Friday, February 22, 2019

Psi-Wars Blasters VIII - Wyrmwerks Laboratories

Wyrmwerks famously headquartered in the Kybernian Constellation in the Arkhaian Spiral as a beacon of wild innovation that led to many innovative and coveted designs, as well as a bit of a reputation for unreliable technology that, when it worked, worked miracles, but when it didn't, might burn your face off. Unfortunately, the twin perils of the Anacridian Scourge and the rise of the Cybernetic Union shattered Wyrmwerks, and the Valorian Empire folded what remained of its assets and technology into its Combine.  Still, scavengers and rogue engineers keep the dream of Wyrmwerks alive in workshops, storehouses and archives scattered across the galaxy, where they'll do their best to repair, rebuild and tinker with Wyrmwerk's inventions.

Wyrmwerks is where I remind players that Psi-Wars is still a sci-fi setting, and it has room for mad scientists with wild gadgets.  Wyrmwerks represents a triumph of science over mysticism, but also a perished dream, which makes it an ideal match for scavengers or especially quirky/tech-heavy mercenaries and bounty-hunters who are used to having technology be a bit touchy.  The weapons here aren't really inspired by real-world weapons so much as the sort of technologies one might want to see in a sci-fi setting, and Mandalorian technology from Star Wars.

The naming conventions follow Syntech conventions, except they replace the first two numbers with two alphabetic characters that typically reference the nickname or represent an inside joke.  The names tend to be grand and fantastical.



New 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.

Wyrmwerks Weapons

Wyrmwerks HC16 “Nova” Fusion Pistol: Ahead of its time and now sadly out of production, the Nova fusion pistol has the most cutting edge plasma design, giving its shots the increased power of thermo-nuclear fusion. This means the weapon provides the maximum firepower in the smallest package; the only downside is its notorious unreliability, a trademark of Wyrmwerks design.

Dmg 10d (2) burn ex, Acc 2, Range 100/300, Wt 2.9/C, RoF 3, Shots 35(3), ST 5, Bulk -2, Rcl 3, Cost $7,000; Malf 16

Wyrmwerks NU46 “Blitzmark” Fusion Rifle: The Blitzmark while out of production, set a new standard for destructive firepower. It cycles its plasma charge quickly and weighs less than most other plasma rifle designs, giving it the best features of a carbine and a heavy weapon. Its primary downsides, in addition to becoming increasingly hard to find, are its unreliability and impressive price-tag. Even so, top-of-the-line mercenaries often make use of it.


Dmg 3d×5 (2) burn ex, Acc 4, Range 110/330, Wt 7.6/C, RoF 3, Shots 20(3), ST 7†, Bulk -4, Rcl 3, Cost $18,000; Malf 16


Wyrmwerks BDG46 “Devastator” Fusion Cannon: The bulky and massive Devastator is the culmination of man-portable firepower. The large cannon has a much longer fusion cycle, which reduces it to a single shot per second, but it has firepower that matches most grenade warheads with additional armor penetration. It’s only downside, as with most Wyrmwerks weapons is its tendency to overload dramatically.

Dmg 6d×4 (2) burn ex, Acc 4, Range 300/900, Wt 20/Dp, RoF 3, Shots 25(3), ST 10†, Bulk -7, Rcl 3, Cost $50,000; Malf 16

Wyrmwerks FU00 “Obliterator” Man-Portable Isomeric Warhead: The “Fusion Unit-00” Isomeric nuclear warheads struggle with miniaturizing their containment, but Wyrmwerks gave it their best shot. The result is a 100mm warhead that, technically, can be carried by a person. The missile that carries it is slow and cannot be guided. Moreover, the launch system is destroyed by the launch of the warhead, making it a single-shot disposable weapon, but those who can still find a few of these love them, given the sheer firepower they can bring. One of these falling into rebel hands is the sort of thing that keeps Imperial officials up at night!

 Dmg 6d×40 cr ex, Acc 1, Range 250/1 mi, Wt 35/25, RoF 1, Shots 1, ST 11B, Bulk -8, Rcl 1, Cost $25,000; Malf 16

Wyrmwerks Integrated Weapon Systems

New Armor Types

In addition to its Angel, Arsenal and Brute armor systems, Wyrmwerks also issued a vambrace (the Warbrace) and gautlet (the Battle Gauntlet) designed to accept integrated weapons. Changing the weapons built into either system requires an hour and an Armoury (Small Arms) roll.

The Warbrace is a long bracelet that can read the wearer’s muscle movements and fire “hands free.” The weapon built into it can be no more than 1.1 lbs in mass. Its DR protects the forearm only. 
 
