Tuesday, February 19, 2019

Psi-Wars Blasters III: The Imperial Combine

The Imperial Combine is the result of the Imperial Directive to create a cooperative board of major Imperial corporations, including Wald & Tac, Intersol, Lazcorp, Caster System Shipyards and the remnants of the now defunct Wyrmwerks, so that Imperial military needs could be coordinated across the galaxy

This replaces the name "Directive," as that turned out to be a poor name.  I'm still not sure if I like it, so it might change.  If you prefer a different name, leave a comment.

Imperial Weaponry tends to be innovative, with high rate of fire and lots of modular accessory rails, allowing an imperial team to adapt on demand. The price of their superior weaponry is an arbitrary mark-up, representing corruption in the process.  I based a lot of the guns off of highly modern guns, as they're meant to evoke top-of-the-line modern firepower.

The naming conventions are a simple numeric code (meant to evoke the weapon it's based on), and a single letter code which represents the mark of the design.  "A" (or "Alpha" or "Antique") denotes weapons from the original Leto Daijin crusade against the Scourge (and have a reputation for being superior to modern imperial weaponry).  "C" ("Gamma" or "Civil War Era") denotes weapons from the initial years of the Galactic civil war. "D" ("Delta" or "Modern") denotes weapons in current circulation. "E" ("Epsilon" or "Experimental") denote cutting edge weapons, the next generation of weaponry. "X" ("Omega" or "Special") denote secretive prototypes not yet assigned another designation.

New Beam Weapon Types

EM Disruptors: EM disruptors use a variation on EMP technology to disrupt electrical systems (anything with the Electrical disadvantage), including most vehicles and robots. They are area attacks, and attack everything that fall into their area; this is an affliction: the target must roll HT at the listed penalty of fall unconscious for a number of minutes equal to the margin of failure (one minute minimum). They always have an (5) armor divisor.

Flamers: These replace the rules found on page UT 127. Flamers are burning rather than tight beam burning. Note that 10 points of damage is enough to set even flame-resistant materials on fire (and all of a target’s clothes on fire), and 30 points of burning damage is enough to set anything remotely flammable on fire (see B433). Anything set on fire continues to burn for 1d-1 per second and applies a-3 penalty to everything but putting out the flame. Treat flamer attacks as large-area injury (See B400); unsealed DR protects at 1/5 value; sealed DR protects at full value. A flamer jet may make an “All-Out Attack (Jet)” which allows the attack to become an area attack with a width of 3, but inflicts 1/3 damage (see HT 178).

Stunners: These replace the rules for partical beam stunners (UT 124). These affect both robots and living beings. If any Electrical or biological (that is, vulnerable to metabolic hazards) character is struck with a stunner, they must roll HT at the listed penalty of fall unconscious for a number of minutes equal to the margin of failure (one minute minimum). Some weapons are just stunners (they have no particle beam setting). They always have an (5) armor divisor.



Imperial Combine Weapons

I-45C Imperial Blaster Pistol: This standard imperial pistol sees use in both police and military use. It comes with a underbarrel accessory rail, usually equipped with a light or a laser sight, and an over-barrel accessory rail, sometimes with a compact scope.

Dmg 3d+2 (5) burn, Acc 3, Range 70/210, Wt 2.5/C, RoF 3, Shots 125(3), ST 5, Bulk -2, Rcl 2, Cost $3,000; 2 accessory rails.

I-99D Imperial Blaster Carbine: This highly modular carbine combines the best of modern technology with a highly modular design, including a below and above barrel accessory rail; the top rail generally has a compact scope, and the underbarrel rail usually has either a laser sight or one of numerous underbarrel weapon attachments. Paired with its high rate of fire, the D-99C is a top-of-the-line military weapon.

Dmg 5d(5) burn, Acc 6, Range 80/240, Wt 6.6/2C, RoF 10, Shots 90(3), ST 6, Bulk -4, Rcl 2, Cost $10,000; 2 accessory rails.

I-980E-BK Underbarrel Disruptor: This weapon further miniaturized the 989E disruptor and made it available to all imperial troopers. While not as popular or versatile as an underbarrel grenade launcher, it sees a great deal of use in the Shinograd front.

