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weapons_ranged.json
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[
{
"category": "Ranged Weapons",
"subcategory": "Ranged Ware",
"name": "Hand Laser",
"waretype": "CH",
"damage": "1d10+1d6",
"damage_avg": "9",
"firemodes": "SA",
"ammo": 10,
"range": 75,
"complexity/gp": "Mod/R/2",
"notes": "Beam weapon",
"description": "<p>The morph has a weapon-grade laser implanted in its forearm, with a flexible waveguide leading to a lens located between the first two knuckles on the morph’s dominant hand. The laser’s batteries are implanted and not easily swapped out in biomorphs.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "6de08fa3-6659-4773-83ea-c4587a6ff66d"
},
{
"category": "Ranged Weapons",
"subcategory": "Beam Weapons",
"name": "Battle Laser",
"damage": "3d10+4",
"damage_avg": "21",
"firemodes": "SA/BF/FA",
"ammo": 50,
"range": 150,
"complexity/gp": "Maj/R/3",
"notes": "Fixed, Long",
"description": "<p>This heavy laser pulser is typically mounted and used for battlefield support, firing more powerful beams than the standard laser pulser.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "77de8d94-b80c-42e9-991f-51b5b3ce545f"
},
{
"category": "Ranged Weapons",
"subcategory": "Beam Weapons",
"name": "Laser Pulser (Lethal)",
"damage": "2d10+2",
"damage_avg": "13",
"firemodes": "SA/BF/FA",
"ammo": 30,
"range": 100,
"complexity/gp": "Mod/R/2",
"notes": "Knockdown, Long, Two-Handed",
"description": "<p>The pulser emits focused beams of light that burn into the target and cause its outer surface to vaporize and expand, creating an explosive effect. The beam is pulsed in order to bite into the target before it is diffused. When fired in stun mode, it shoots a pulse at the target to create a ball of plasma, quickly followed by a second pulse that strikes the plasma and creates a flash-bang shockwave to stun and disorient the target and anyone next to them. Pulsers are vulnerable to atmospheric effects like dust, mist, smoke, or rain, however — the GM should reduce their effective range as appropriate. Laser pulses are invisible, but they can be seen with enhanced vision in atmosphere (or in the visual spectrum in smoky/polluted air) or in the shooter’s entoptics.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "b5a29782-70c7-4ce1-8ec7-c3b05a364e83"
},
{
"category": "Ranged Weapons",
"subcategory": "Beam Weapons",
"name": "Laser Pulser (Stun)",
"damage": "1d6",
"damage_avg": "3",
"firemodes": "SS",
"ammo": 30,
"range": 100,
"complexity/gp": "Mod/R/2",
"notes": "Area Effect (uniform, 1 m), Long, Shock, Two-Handed",
"description": "<p>The pulser emits focused beams of light that burn into the target and cause its outer surface to vaporize and expand, creating an explosive effect. The beam is pulsed in order to bite into the target before it is diffused. When fired in stun mode, it shoots a pulse at the target to create a ball of plasma, quickly followed by a second pulse that strikes the plasma and creates a flash-bang shockwave to stun and disorient the target and anyone next to them. Pulsers are vulnerable to atmospheric effects like dust, mist, smoke, or rain, however — the GM should reduce their effective range as appropriate. Laser pulses are invisible, but they can be seen with enhanced vision in atmosphere (or in the visual spectrum in smoky/polluted air) or in the shooter’s entoptics.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "c4670531-e3ed-4aef-b5ae-21c305e72b39"
},
{
"category": "Ranged Weapons",
"subcategory": "Beam Weapons",
"name": "MW Agonizer (Pain)",
"damage": "—",
"damage_avg": "—",
"firemodes": "SA",
"ammo": 20,
"range": 15,
"complexity/gp": "Mod/2",
"notes": "Pain (biomorphs only)",
