Advanced Firearms for

Waste World
by
Neil de Carteret

Gun-Bunnies Start Here

Building firearms is a bit different from building close combat weapons. Follow these five steps:
  1. Decide what sort of weapon it will be.
  2. Based on your character's strength, work out how big a gun he can have.
  3. Decide how big this gun will be.
  4. Decide its rate of fire.
  5. Bolt on any extra toys you think it needs.

All modifications which affect the ratings of a weapon are expressed as either a bonus ("+ something"), a penalty ("- something") or a multiplier ("x something"). Bonuses and penalties are cumulative, so a +4 bonus and a -2 penalty would have a net result of +2. Multipliers ae applied in sequence, so the net result of a x2 multiplier and a x4 multiplier would be x8.

1) Barrels of Fun

Now choose what sort of weapon you want:

Shell-firing: Built like a real-world gun, the rounds are fed into a firing chamber and detonated, propelling the bullet down the barrel. Available in four calibres, from 6mm to 16mm.

Shredder: Uses a Gauss rail to fire small, sharp duralloy discs. The Supershredder version uses heavier disks.

Blaster: The classic energy weapon. Nicely painful when it hits and has good range, but expensive. The Sunblaster variant, developed in the Shogunate, is more efficient.

Laser: very old technology, but still useful for long-range assassination. The newer Tachyon laser has a much higher range.

The technology used defines properties of the weapon as follows:
TechnologyDamageClose RangeRangeMin. STCostAvailability
16mm shell2M1002000+32M5
12mm shell1M+3701500+21.5M6
8mm shell1M+2501000+11M7
6mm shell1M3050005009
Shredder1M+25015009005
Supershredder2M50200+11.5M3
Blaster1M+2301K-52M5
Sunblaster1M+41001K02M3
Laser1M505K-51.4M6
Tachyon Laser1M+25010K-53M4

Top of Page

2) The Laws of Physics

This isn't complicated. You might think it is, but trust me, it isn't. find your character's Strength in the left hand column of this table, and read off the number in the right-hand column.
StrengthMax. Slots
-53
-44
-35
-26
-17
08
+110
+212
+314
+416
+518
That was almost too easy. From now on, anything you add to your weapon will take up a certain amount of "slots". The greatest number of slots you can incorporate into a two-handed weapon is the number you just found on that table. If you're building a handgun (a firearm designed to be held with one hand), halve the number.

Top of Page

3) Look at the size of my gun

The stats in "barrels of fun" table assume a portable rifle-sized weapon. Each barrel can be scaled up or down, with the following effects. This step defines the size of the weapon.
SizedamageClose RangeRangeMin. StCostSlotsAvailability
Handgun-3x0.25x0.25-3x0.252-
Handcannon-2x0.5x0.5-2x0.54-
Carbine-1x0.75x0.75-1x0.756-
Rifle-----8-
Support Weapon+2x1.5x1.5+1x211-1
Heavy Support Weapon+4x2x2+2x415-2
Emplacement Weapon+1Mx4x4+3x818-3
Legend: All values as for WW core book, except "slots" (see above). Minimum Strength does not apply to lasers.

Cool. That wasn't too painful, was it?

Top of Page

4) Rate of Fire

The stats you have so far asr for a semi-automatic weapon. That means you can fire up to three times per turn. Alternatives to this include single-shot (one shot per turn), automatic (up to five shots per turn) and full burst (five shots per turn).
Rate of FireTypeCostMin. St
Single ShotSx0.75-
Semi-autoX--
AutomaticFx2+1
Full BurstOx5+2

Top of Page

5) Cool Toys

The last three steps have generated a basic weapon of whatever type you chose. Now you inflict various modifications on it:

Multiweapons: You can have great fun by combining two or more weapons into one, like a shotgun and an assault rifle or a pair of full burst low-calibre systems mounted on top of a single shot high-calibre system. Work out each weapon individually in terms of slots (you can still only carry your normal maximum) and cost, and add them together. Cool, huh? If you want to fire multiple barrels at once, the MS requirement is the total of all the positive Min. ST requiements of the systems being fired. That means that you add all the Min. STs toether, but negative ones don't count.

Anti-Recoil: Min. ST requirements of weapons can be bought off, at a x100 cumulative credit cost. So buying a +3 requirement down to +2 costs 100 credits, buying it down to +1 would cost 300 credits, buying it down to 0 would cost 600 credits, etc. This represents increasingly more devious stages of technology being empoyed to reduce the force of recoil, from simple baffling to lev-packs.

Sights: Several of the weapon types have very long possible ranges, which is fine until you realise that you can't actually see your target. Sighting systems make it easier to hit your target (reducing the penalty for firing past close range to -3) and cost 100 credits.

Laser Sights: A simple low-power laser system projects a red dot onto your target, making it easier to aim quickly at close range. These cost 100 credits and boost your initiative by 2 when firing at 50m or less. Alternative versions use UV or IR beams, which won't alert the target the way a bright red dot does. Of course, to use these you need some way of seeing into those spectra yourself.

Lev-pods: The same technology used to keep skimmer bikes in the air and the floating city of Ikarus aloft can be used to lighten weapons, allowing the wielder to tote around much more firepower than normal. Each lev-pod increases your maximum weapon size by one slot and costs 1 megacredit.

Gauss Barrels: This modification can only be applied to shell-firing weapons. The standard chemical propellant system is replaced by a magnetic spiral which both fires and spins the bullet. This doubles the close range and range, adds +1 to the damage rating, and multiplies the cost of the weapon by 10. It is also much quieter than normal chemical projectiles.

Top of Page

Note to Narrators

This is the third article in this series on weapons, and by now players should have the tools to decide exactly what sort of weapons they want their character to have. All the stats and values given are designed to be representative, and make players really pay for powerful equipment. This is just a sort of extended gun chapter (you know, the one the players turn to first when you get a new sourcebook). If you think the rules are being abused, do something about it. You might keep these articles to yourself, and when a player wants to buy a new gun just deal with the rules yourself and tell him how much it'll cost. This way you can fudge it to your heart's content, and the players will have a harder time stat-balancing to get good weapons for low prices.


Go back to Equipment.
This page hosted by Get your own Free Homepage
1