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steelsmiter
2014-09-13, 02:01 PM
These rules feature a modified version of the Metatronic Generator rules found in Pyramid Magazine (issue 3/63 I think)



Size
Dollar Cost
Weight
Power Requirement
LC
Bulk
ST


Tiny§
(1.4 MI) x point cost
.03 lbs
2xAA/1day
3
-1
1


X Mini
(1.3 MI) x point cost
.1 lbs
A/1dday
3
-2
1


Mini
(1.2 MI) x Dollar Cost
.3 lbs
2xA/1 day
4
-3
2


X Small
(1.1 MI) x point cost
1 lb
B/1 day
4
-4
3


Small
MI x point cost
3 lbs
2xB/1 day
4
-5
4


Medium
(.8 MI) x point cost
10 lbs
C/1 day
3
-6
7


Portable
(.7 MI) x point cost
30 lbs
2C/1 day
3
-6
7


Semi-Portable
(.6 MI) x point cost
300 lbs
2D/1day
3
-9
18


Large
(.4 MI) x point cost
3000 lbs.
E/1 day
3
-11
36M


MI= Monthly Income for the campaign's wealth level
* For generators that are beam or conventional weapons, the power requirement indicated becomes the number of cells required for 1 reload per hour or 24/day. Some conventional weapons don't use power cells, but gauss weapons always do.
† This should be adjusted by the GM if he feels it should be lower, use the campaign guidelines to determine what Legality Class (LC) a given device should be. Weapons are almost alwaysLC3 or less.
‡ This is for metatronic generators that are weapons, though the GM can use this statistic for all devices when using skills such as Holdout or Camouflage. The GM can also adjust this by ±1 to match a given device to its more mundane counterpart. For generators that emulate values in between the ones shown, use the next one up for price, but use the realistic numbers.
§ Tiny generators require either TL9 or higher technology or that they be self-powered. Tiny generators are not usually weapons.

Metatronic Generators
Beam Weapon(+40%): Limited Use, 4 uses (12 shots), Fast Reload, -10%; Rapid Fire, RoF 3, +50%.

Conventional Firearm(+25%): Extra Recoil 1, -10%; Limited Use, 2 uses (6 shots), Fast Reload, -15%; Rapid Fire, RoF 3, +50%. Weapons that require 3+ seconds to reload each shot replace Fast Reload with Slow Reload, for another -5%.

Grenade(+25 or 50%): Area Effect, 2 yards, +50%; Delay, Fixed, 2 seconds, +0%; Limited Use, 1 use (1 shot), Slow Reload, -25%. Hand grenades add Increased 1/2D, x10, +15%; Increased Range, x3.5, +20%; Muscle-Powered Range, -10%.

Melee Weapon(-25%): Melee Attack, Reach 1, -25%.

Melee Weapon, Throwable(+0%): Limited Use, Thrown, -5%; Muscle-Powered Range, -10%; Regulatable Limitation, Melee Attack, Reach 1, +15%. Muscle-Powered Ranged Weapon(-35% or -30%): Thrown weapons have Limited Use, Thrown, -25%; Muscle-Powered Range, -10%, for a net -35%. Ranged weapons that rely on ammunition have Limited Use, 1 use (1 shot), Fast Reload, -20% Muscle-Powered Range, -10%; for a net -30%.

Don't forget any discounts based on gadget size, breakability, and the potential for the item to be stolen and/or used against you.

New Limitations
Limited Use, Thrown
-5% or -25%
This limitation is a subset of Limited Use (p. B112); like Fast or Slow Reload, you can replenish your ability’s uses. Unlike those two modifiers, your attack must be “thrown”; that is, once you access it, you must retrieve your weapon to use it again. -5% if the weapon is also used with the Regulatable Limitation, Melee Attack enhancement; -25% otherwise.

Muscle-Powered Range
-10%
Your attack relies on your personal ST rather than a arbitrary range. Treat it as a muscle-powered ranged weapon with a Range Statistic of x0.1/x1. Your attack must be able to be used at range in order to have this enhancement; if combined with the regular Ranged enhancement simply write it as Ranged, Muscle-Powered and combine the costs. To actually add your ST to your attacks damage, take ST-Based as well.

Regulatable Limitation
Variable
Some limitations that are useful to have on a trait are not useful all the time, such as the ability to make a normally lethal attack nonlethal by adding the No Wounding limitation. You may switch select limitations on or off as a free action at the beginning of your turn; if it takes a Ready maneuver to switch, add -5% to the final value of this enhancement. To get the cost of this enhancement, add +40% plus the value of the limitation. For example, if you have Regulatable Limitation (No Blunt Trauma), the cost is +20%. The minimum cost for this enhancement is +5%. The GM is allowed to forbid any limitations that he deems abusive. This is essentially a more generalized version of Melee Capable from Power-Ups 4(p. 19).

Weaponized
Variable
This limitation can only be applied to an ability that normally works like a ranged Malediction. In other words, it must use a Quick Contest instead of an attack roll, and it must be unaffected by DR. Suitable advantages include Mind Control and Mind Reading. Mind Probe, Neutralize, and Possession with the Ranged enhancement would be valid as well.