"description": "<p>Originally developed for crowd control, the agonizer is also useful for repelling animals. The agonizer fires millimeter-wave beams that create an unpleasant burning sensation in skin (even through armor). Agonizers have two settings. The first is an active denial setting that causes extreme burning pain in biomorph targets, inflicting a pain effect ▶216 until the end of the next turn and forcing them to move away from the beam.</p><p>The second “roast” setting has the same effect as the first, but also actually burns the target. Synthmorphs are unaffected by the pain, but damaged by the roast.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "df64e9bc-c000-4283-ae7e-ccf60b111ff3"
},
{
"category": "Ranged Weapons",
"subcategory": "Beam Weapons",
"name": "MW Agonizer (Roast)",
"damage": "2d10",
"damage_avg": "11",
"firemodes": "SS",
"ammo": 20,
"range": 15,
"complexity/gp": "Mod/2",
"notes": "Armor-Piercing, Pain (biomorphs only)",
"description": "<p>Originally developed for crowd control, the agonizer is also useful for repelling animals. The agonizer fires millimeter-wave beams that create an unpleasant burning sensation in skin (even through armor). Agonizers have two settings. The first is an active denial setting that causes extreme burning pain in biomorph targets, inflicting a pain effect ▶216 until the end of the next turn and forcing them to move away from the beam.</p><p>The second “roast” setting has the same effect as the first, but also actually burns the target. Synthmorphs are unaffected by the pain, but damaged by the roast.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "d42166ac-7f93-42d1-a24d-bcfe6dd5aca6"
},
{
"category": "Ranged Weapons",
"subcategory": "Beam Weapons",
"name": "Particle Beam Bolter",
"damage": "2d10+6",
"damage_avg": "17",
"firemodes": "SA/BF",
"ammo": 25,
"range": 50,
"complexity/gp": "Maj/R/3",
"notes": "Knockdown, Long, Two-Handed",
"description": "<p>This weapon shoots a bolt of accelerated particles at near light speed that transfer massive amounts of kinetic energy to the target, superheating and creating an explosion when striking. The bolter’s beam is not diffused by the cloud that occurs when it strikes, and so it has greater penetration than the laser pulser. Likewise, the bolter is not affected by smoke, fog, or rain. Bolters must be set for either atmospheric or exoatmospheric (vacuum) operation and will not function in the opposite environment, though it only takes a complex action to switch. The beam appears like an arc of lightning in atmosphere, but is invisible in vacuum (though visible in the shooter’s entoptics).</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "57278a5d-9b78-4588-b1fe-e8e5bfd387d8"
},
{
"category": "Ranged Weapons",
"subcategory": "Beam Weapons",
"name": "Stunner",
"damage": "1d6",
"damage_avg": "3",
"firemodes": "SA",
"ammo": 12,
"range": 50,
"complexity/gp": "Mod/2",
"notes": "Shock",
"description": "<p>The stunner is an electrolaser that creates an electrically conductive plasma channel that transmits a powerful electric current, shocking the target. Stunners do not work in vacuum.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "b9ae1a07-12f7-4a16-9365-ab7590916b0d"
},
{
"category": "Ranged Weapons",
"subcategory": "Spray Weapons",
"name": "Buzzer",
"area": "Cone",
"damage": "As swarm",
"damage_avg": "As swarm",
"firemodes": "SS",
"ammo": 3,
"range": 15,
"armor": "As swarm",
"complexity/gp": "As specialized hive",
"notes": "Long, Two-Handed",
"description": "<p>Buzzers are used to deploy a particular type of nanoswarm, either at a target or over an area. They carry a limited number of swarms, but contain a specialized hive ▶342 that can construct new swarms.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "78d9bdb4-fd25-488d-82fc-5e02d1d8fa14"
},
{
"category": "Ranged Weapons",
"subcategory": "Spray Weapons",
"name": "Freezer",
"area": "Cone",
"damage": "—",
