Firearms and other equipment
Posted: Tue Aug 31, 2021 7:05 am
Firearms
During the Hantei and Toturi dynasties, ranged combat was an essential aspect of all samurai training but was still considered secondary to the art of melee combat and, especially, the art of the sword. In the Celestial Empire, however, the balance between the two has largely reversed. Ranged combat is now an absolutely essential component of all forms of warfare even though the sacred status of melee combat is still acknowledged.
The following are some notes and clarifications regarding the use of firearms.
-For the purpose of contested rolls due to Disarm and Knockdown maneuvers, the attacker uses the DR of the weapon as their Str roll.
-A firearm adds its user's Perception to the first number of the DR of the weapon being fired. For example, a Shiba Bushi (Perception 3) firing a sidearm (DR 3k2) would roll a total of 6k2 for damage.
-Readying a firearm is a simple action regardless of the weapon's size. This applies to the Small sidearm as well.
New weapons
Standard sidearm
Contemporary ranged weapons all work on the same principle, producing a concentrated beam of radiant energy by focusing it through a suitably shaped prism. Even the smallest of these weapon generate enough energy to cauterize flesh or punch through regular metal. Radiant weapons are, without exception, powered by battery-like energy packs, small containers charged with fire kami.
Standard sidearms, smallest of these radiant weapons, show many variations of outward design from clan to clan while remaining nearly identical mechanically. For example, Mirumoto Heavy Industry Twin Radiance models are small sleek pistols always produced and worn in pairs, while the Shosuro Veiled Ending is even smaller, and almost toylike in appearance. The latter is readily modified with a silencer as well, effectively muting the sounds made as released energy rips through the air, though most people consider such modification dishonorable and cowardly.
Sidearms come with two energy packs, each good for six shots. Changing the energy pack is a Simple Action. A sidearm may be equipped with a silencer, effectively muting the sounds made by firing the gun, though this upgrade halves the range of the gun. Using a silencer is considered a Major Breach of Etiquette, causing appropriate honor losses.
Keyword: Small, Samurai (Small, Ninja if equipped with a Silencer)
DR: 3k2
Range: 100’ (50’ for a model with a Silencer)
Price: 5 koku
Standard Rifle
Radiant rifles, function exactly the same way as the sidearm, though their larger frames allow the mechanism to agitate the kami into a more powerful blast of energy. The most common version is the Akodo Arms Indomitable 29, which has been in service for more than two centuries with virtually no significant changes to its function or shape.
The standard rifle comes with three energy packs, each good for ten shots. Changing the energy pack is a Simple Action.
Keyword: Medium, Samurai
DR: 3k3
Range: 300’
Price: 10 koku
Heavy Assault Rifle
Despite the murderous power of standard rifles, there are times when greater impact is required. Weapons such as the Kaiu Forge Devastator mark II are renowned for their ability to crack down the armoured vehicles used in mobile warfare. Cumbersome and slow to fire, these weapons are usually mounted on vehicles to be fired by the crew, though rumours of Hida and Matsu warriors wading to battle carrying such heavy rifles are widespread among the legions of the Empire.
Heavy assault rifles come with two energy packs, each good for five shots. Changing the energy pack is a Simple Action.
Keyword: Large
DR: 5k5
Range: 400’
Special Rules: The sheer force exerted by the weapon and its significant size means that Strength 4 is required to wield it. Heavy Assault Rifles ignore 10 points of Reduction and can only be fired if properly braced, meaning that character using the weapon may not move and fire the weapon during the same turn. Additionally, the time required for the kami to re-charge the energy-arrays means that once the weapon has been fired, it cannot fired during the following round.
Price: 50 koku
Marksman’s Rifle
Certain circumstances require specialized weapons and, while there are a wide variety of such in existence, the most common are rifles customized for long-range sniping. the Tsuruchi are natural masters of this particular art, and their Distant Thunder model is widely considered one of the best sniper rifles on the market. Common samurai often eschew these weapons, considering their use cowardly and unfair. Beyond the Tsuruchi, these weapons are widespread among specialized units such as Akodo and Daidoji scouts.
The Marksman’s rifle comes with two energy packs, each good for five shots. Changing the energy pack for a Marksman's Rifle is a Simple Action.
Keyword: Large
DR: 4k3
Range: 1000’
Special Rules: Because of the superior targeting optics, any character using a Marksman's Rifle gains +2k0 to all of their attack Rolls with the weapon. The weapon can only be fired if it has been properly braced, meaning that character using it may not move and fire the weapon during the same turn. Additionally the time required for the kami to re-charge the energy-arrays means that once the weapon has been fired, it cannot be used during the following round.
Price: 25 koku
Incinerator
The cylindrical, 4-foot-long incinerator is the primary anti-armor weapon of modern infantry. Heavy and unwieldy, the Incinerator hosts a swarm of tightly-contained, highly-agitated fire kami. Pressing the activation prayer-mechanism at the side of the weapon frees the kami, sending them screaming towards whatever the device is pointed at. Upon impact, the superheated spirits explode furiously, melting silksteel and scorching flesh.