This limitation turns the advantage into a normal, visible, ranged attack. The GM must decide which attack skill it will use – typically, a specialty of Innate Attack. The attack uses size and speed/range modifiers (p. B550) and can be dodged. If it hits, the target resists by making an unopposed roll against the appropriate attribute (e.g., Will for Neutralize). If the resistance roll fails, determine the effects as normal, using the subject’s margin of failure instead of the user’s margin of victory.

Weaponized is worth a base -50% if the subject’s DR has no effect, or -80% if his DR adds to his resistance roll, as for an Affliction (p. B35). If the subject has a fixed penalty to his resistance roll, this reduces the limitation by +10% for every -1, to a maximum of -5. For example, a Neutralize ray that ignored DR and gave the subject a Will-3 roll to resist would be a net -20% limitation.

Gunpowder based firearms don't really exist in the setting. Instead firearms use a compressed fuel air mixture that is only reliable in the form of Metatronic Generators (as discussed above). A fuel cell is also required to fire the weapon, or it becomes a pneumatic weapon (damage listed below the standard firearm guidelines, but is more or less halved) They might not have the exact modifiers in the Pyramid article, but dollar costs are based on Point Costs and size as noted above.



Metric Caliber
<4mm
4mm
6mm
8mm
10mm
12mm
14mm
16mm
20mm
24mm
28mm
32mm
40mm
48mm
56mm


Standard Caliber
<.15
.15
.23
.31
.39
.47
.55
.62
.78
.94
1.1
1.2
1.5
1.88
2.2


Pistol Damage
1d-2
1d-1
1d
1d+2
2d
3d
4d
5d
-
-
-
-
-
-
-


Rifle Damage
-
-
2d+2
4d
5d
7d+2
10d
6dx2
6dx5
6dx6
6dx7
6dx8
6dx10
6dx12
6dx15


Weapons with armor divisor often have their damage multipliers reduced by a like amount. For example the 20mm Vulcan Cannon deals 6dx2(2) rather than 6dx5.
The odd calibers between the entries shown use the next entry up, -1 point/2d of the smaller damage rating, so a 5mm rifle deals 2d+1.
Note it MIGHT be possible for a 1" 'hand cannon' made by gnomes to deal about 8d or 9d-1

Note: It has been suggested that 1/2d ranges scale with the standard caliber and Max ranges scale with the propellant charge. It would not be outrageous to assign 1/2d ranges of Caliber(in mm)x(20 yards) and Max Ranges of (Case Length)x(100 Yards). This works well if we assume that for a pistol, case length is twice caliber, and for a rifle, case length is 5x caliber, so we'll use those as default numbers.



Metric Caliber
<4mm
4mm
6mm
8mm
10mm
12mm
14mm
16mm
20mm
24mm
28mm
32mm
40mm
48mm
56mm


Standard Caliber
<.15
.15
.23
.31
.39
.47
.55
.62
.78
.94
1.1
1.2
1.5
1.88
2.2


Pistol Damage
1d-4
1d-3
1d-2
1d-1
1d
1d+2
2d
2d+2
-
-
-
-
-
-
-


Rifle Damage
-
-
1d+1
2d
2d+2
3d+2
5d
6d
4dx4
6dx3
4dx5
6dx4
6dx5
6dx6
6dx7


Pneumatic weapons might have Increased 1/2d x5 and Max x2 (giving ranges around 50/200). Max is unlikely to exceed x 10.

Both firearms and pneumatic weapons follow damage type conventions given on High Tech p. 163

Cannons
A cannon has a bore larger than 20mm, and is assumed to have Rifle Propellant (a charge 5x the caliber). Its 1/2d range is assumed to be 30xCaliber and its Max Range is assumed to be 30xCharge Length.

The following applies whether the slingshot uses a standard 'fork' design or whether it includes a stock like a crossbow, or is built like http://youtu.be/_AySuafZ8to. It is cinematic!


Slingshot ST
7
9
11
13
17
21
25M
35M
40M
45M
55M
60M
70M
85M
90M
100M
125M
150M


Slingshot Damage
1d-1
1d
1d+2
2d-1
3d
4d
5d+1
8d+2
10d+2
6dx2
6dx3
5dx4
6dx4
6dx5
6dx6
6dx7
6dx8
6dx9


Projectile Weight (in lbs)
.09
.16
.24
.33
.57
.88
1.25
2.45
3.2
4
6
7.2
9.8
14.5
16.2
20
31.25
45


All non-mounted slingshot weapons deal crushing damage. Mounted ones deal pi++
Good Quality slingshots can be made for the price of cheap materials. That is to say, multiply final Metatronic generator costs by 40%. If the actual materials are cheap, use 40% of that cost instead.

It can be assumed that shot weight is BL/100 lbs. and the overall length of any slingshot type weapon is ST/10 yards. For the fork style slingshots, this is draw length. Crossbows, Rifles, and Cannons are this length in their entirety.

To calculate Max Range, take the length derived above (in feet), multiply by BLx2.5 to get ft. lbs. of Potential Energy, then divide by the mass of the round in lbs. This is Max Range in feet. Divide by 3 and round down to get the yards. 1/2d is Max*.66 rounded down to to the nearest 50 yards.