"damage_avg": "—",
"firemodes": "SS",
"ammo": 20,
"range": 15,
"armor": "—",
"complexity/gp": "Mod/2",
"notes": "Entangling, Long, Two-Handed",
"description": "<p>Freezers spew out a fast-hardening foam that immediately hardens. They are primarily used as a non-lethal method of immobilizing or securing a target. Struck characters must immediately make a REF Check or become trapped; treat as the grappled condition ▶226. Breaking free requires a SOM Check by the trapped target (at -30 ) or an outside helper. The attacker's superior successes can be used to apply a cumulative -10 modifier to these checks. Additional shots can be used to apply more layers to a trapped target (each requiring a SOM Check to break free). The foam allows characters to breathe even if their mouth and nose are covered, but it may impede sight. Freezer foam can be spiked with contact toxins or drugs to additionally incapacitate the target. It can also be used to construct temporary barricades or cover (creating moderate cover for 1 person per shot). Hardened foam has an Armor of 5/10 and Durability of 20. It slowly breaks down and degrades over a 12-hour period.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "7ea2dafd-ad16-4cef-a688-7e8a2a3138e8"
},
{
"category": "Ranged Weapons",
"subcategory": "Spray Weapons",
"name": "Plasma Rifle",
"area": "Cone",
"damage": "4d10+10",
"damage_avg": "32",
"firemodes": "SA",
"ammo": 6,
"range": 25,
"armor": "E",
"complexity/gp": "Maj/R/3",
"notes": "Armor-Piercing, Long, Two-Handed",
"description": "<p>This bulky, heavy, two-handed weapon blasts a stream of nova-hot plasma at the target, inflicting severe burns and thermal damage, possibly melting or evaporating the target entirely. Plasma rifles are perhaps the deadliest man-portable weapons in use. A superior success sets the target on fire; they will continue to take DV 2d10 per action turn (armor does not apply) until extinguished. Plasma guns suffer from dangerous overheating in vacuum and require 1 full action turn of cool-down time after every 2 shots.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "dea0f928-9cd1-4c4d-9a27-127415365747"
},
{
"category": "Ranged Weapons",
"subcategory": "Spray Weapons",
"name": "Shard Pistol",
"area": "Cone",
"damage": "2d6+6",
"damage_avg": "13",
"firemodes": "SA/BF/FA",
"ammo": 100,
"range": 15,
"armor": "K",
"complexity/gp": "Min/R/1",
"notes": "Concealable",
"description": "<p>This weapon fires a stream of diamondoid shards at high velocities with each shot. A blast of these micro-flechettes is very traumatic to flesh, but their armor-piercing capabilities are offset by their low mass. Shard pistols are ideal for close-quarters habitats, as the shards tend to shatter rather than ricochet. Shard ammunition is sometimes coated with drugs or toxins for extra efficiency.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "7a2545ab-3702-483a-a70f-a011c068028b"
},
{
"category": "Ranged Weapons",
"subcategory": "Spray Weapons",
"name": "Shredder",
"area": "Cone",
"damage": "2d10+6",
"damage_avg": "17",
"firemodes": "SA/BF/FA",
"ammo": 100,
"range": 25,
"armor": "K",
"complexity/gp": "Mod/R/2",
"notes": "Two-Handed",
"description": "<p>A heavier version of the shard pistol, the shredder fires a larger cloud of lethal flechettes, enough to shred a portion of the target into a fine mist.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "dabccfbb-03ce-40b0-a0af-d2dc131d8ef4"
},
{
"category": "Ranged Weapons",
"subcategory": "Spray Weapons",
"name": "Sprayer",
"area": "Cone",
"damage": "As payload",
"damage_avg": "As payload",
"firemodes": "SS",
"ammo": 15,
"range": 15,
"armor": "As payload",
"complexity/gp": "Min/1",
"notes": "Long, Two-Handed",
