Non Stormer/Shaktar users take -1 penalty when using weapon.

11. Ammo counter (+5% Cost)

Small display on weapon shows rounds left in clip(s) and rounds fired (cleared by pressing a reset button).

12. Sound enhancement (+25% Cost)

Slight modification to weapons exhaust ports mean the weapon makes a non-standard sound when fired, such as

Loud Whistle

Low deep Bass report

Extra loud

“door being slammed”

“scream”

“pop” noise

None of these sounds functionally lower the level of the report unless combined with an integral silencer/suppressor.

13. Flash enhancement (+25% Cost)

Some weapons are designed to suppress the muzzle flash, this weapon is designed to enhance it into a 18 inch long flare of ignited gasses trailing the round each time the weapon is fired. A small gas cylinder within the weapon adds a small amount of pyrotechnic gas into the firing chamber just after each round is fired. Obviously a flash suppressor is a waste of time on this weapon, as is a silencer. However, firing this gun in a darkened room, will ruin everyone’s night vision (including the firers!) and could provide a penalty to anyone whose vision has been whited out as a result (if the GM is feeling nice)

14-15. Scuff-not (See CD p.111)

See Contract Directory (CD) p.111

16. Custom Surface (See CD p.111)

See CD p.111

17-18. Custom Detailing (See CD p.111)

See CD p.111

19-20. Gore Shield (See CD p.111)

See CD p.111

1.4 – Weapon Appearance

Unless you’ve already got a “look” thought out for the weapon, roll twice here (or more if you feel like it) and that will give you a starting point.

1st D10 roll   2nd D10 roll  
1 Angular 1 Primitive
2 Blocky 2 Ceramic
3 Slim 3 Translucent
4 Ergonomic 4 High-tech
5 Smooth 5 Plastic
6 Alien 6 Science Friction
7 Organic 7 Plain
8 Bulky 8 Metallic
9 Patchwork 9 Luminescent
10 Sharp 10 Colourful

1.5 – Complex variations

Roll 1d10,

1. Alternate ammo supply (+0.4Kg, +50% Cost)

2 clips, or 1 clip/1 magazine etc.

Switching between 2 takes 1 phase unless dex check.

2. Integral Laser sight (+0.1Kg, +30% Cost)

Either visible, UV or IR Laser sight built in to weapon.

3. Integral Silencer/suppressor (+0.1Kg, +25% Cost)

Reduce range by 25%, PEN is reduced by 1.

4. High muzzle velocity (+0.1Kg, +50% Cost)

Increase DAM & PEN by +1

5. Low muzzle velocity (-20% Cost)

Decrease DAM & PEN by 1

6. Three round burst (+0.2Kg, +50% Cost)

Add “3/” to ROF for weapon. Recoil for three round burst is as per single shot +2.

7. Fully Automatic (+0.5Kg, +100% Cost)

Add “5/” to ROF for weapon. Recoil for automatic fire is as per single shot +4.

8. Increased ROF (+0.05Kg per increase, +10% Cost per increase)

One of the weapons ROF’s is increased by 1d10 (or pick a number if you prefer). If the weapon has only one ROF, then that is increased, and the weapon is not capable of single shots. Recoil is increased by the ROF increase. If a Derringer (or any weapon with a break action) is affected, the weapon now has a number of barrels (and ammo capacity) equal to it’s ROF.

9. Tightened Rifling (+75% Cost)

The rifling in the weapons barrel is significantly tighter than normal, optimising the weapon for precision shooting, but much shorter ranges. Decrease the weapons range increment by 50%, but the weapon provides a +1 bonus to attack rolls.

10. Loosened Rifling (+75% Cost)

The rifling in the weapons barrel is significantly looser than normal, optimising the weapon for longer ranges, but less for precision shooting. Increase the weapons range increment by 25%, but the weapon provides a -1 penalty to attack rolls.

1.6 – Exotic/High-Tech variations

Roll 1d10

1. Gas Recycling (+200% Cost)

Only available on clip or magazine fed, semi or automatic weapons, gas recycling feeds exhaust gasses back from a previous shot, increasing the muzzle velocity of rounds fired.

Increase PEN, DAM & AD by +2, and recoil by +4.

2. Electrothermal Enhancement (+250% Cost)

Ammunition for this weapon must be cased Ammo, and use a liquid propellant. Such ammunition costs twice standard ammo costs.

Instead of a standard firing mechanism, a weapon with this enhancement ignites the propellant in the case with an electric charge which converts the propellant to plasma. The expansion of the plasma results in a vastly increased muzzle velocity at the expense of recoil, rate of fire, and subtlety.

The drawbacks of an Electrothermal weapon are,

ROF for an Electrothermal weapon cannot exceed 1.

Recoil for an Electrothermal weapon is Doubled (and SLA Recoil Baffling & Ergnomic Enhancement is ineffective).

Electrothermal weapons cannot be silenced or suppressed.

HEAP & HESH rounds are not usable in Electrothermal weaponry.