Dmg HT-4(5) aff (1 yard), Acc 6, Range 40/120, Wt 2.1/C, RoF 1, Shots 100(3), Rcl 1, Cost $1,500;


I-29D-GL Underbarrel Grenade-Launcher: The most common underbarrel attachment for imperial troopers is the 29D-GL, which they typically load with either plasma grenades, to clear out enemy cover, or plasma lance warheads, to attack armored vehicles. This UBGL gives imperial troopers considerable versatility, thought it weighs down their light carbines.

Dmg 6d×3 burn ex, Acc 1, Range 30/200, Wt 2/0.3, RoF 1, Shots 1(3i), Rcl 2, Cost $1,000;


I-970D-RC Underbarrel Stunner: A common attachment for security forces armed with the 99D, this underbarrel stunner allows the weapon to be used non-lethally; even so, the shots from the underbarrel are much slower, and give the weapon a heavier design and more intimidating look.

Dmg HT-4(5) aff, Acc 6, Range 40/120, Wt 2.1/C, RoF 1, Shots 100(3), Rcl 2, Cost $1,500;
 
I-989E Heavy Disruptor: Faced with the onslaught of mass wave tactics from the Cybernetic Union, the Valorian Empire completed experiments with miniaturized EM Disruptor technology. The 989E model was the first such field-ready disruptor. While a very heavy weapon, heavy troopers often carry it to simply lay waste to massed robotic troops.

Dmg HT-8 (5) Aff (2 yd), Acc 6, Range 70/120, Wt 15/Dp, RoF 1, Shots 100(5), ST 9, Bulk -6, Rcl 1, Cost $17,000.

I-9A1C Heavy Flamer: The Empire primarily issues its flamer technology to its “Chem Troopers,” the specialized engineers who focus on destruction of fortifications or clearing out foliage. The Empire intends the heavy flamer primarily a weapon for rapidly clearing an area of debris or destroying primitive villages, but it also sees success as a weapon of terror, or for dealing with larger numbers of poorly armored opponents (such as civilians, the Empire’s opponents like the claim).

Dmg 6d×2 burn, Jet, Range 70/210, Wt 20/Dp, RoF 1, Shots 40(6), ST 10, Bulk -7, Rcl 1, Cost $22,000.

I-34D Imperial Repeater: This “light blaster repeater” is light enough to be carried by a single heavy trooper, and with its prodigious firepower and its high rate of fire, it makes an excellent squad support weapon. Few can forget the “zip” of so many blaster shots firing at once.
Dmg 6d+2(5) burn, Acc 6, Range 250/750, Wt 20/Dp, RoF 20, Shots 200(5), ST 10, Bulk -7, Rcl 2, Cost $45,000.

I-242C Heavy Imperial Repeater: The Empire uses the 242C for well-fortified positions. They mount the heavy repeater on a tripod either at atop pre-fabricated installations, or heavy support teams of two carry the repeater, the power-cell and the tripod with them, rapidly mount them, and then use the superior firepower of the weapon to lay down a withering hail of cover fire. However, for battlefield operations, the Empire prefers to use the more portable 34D.

Dmg 10d(5) burn, Acc 9, Range 600/2mi, Wt 70/Ep, RoF 20, Shots 500(5), ST 20M, Bulk -10, Rcl 2, Cost $150,000.
I-84C Imperial Missile Launcher: This heavy, disposable missile launcher comes with one of the largest infantry-carried missiles in the Psi-Wars galaxy, packing a considerable punch. The missile is a seeking missile (using IR sensors), and can be switched from either a Plasma Explosive mode to a focused Plasma Lance mode with a single ready action. The empire uses the former to attack large collections of lightly armored opponents, but the latter is most used, to defeat heavily armored vehicles.
Dmg 6d×20(10) burn or 6d×12 burn ex, Acc 3, Range 1 mi/5 mi, Wt 35/25, RoF 1, Shots 1(20), ST 11B, Bulk -8, Rcl 1, Cost $10,000.

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