"description": "<p>This is a general-purpose two-handed squirtgun, loaded with tanks filled with the chemical or drug of the wielder’s choice. Each shot uses 3 doses; each target is hit with 1 dose.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "bf77564e-6e73-40df-9024-363932fc2c9b"
},
{
"category": "Ranged Weapons",
"subcategory": "Spray Weapons",
"name": "Torch",
"area": "Cone",
"damage": "3d10",
"damage_avg": "16",
"firemodes": "SS",
"ammo": 20,
"range": 15,
"armor": "E",
"complexity/gp": "Maj/R/3",
"notes": "Long, Two-Handed",
"description": "<p>This modern flamethrower uses condensed ammunition capsules rather than fuel tanks, scorching targets and setting them on fire. A superior success sets the target on fire; they will continue to take DV 2d10 per action turn (armor does not apply) until extinguished. These chemical fires are particularly difficult to put out unless they are deprived of oxygen.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "e4095f1a-275b-4326-8e52-9878974c918f"
},
{
"category": "Ranged Weapons",
"subcategory": "Spray Weapons",
"name": "Vortex Ring Gun",
"area": "Cone",
"damage": "1d6",
"damage_avg": "3",
"firemodes": "SA",
"ammo": 20,
"range": 15,
"armor": "E",
"complexity/gp": "Min/1",
"notes": "Knockdown, Long, Stun, Two-Handed",
"description": "<p>This less-lethal weapon detonates a blank cartridge and accelerates the explosive pressure down a widening barrel so that it develops into a high-speed vortex ring. This spinning, donut-shaped, concussive blast knocks down and stuns closerange targets. Drugs, chemicals, and similar agents can be loaded into the charge as well.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "4e006d93-08b4-438b-a4dc-f32b0310328c"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Weapons",
"name": "Holdout",
"damage": "1d10+1d6",
"damage_avg": "9",
"firemodes": "SA/BF",
"ammo": "9+1",
"range": "25",
"complexity/gp": "Min/R/1",
"notes": " Concealable",
"description": "<p>Holdout pistols sacrifice penetrating ability for concealability. Heavy pistols focus on stopping power, with medium pistols occupying a middle ground. Machine pistols use smaller caliber rounds but provide larger magazines for automatic firing.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "58b7a0c5-179a-42e7-be9a-6937a7950eac"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Weapons",
"name": "Medium Pistol",
"damage": "2d10",
"damage_avg": "11",
"firemodes": "SA/BF/FA",
"ammo": "15+1",
"range": "30",
"complexity/gp": "Min/R/1",
"notes": "",
"description": "<p>Holdout pistols sacrifice penetrating ability for concealability. Heavy pistols focus on stopping power, with medium pistols occupying a middle ground. Machine pistols use smaller caliber rounds but provide larger magazines for automatic firing.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "0221162b-179b-4906-9fa3-cda3a62af760"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Weapons",
"name": "Heavy Pistol",
"damage": "2d10+2",
"damage_avg": "13",
"firemodes": "SA/BF/FA",
"ammo": "9+1",
"range": "35",
"complexity/gp": "Min/R/1",
"notes": "",
"description": "<p>Holdout pistols sacrifice penetrating ability for concealability. Heavy pistols focus on stopping power, with medium pistols occupying a middle ground. Machine pistols use smaller caliber rounds but provide larger magazines for automatic firing.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "63900cf5-4ab5-4ce0-aff5-6103a31d52c8"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Weapons",
"name": "Machine Pistol",
"damage": "1d10+1d6",
"damage_avg": "9",
"firemodes": "SA/BF/FA",
"ammo": "30+1",
"range": "25",
"complexity/gp": "Min/R/1",
"notes": "",
"description": "<p>Holdout pistols sacrifice penetrating ability for concealability. Heavy pistols focus on stopping power, with medium pistols occupying a middle ground. Machine pistols use smaller caliber rounds but provide larger magazines for automatic firing.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "8b21365c-99c8-41d2-b34b-6493939b8dab"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Weapons",