The incinerator contains enough power only for a one shot, after which it needs to be recharged in a suitable facility.
Keyword: Large
DR: 8k8
Range: 300’
Special Rules: The weapon ignores up to 20 points of reduction. Due the cumbersome nature of this weapon, the attacker does not add his or her Perception to rolled dice when determining the damage.
Price: 100 koku
Web Gun
The web Gun is an exotic, non-lethal weapon used to immobilize a target. Originally developed by the Phoenix, it fires masses of fungally-derived filaments, which expand in the air to form a web of sticky, near-unbreakable material. Targets stuck by the web become entangled as the viscous threads wrap around their limbs. The sticky polymers are biodegradable.
The Web Gun contains enough chemicals for three shots, after which it needs to be refueled in a suitable facility.
Keyword: Medium
DR: Special
Special: If the attack hits, the target becomes Entangled and can attempt to break free as a Simple Action with a Strength roll at TN 15. Entanglement lasts for 30 minutes or until the target can free themselves.
Price: 30 koku
Ammunition
Additional energy packs for weapons may be purchased at the rate below
-Sidearm energy packs: 2 bu
-Rifle energy packs: 4 bu
-Assault Rifle energy packs: 1 koku
-Marksman’s rifle energy packs: 6 bu
-Webgun Liquid polymer tank: 3 bu
Energy packs can be recharged by plugging them to a energy source (say an outlet) for six hours (two time slots) or exposing them to open fire for 12 hours (four time slots). Stoke the Inner Fires spell can be used to recharge an energy pack instantly.
Harpoon-gun
A harpoon is a dart-launching device used in fishing and other marine hunting to catch large fish or marine mammals such as dolphins. It accomplishes this task by impaling the target animal and securing it with barb or toggling claws, allowing the fishermen to use a rope or chain attached to the butt of the projectile to catch the animal. A harpoon can also be used as a weapon.
Harpoon-guns hold a single dart, though come with three darts.
Keyword: Large
DR: 2k2
Range: 60’
Special Rules: Target hit by a harpoon-gun become entangled. Entangled characters cannot move away from the attacker. Entangled character my try to break free by spending a Complex Action and rolling Contested Strength against the attacker. If they succeed, they are no longer Entangled.
During their next turn, the attacker may try to reel in an Entangled character by rolling Contested Strength against them. If they succeed, the Engangled Character is moved towards the the attacker by distance determined by the GM.
Loading Harpoon-gun takes two complex actions.
Price: 5 koku
During the Hantei and Toturi dynasties, ranged combat was an essential aspect of all samurai training but was still considered secondary to the art of melee combat and, especially, the art of the sword. In the Celestial Empire, however, the balance between the two has largely reversed. Ranged combat is now an absolutely essential component of all forms of warfare even though the sacred status of melee combat is still acknowledged.
The following are some notes and clarifications regarding the use of firearms.
-For the purpose of contested rolls due to Disarm and Knockdown maneuvers, the attacker uses the DR of the weapon as their Str roll.
-A firearm adds its user's Perception to the first number of the DR of the weapon being fired. For example, a Shiba Bushi (Perception 3) firing a sidearm (DR 3k2) would roll a total of 6k2 for damage.
-Readying a firearm is a simple action regardless of the weapon's size. This applies to the Small sidearm as well.
New weapons
Standard sidearm
Contemporary ranged weapons all work on the same principle, producing a concentrated beam of radiant energy by focusing it through a suitably shaped prism. Even the smallest of these weapon generate enough energy to cauterize flesh or punch through regular metal. Radiant weapons are, without exception, powered by battery-like energy packs, small containers charged with fire kami.
Standard sidearms, smallest of these radiant weapons, show many variations of outward design from clan to clan while remaining nearly identical mechanically. For example, Mirumoto Heavy Industry Twin Radiance models are small sleek pistols always produced and worn in pairs, while the Shosuro Veiled Ending is even smaller, and almost toylike in appearance. The latter is readily modified with a silencer as well, effectively muting the sounds made as released energy rips through the air, though most people consider such modification dishonorable and cowardly.
Sidearms come with two energy packs, each good for six shots. Changing the energy pack is a Simple Action. A sidearm may be equipped with a silencer, effectively muting the sounds made by firing the gun, though this upgrade halves the range of the gun. Using a silencer is considered a Major Breach of Etiquette, causing appropriate honor losses.
Keyword: Small, Samurai (Small, Ninja if equipped with a Silencer)
DR: 3k2
Range: 100’ (50’ for a model with a Silencer)
Price: 5 koku
Standard Rifle
Radiant rifles, function exactly the same way as the sidearm, though their larger frames allow the mechanism to agitate the kami into a more powerful blast of energy. The most common version is the Akodo Arms Indomitable 29, which has been in service for more than two centuries with virtually no significant changes to its function or shape.
The standard rifle comes with three energy packs, each good for ten shots. Changing the energy pack is a Simple Action.