Damage
In this method, Stored Energy=1/2(FxD) Force is Draw Weight (2.5x BL) D is Distance (or Draw Length) in feet. This gives you the Foot Pounds of Potential Energy.

Kinetic Energy=Stored Energy-(% required to move the elastic)

Efficiency (η) is expressed as: η=1/(1+Mb/Mp where Mb is the mass of the band and Mp is mass of the projectile)

We use 90% efficiency due to the fact that every band I've found is between 85 and 95%.
So KE=(1/2F*D)*.9

Cinematic Damage (points)= square root of (Kinetic Energy) /1.75.

Shots Statistic: Often a slingshot weapon has a shot statistic of 1(X) where x is Length/2 yards. Some weapons feature innovative designs such as a gatling style multi-release that allows multiple shots to be loaded, then fired in quick succession. The Shots statistic then becomes n(Xi) where n is the number of bands to be loaded, and Xi is the time for each individual load as indicated by Length/2 of the slingshot

Example

150M Cannon is 15 yards long. BL of 150 ST is 4500 lbs. at a Draw Length of 15 yards (45 feet), that's 506,250 ft lbs. The 150 ST cannon has a 45 lb projectile. It has a Max Range 11,250 feet, or 3,750 yards. 1/2d is 2,450 yards. Damage is sqrt(253,125*.9)/2.5=191 points (54d or 6dx9) A default sling cannon has a shot statistic of 1(7i), but 1 may be modified by the number of slingshots on a rotary setup or similar



Metric Caliber
40mm
48mm
56mm
64mm
80mm
100mm


Standard Caliber
1.5
1.88
2.2
2,5
3.1
3.9


Grenade Damage
6dx3
6dx4
6dx5
6dx6
6dx8
6dx10


The damage shown is usually either cr, ex or burn, ex. Often, some of the damage is in the form of fragmentation for example: [2d] cr ex. Reduce multiplier by 1 per [3d] or fraction thereof. The fragmentation damage has a radius of 5 yards per die.


Material
Density (Pounds/ci)


Aluminum
.097


Brass
.304


Cast Iron
.26


Copper
.321


Lead
.409


Magnesium
.062


Steel
.283


Titanium
.162


Fuel
.004


Volume = ( 4 * Pi * Radius ^ 3 ) / 3 cubic inches

We'll use 12.566 as 4pi and Caliber/2 as Radius

V = 12.566 x R<sup>3</sup> / 3

So a .23 brass ball round is 12.566 x (.115)<sup>3</sup> / 3 = .006 ci. It weighs .001 lbs.

The weight of the fuel is negligible even though it requires 75-100% load density (the casing must be 3/4 to 100% full) due to the Law of Contagion. The propellant must be in contact with both the primer, which holds half of a "Create Energy" ritual, and the bullet, which holds the other half. The energy released by breaking the primer is sent through the medium of the propellant and to the bullet, expelling the latter out the barrel.

Cost per shot is $20x this calculated weight, for rounds up to 24mm, it becomes $5/lb thereafter.

A steel 40mm round is 12.566 x (.78)<sup>3</sup> / 3 = 1.987 ci. .562 lbs.

It can only be fired from a rifle, so it contains 9.935 ci of powder, or .039 lbs. With a total weight of .601 lbs, it costs 12 bucks a shot (12.02 actually)

Reality Check: Realistically rounds would have different weights and would have volumes based on spheres. For this purpose, that's too fiddly, however gauss rounds don't use propellant. Simply triple the volume and weight of a round of appropriate metal.

For example the .23 would be .018 ci, and .005 pounds.

It is however noteworthy that most rifle rounds are conical (More accurately, prolate ovids). and have an aspect ratio other than 1x1. For rounds up to ratio 1x1, add 10% damage per .1 up to +50% at 1x1.5.

Sample Weapons


Weapon
Damage
Acc
Range
Wt
RoF
Shots
ST
Bulk
Rcl
Cost
Notes


Gauss Revolver, 6mm
1d pi
3
100/1000
4
3
6(3i)
4
-5
2
12,500(based on $2500 monthly income)
[1][2]


Stun Gun
1point burn
HT Aff
3
50/100
3
3
12
4
-5
1
5,000(based on $2500 monthly income)
[2][3]


Assault Rifle, 8mm
4d pi
3
200/5000
12
15
30
9
-7
2
59,500 (based on $2500 monthly income)
[3][4]


[1] Can be Stolen, broken, or used against the user, assumed to be 4 DR and SM -4
[2] Requires 2 XS or B power cells per 6 shots, A Lesser Create Energy effect may magnetize the weapon for the duration specified in the ritual.
[3] Stun is a side effect of the 1 point of burn damage
[4] The Assault Rifle is based on a cinematic, but steampunkish version of the AK 47, with a very slightly larger round (8x40 instead of 7.62x39). It can be stolen, and used against its owner, but not broken, because hey, it's an AK. It uses the values for a Portable generator even though it's between that and Medium. Caliberx20 for 1/2d and Case Lengthx100 for Max are pretty spot on range derivations.