"name": "Submachine Gun",
"damage": "2d10",
"damage_avg": "11",
"firemodes": "SA/BF/FA",
"ammo": "30+1",
"range": "50",
"complexity/gp": "Mod/R/2",
"notes": "Two-Handed",
"description": "<p>SMGs are designed in bullpup configurations for close-quarters operations and are ideal for tactical and strike teams.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "ac59c0c4-f49e-46d3-ba3f-cab5765d32af"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Weapons",
"name": "Assault Rifle",
"damage": "2d10+2",
"damage_avg": "13",
"firemodes": "SA/BF/FA",
"ammo": "45+1",
"range": "100",
"complexity/gp": "Mod/R/2",
"notes": "Long, Two-Handed",
"description": "<p>Automatic rifles use rifle ammunition and have greater range and penetration than SMGs.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "6e8f57f0-d33d-4036-8486-b980d180a3f9"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Weapons",
"name": "Battle Rifle",
"damage": "2d10+4",
"damage_avg": "15",
"firemodes": "SA/BF/FA",
"ammo": "30+1",
"range": "200",
"complexity/gp": "Mod/R/2",
"notes": "Long, Two-Handed",
"description": "<p>Battle rifles use higher caliber rounds, providing better range and stopping power than assault rifles.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "fb8f6c7f-8ec0-47d5-afcd-015468392165"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Weapons",
"name": "Machine Gun",
"damage": "3d10+2",
"damage_avg": "19",
"firemodes": "BF/FA",
"ammo": "50+1",
"range": "500",
"complexity/gp": "Maj/R/3",
"notes": "Fixed, Long",
"description": "<p>Machine guns are heavy weapons, typically mounted, and intended to provide continuous fire for support or suppressive purposes.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "2efb37bf-4356-4874-b04e-072040113d47"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Weapons",
"name": "Sniper Rifle",
"damage": "3d10+10",
"damage_avg": "26",
"firemodes": "SA",
"ammo": "9+1",
"range": "500",
"complexity/gp": "Maj/R/3",
"notes": "Fixed, Long",
"description": "<p>Sniper rifles are optimized for range, accuracy, penetration, and stopping power.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "818a5586-82a3-4f60-8f55-33925a4ab199"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Weapons",
"name": "Polygun Pistol",
"damage": "As Pistol",
"damage_avg": "As Pistol",
"firemodes": "As Pistol",
"ammo": "As Pistol",
"range": "As Pistol",
"complexity/gp": "Mod/R/2",
"notes": "As Pistol",
"description": "<p>Polyguns are modular, shape-changing weapons that can switch between holdout, medium pistol, heavy pistol, and machine pistol forms. Each form requires separate ammunition. Switching forms takes 3 action turns.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "dc94cb33-cc01-4f0f-be3a-f393b61d90e5"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Weapons",
"name": "Polygun Rifle",
"damage": "As Rifle/SMG",
"damage_avg": "As Rifle/SMG",
"firemodes": "As Rifle/SMG",
"ammo": "As Rifle/SMG",
"range": "As Rifle/SMG",
"complexity/gp": "Maj/R/3",
"notes": "As Rifle/SMG",
"description": "<p>This carbine functions like the polygun pistol, except that it can switch between SMG, assault rifle, and sniper rifle as needed.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "ee7da625-8ea1-4275-80b7-394a578cf0b7"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Weapons",
"name": "Railgun",
"damage": "As Above",
"damage_avg": "As Above",
"firemodes": "As Above",
"ammo": "x2",
"range": "x1.5",
"complexity/gp": "As Above",
"notes": "As Above, Armor-Piercing",