A Battery (or power pack) must be installed in the weapon adding 25% to weapon Weight, which lasts for three full ammo loads (or 10 rounds, whichever is higher) before it needs replacing/recharging

The positive effects on the other hand are,

  • The Range for an Electrothermal Weapon is doubled
  • The PEN of any ammunition used in an Electrothermal Weapon is increased by 50%

3. Proximity Safety System (+100% Cost)

The gun maintains a wireless link to another item, either a Scout Helmet, a wrist computer, a suitably calibrated suit of armour, or a bio-chip (or a Finance Chip). Once calibrated to this item, the weapon will not fire if it is taken further than 1.5m from the item. The item will also (if possible) show the weapons status, ammo available (& type) and a view from any gun-cam, if fitted.

4. Memory Metal Barrel (+250% Cost)

The weapons barrel is comprised of a memory metal which allows the barrel to move between two settings. These settings can be the long, short or normal barrel lengths, or tight, loose or normal rifling. For example, a weapons two settings could be 1, Short barrel, tight rifling, and 2, normal barrel, normal rifling.

The barrel takes 2 phases to move between settings, during which the gun is unusable. A version exists which only takes 1 phase to shift, but which costs twice as much (+500%).

5. Feelgood Grip (+50% Cost)

On firing this weapon, the weapons grip excretes a calming drug into the users bloodstream (assuming the firing hand does not have a glove on). 3 phases after firing, the drug takes effect exhibiting a calming effect on the user (+1 COOL, and -1 to any stress taken in the next hour).

6. Neural Induction Rig (+200% Cost)

The gun maintains a wireless link to an implanted BioChip (such as a Finance Chip) or a Scout Helmet. Through this link the weapons functions can be controlled (Fire weapon, change fire mode, ammo source, eject clip etc) as “free” actions. One such free action can be taken each phase without causing any detriment to the user. In addition, because control of the weapons functions are mostly mental, the users Dexterity is considered 1 point higher for determining what phases they can act in. If the characters DIA is 10 or higher, the users Dexterity is considered 2 points higher.

7. Enhanced Targeting Link (+150% Cost)

The use of this enhancement requires a Neural Induction Rig be first installed in the item. Once calibrated, a crosshair now appears on the users Scout Helmet or BioChip HUD. This crosshair gives the user a significant edge in combat, especially with regard to snap shots (the penalty for which are reduced by 2 usually to -1). In addition to making snap shots easier, the targeting link reduces any range penalties by 2 points.

8. Zero Maintenance Guarantee

The weapon is either a FEN, or another company who thought they could compete with FEN. The weapon has been specifically designed for reliability, and unless the weapon is significantly tampered with, will never require any maintenance or cleaning to continue to operate.

9. Caseless Ammunition

Increase Ammo Capacity by +50%, Increase range by 20%.

Ammo costs double.

10. Roll once on this table, and once again on the Complex features table.

Example of Weapon design.

Let’s say I’ve drawn up a Prop to be the antagonist of the latest Bpn for my Game, and I want him to have a non-standard pistol.

Type Size Clip (type) Cal ROF Rcl Rng Wgt Cost (c)
Heavy Automatic Pistol P 15 (clip) 10mm 1 6 10m 1 100

It’s a Non-SLA weapon, so we roll once and get a +2 Steps for calibre to 12mm (Base recoil X1.5 to 9, and reduces ammo capacity by 20% to 12.

For Features we roll a 6, for three features.

Feature 1, we roll a 4, for a simple/structural feature, & roll 2d10 and get an 11 (Short Barrel, -20% Range, snap shot/point blank penalty reduction of -1) (-0.1Kg, +20%)

Feature 2, we roll an 8 for a complex feature, & roll 1d10 and get a 6 for a three round burst (Adds 3/ to ROF, Recoil for burst is 1 shot recoil +2, for 11. (+0.2Kg, +50%)

Feature 3, we roll 6 for a cosmetic feature & roll 2d10 and get a 13 for a flash enhancement (+25%)

The weapons stat block now looks like this,

Type

Size

Clip (type)

Cal

ROF

Rcl

Rng

Wgt

Cost (c)

Heavy Automatic Pistol P 12 (clip) 12mm 3/1 11/9 8m 1.1 195

For weapon appearance we roll an 8 and a 2, for a bulky, ceramic pistol.

Using these Rules for modifying Weapons

Well sure, you can do that. Firstly the character has to find someone able to do the work. Add up the modifications the character wants done, and apply that percentage to the total cost of the weapon to be modified. That’s how much the guy or gal will want (at minimum).

Additionally, as you have just handed your weapon over (sorry, the companies weapon, you just lease it, remember?) to a (probably), unqualified (in the eyes of the company) non-employee, and so are technically guilty of a raft of offences from destruction of company property, to subversion (if the weaponsmith has soft company affiliations). Expect to have to pay the company which produced your weapon a “release fee” of at least 100% the cost of the weapon.

The work will take 1 week per 25% of modifications.