The Battle Gauntlet is a much heavier system, with an obvious compartment for the integration of a larger weapon, and covering the user’s forearm and hand. It reads both muscle and finger twitch to fire, and it generally fires from the palm. The weapon built into it can be no more than 3 lbs. Its DR protects the hand and forearm. 


Armor
Loc
DR
Cost
Weight
LC
Notes
Wyrmwerks Warbrace
Forearm
20
$600
0.6
4
I1
Wyrmwerks Battle Gauntlet
Hand, Forearm
40
$2000
2.4
3
I2
I1: Integrated system; May carry a weapon up 1.1 lbs; fires said weapon “hands free.”
I2: Integrated system; May carry a weapon up 3 lbs; fires said weapon “hands free.”

Integrated Weapons

The following weapons cannot be used "standalone."  They must be integrated into some form of integrated combat system, generally one of the Warbrace, the Battle Gauntlet, a Wyrmwerks Armor System, or a cybernetic hand or limb.
Wyrmwerks AF22 “Arc Flash” Stunner: Designed to be integrated with the smaller warbrace or cybernetic hands, the Arc Flash stunner allows the user to always have a non-lethal means of subduing his opponent whenever necessary.

Dmg HT-3(5) aff, Acc 2, Range 30/90, Wt 1.1/2B, RoF 1, Shots 30(3), ST 3, Bulk -1, Rcl 2, Cost $1,100

Wyrmwerks PL36 “Pyrolash” Flamer: Designed to be integrated with the smaller warbrace or cybernetic hands, the Pyrolash grants the wearer an intimidating weapon that they can unleash primarily against unarmored foes.

Dmg 4d burn, Jet, Range 10/30, Wt 1.1/B, RoF 1, Shots 17(3), ST 3, Bulk -1, Rcl 1, Cost $1,100

Wyrmwerks SE42 “Hunter” Wrist Missile: Designed to be integrated with the smaller warbrace or cybernetic hands, the Hunter carries a miniaturized plasma lance warhead, allowing the wearer a single “silver bullet” against well-armored foes.

Dmg 6d×3 (5) burn, Acc 0, Range 2000, Wt 0.25/0.1, RoF 1, Shots 1(3i), ST 6, Bulk -1, Rcl 1, Cost $200;

Wyrmwerks AB53 “Arc Bolt” Stunner: Designed to be integrated with the heavier Battle Gauntlet, full cybernetic arms or a Wyrmwerks armor system, the Arc Bolt represents a heavier version of the Arc Flash stunner, granting the wearer the non-lethal means of subduing even heavier targets.

Dmg HT-5(5) aff, Acc 2, Range 50/150, Wt 2.8/C, RoF 1, Shots 45(3), ST 6, Bulk -2, Rcl 2, Cost $2,500 

Wyrmwerks IN44 “Inferno” Flamer: Designed to be integrated with the heavier Battle Gauntlet, full cybernetic arms or a Wyrmwerks armor system, the Inferno represents a heavier version of the pyrolash, which means attacks with the weapon are even more intimidating and devastating.

Dmg 6d burn, Jet, Range 10/30, Wt 3/C, RoF 1, Shots 25(3), ST 6, Bulk -2, Rcl 1, Cost $3,500 

Wyrmwerks BH46 “Star Bolt” Fusion Weapon: Designed to be integrated with the heavier Battle Gauntlet, full cybernetic arms or a Wyrmwerks armor system, the Starbolt represents a decent alternative to the Nova fusion pistol if the user wants a great deal of directed, explosive firepower.

Dmg 3d×5 (2) burn ex, Acc 2, Range 20/60, Wt 3/C, RoF 1, Shots 25(3), ST 8, Bulk -2, Rcl 3, Cost $4,000; Malf 16

Wyrmwerks THR51 “Pulse Shocker” Disruptor: Designed to be integrated with the heavier Battle Gauntlet, full cybernetic arms or a Wyrmwerks armor system, the Pulse Shocker disrupts electronic system, and most users of the technology deploy it against robotic swarms.

Dmg HT-5(5) aff (1 yard), Acc 2, Range 15/50, Wt 3/C, RoF 1, Shots 40(3), ST 6, Bulk -2, Rcl 2, Cost $2,500  

Wyrmwerks FR45 “Fury” Micromissile: Designed to be integrated with the heavier Battle Gauntlet, full cybernetic arms or a Wyrmwerks armor system, the Fury represents a heavier version of the Hunter missile system; it mainly provides additional missiles and superior rate of fire.

Dmg 6d×3 (5) burn, Acc 0, Range 2000, Wt 3/1, RoF 3, Shots 10(3i), ST 7, Bulk -2, Rcl 1, Cost $1,000;

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