"description": "<p>Railguns slide and accelerate a non-explosive conductive tungsten slug along electromagnetic rails at extremely high velocities (Mach 6+) to create an overwhelming, penetrating attack. The kinetic energy of the projectile exceeds that of an explosive-filled shell of greater mass and creates shock and heat waves upon impact that shatter and incinerate the target, or portions of it. While railguns are more potent than firearms, they cannot use smart or specialty ammunition as the projectile must be conductive and able to survive both acceleration and heat created in the process due to friction. Nanofabrication allows railguns to be manufactured on the personal-weapons scale while high-energy portable batteries provide the power to fire them. Railgun operation makes no flash and is silent except for the supersonic crack of the projectile. </p><p>Railguns are available in the same models as firearms. They are equipped with standard and nuclear batteries just like beam weapons, holding enough power for 200 shots.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "c4bd1a68-0387-44b1-a38c-a2afe4b4b251"
},
{
"category": "Ranged Weapons",
"subcategory": "Seeker Weapons",
"name": "Disposable Launcher",
"firemodes": "SS",
"ammo": "1 Standard",
"range": "300 (includes missile)",
"complexity/gp": "Mod/R/2",
"notes": "Long, No Close, Single-Use, Two-Handed",
"description": "<p>This launcher is pre-packed with one standard missile.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "1b1a65f7-ad4b-409f-9903-2caeeb995238"
},
{
"category": "Ranged Weapons",
"subcategory": "Seeker Weapons",
"name": "Seeker Armband",
"firemodes": "SS",
"ammo": "4 Micro",
"range": "75",
"complexity/gp": "Mod/R/2",
"notes": "No Point-Blank",
"description": "<p>Worn on the arm like a bracer, this weapon fires micromissiles via an entoptic interface.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "d6ca186a-a946-4a63-83d2-410e0ee01868"
},
{
"category": "Ranged Weapons",
"subcategory": "Seeker Weapons",
"name": "Seeker Pistol",
"firemodes": "SA",
"ammo": "8 Micro",
"range": "75",
"complexity/gp": "Mod/R/2",
"notes": "No Point-Blank",
"description": "<p>This pistol-sized seeker fires micromissiles in semi-auto mode.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "f80c369d-c651-4dc1-a81e-60c90d7c3d9f"
},
{
"category": "Ranged Weapons",
"subcategory": "Seeker Weapons",
"name": "Seeker Rifle (Micromissile)",
"firemodes": "SA",
"ammo": "12 Micro",
"range": "75",
"complexity/gp": "Maj/R/3",
"notes": "No Close, Long, Two-Handed",
"description": "<p>The seeker rifle comes in a bullpup configuration and fires either micromissiles or minimissiles.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "493266d5-51b9-4ea6-ad57-f0acfd35df99"
},
{
"category": "Ranged Weapons",
"subcategory": "Seeker Weapons",
"name": "Seeker Rifle (Minimissile)",
"firemodes": "SA",
"ammo": "6 Mini",
"range": "150",
"complexity/gp": "Maj/R/3",
"notes": "No Close, Long, Two-Handed",
"description": "<p>The seeker rifle comes in a bullpup configuration and fires either micromissiles or minimissiles.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "c3daac35-22e8-48ef-b295-3c6c255f2573"
},
{
"category": "Ranged Weapons",
"subcategory": "Seeker Weapons",
"name": "Underbarrel Seeker",
"firemodes": "SA",
"ammo": "6 Micro",
"range": "75",
"complexity/gp": "Mod/R/2",
"notes": "No Close, Two-Handed",
"description": "<p>This seeker micromissile launcher is commonly attached to the underbarrel of SMGs or assault rifles.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "90f59e07-b093-46af-8310-87de7fd904c7"
},
{
"category": "Ranged Weapons",
"subcategory": "Weapon Mods",
"name": "Arm Slide",
"complexity/gp": "Min/1",
"notes": "Draw and attack with single complex action.",
"description": "<p>This slide-mount can hold a one-handed weapon under your sleeve, pushing the weapon into your hand with an electronic signal or specific sequence of arm movements. You can draw the weapon and attack with a single complex action.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "b74df29f-65b3-4750-b500-ea5e2cdb8202"