Keyword: Medium, Samurai
DR: 3k3
Range: 300’
Price: 10 koku
Heavy Assault Rifle
Despite the murderous power of standard rifles, there are times when greater impact is required. Weapons such as the Kaiu Forge Devastator mark II are renowned for their ability to crack down the armoured vehicles used in mobile warfare. Cumbersome and slow to fire, these weapons are usually mounted on vehicles to be fired by the crew, though rumours of Hida and Matsu warriors wading to battle carrying such heavy rifles are widespread among the legions of the Empire.
Heavy assault rifles come with two energy packs, each good for five shots. Changing the energy pack is a Simple Action.
Keyword: Large
DR: 5k5
Range: 400’
Special Rules: The sheer force exerted by the weapon and its significant size means that Strength 4 is required to wield it. Heavy Assault Rifles ignore 10 points of Reduction and can only be fired if properly braced, meaning that character using the weapon may not move and fire the weapon during the same turn. Additionally, the time required for the kami to re-charge the energy-arrays means that once the weapon has been fired, it cannot fired during the following round.
Price: 50 koku
Marksman’s Rifle
Certain circumstances require specialized weapons and, while there are a wide variety of such in existence, the most common are rifles customized for long-range sniping. the Tsuruchi are natural masters of this particular art, and their Distant Thunder model is widely considered one of the best sniper rifles on the market. Common samurai often eschew these weapons, considering their use cowardly and unfair. Beyond the Tsuruchi, these weapons are widespread among specialized units such as Akodo and Daidoji scouts.
The Marksman’s rifle comes with two energy packs, each good for five shots. Changing the energy pack for a Marksman's Rifle is a Simple Action.
Keyword: Large
DR: 4k3
Range: 1000’
Special Rules: Because of the superior targeting optics, any character using a Marksman's Rifle gains +2k0 to all of their attack Rolls with the weapon. The weapon can only be fired if it has been properly braced, meaning that character using it may not move and fire the weapon during the same turn. Additionally the time required for the kami to re-charge the energy-arrays means that once the weapon has been fired, it cannot be used during the following round.
Price: 25 koku
Incinerator
The cylindrical, 4-foot-long incinerator is the primary anti-armor weapon of modern infantry. Heavy and unwieldy, the Incinerator hosts a swarm of tightly-contained, highly-agitated fire kami. Pressing the activation prayer-mechanism at the side of the weapon frees the kami, sending them screaming towards whatever the device is pointed at. Upon impact, the superheated spirits explode furiously, melting silksteel and scorching flesh.
The incinerator contains enough power only for a one shot, after which it needs to be recharged in a suitable facility.
Keyword: Large
DR: 8k8
Range: 300’
Special Rules: The weapon ignores up to 20 points of reduction. Due the cumbersome nature of this weapon, the attacker does not add his or her Perception to rolled dice when determining the damage.
Price: 100 koku
Web Gun
The web Gun is an exotic, non-lethal weapon used to immobilize a target. Originally developed by the Phoenix, it fires masses of fungally-derived filaments, which expand in the air to form a web of sticky, near-unbreakable material. Targets stuck by the web become entangled as the viscous threads wrap around their limbs. The sticky polymers are biodegradable.
The Web Gun contains enough chemicals for three shots, after which it needs to be refueled in a suitable facility.
Keyword: Medium
DR: Special
Special: If the attack hits, the target becomes Entangled and can attempt to break free as a Simple Action with a Strength roll at TN 15. Entanglement lasts for 30 minutes or until the target can free themselves.
Price: 30 koku
Ammunition
Additional energy packs for weapons may be purchased at the rate below
-Sidearm energy packs: 2 bu
-Rifle energy packs: 4 bu
-Assault Rifle energy packs: 1 koku
-Marksman’s rifle energy packs: 6 bu
-Webgun Liquid polymer tank: 3 bu
Energy packs can be recharged by plugging them to a energy source (say an outlet) for six hours (two time slots) or exposing them to open fire for 12 hours (four time slots). Stoke the Inner Fires spell can be used to recharge an energy pack instantly.
Harpoon-gun
A harpoon is a dart-launching device used in fishing and other marine hunting to catch large fish or marine mammals such as dolphins. It accomplishes this task by impaling the target animal and securing it with barb or toggling claws, allowing the fishermen to use a rope or chain attached to the butt of the projectile to catch the animal. A harpoon can also be used as a weapon.
Harpoon-guns hold a single dart, though come with three darts.
Keyword: Large
DR: 2k2
Range: 60’
Special Rules: Target hit by a harpoon-gun become entangled. Entangled characters cannot move away from the attacker. Entangled character my try to break free by spending a Complex Action and rolling Contested Strength against the attacker. If they succeed, they are no longer Entangled.
During their next turn, the attacker may try to reel in an Entangled character by rolling Contested Strength against them. If they succeed, the Engangled Character is moved towards the the attacker by distance determined by the GM.
Loading Harpoon-gun takes two complex actions.
Price: 5 koku