},
{
"category": "Ranged Weapons",
"subcategory": "Weapon Mods",
"name": "Extended Magazine",
"complexity/gp": "Min/1",
"notes": "Increase ammo capacity +50%.",
"description": "<p>This ammunition case has an enhanced capacity. Increase the weapon’s ammo capacity by +50%. This is only available for firearms and seekers.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "a99faac2-086f-4415-8296-4e4a732f7276"
},
{
"category": "Ranged Weapons",
"subcategory": "Weapon Mods",
"name": "Gyromount",
"complexity/gp": "Mod/2",
"notes": "Negate movement modifiers.",
"description": "<p>This weapon harness features a gyro-stabilized weapon mount that keeps the weapon steady. Negate all modifiers from movement.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "84567759-f443-4cb4-bbff-15e72d171264"
},
{
"category": "Ranged Weapons",
"subcategory": "Weapon Mods",
"name": "Imaging Scope",
"complexity/gp": "Min/1",
"notes": "As specs, can target around corners.",
"description": "<p>Imaging scopes attach to the top of the weapon and act like specs ▶317. Scopes also bend like a periscope, allowing you to point the weapon and target around corners withoutleaving cover.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "672453da-880f-4d24-b04b-2e612814ebcf"
},
{
"category": "Ranged Weapons",
"subcategory": "Weapon Mods",
"name": "Flash Suppressor",
"complexity/gp": "Min/1",
"notes": "-30 Perceive to locate by flash.",
"description": "<p>This device obscures the muzzle flash on firearms, applying a -30 modifier to Perceive Tests to locate a firing weapon by its flash.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "aff211a8-e49a-490f-ae76-bf2e9aa84902"
},
{
"category": "Ranged Weapons",
"subcategory": "Weapon Mods",
"name": "Laser Sight",
"complexity/gp": "Min/1",
"notes": "Assisted targeting.",
"description": "<p>This underbarrel laser emits a beam that places a glowing red dot on the target to assist targeting (negating the -10 modifier for not using a smartlink or laser sight). Laser sights can also be used to paint a target for laser-guided smart ammo or seekers. Infrared and ultraviolet lasers are also available, so that the dot is only visible to characters with enhanced vision.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "816bf405-eae3-41c6-8fed-fe4e9a2899ab"
},
{
"category": "Ranged Weapons",
"subcategory": "Weapon Mods",
"name": "Safety System",
"complexity/gp": "Min/1",
"notes": "Weapon requires biometric authorization to use.",
"description": "<p>This feature is automatically included in most weapons. A biometric (palmprint or voiceprint) or ego ID sensor is embedded in the weapon, disabling it if anyone other than an authorized user attempts to fire it.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "52269d4e-057e-44ad-b504-f0bc77fcbb95"
},
{
"category": "Ranged Weapons",
"subcategory": "Weapon Mods",
"name": "Shock Safety",
"complexity/gp": "Mod/2",
"notes": "As safety system, DV 1d6 and shock effect to unauthorized users.",
"description": "<p>Just like a safety system, except that an unauthorized user is zapped with an electric shock, inflicting DV 1d6 and a shock effect ▶219.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "e57d3637-32a7-4247-99f9-382bd8168cbb"
},
{
"category": "Ranged Weapons",
"subcategory": "Weapon Mods",
"name": "Silencer/Sound Suppressor",
"complexity/gp": "Min/1",
"notes": "-30 Perceive to locate by sound.",
"description": "<p>This barrel-mounted accessory reduces the sound of a firearm’s discharge (they cannot be used on railguns). Apply a -30 modifier on hearing-based Perceive Tests to hear or locate the gun’s firing.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "02eb6de6-a7d9-4139-bdc8-b4ed7c8cbd1b"
},
{
"category": "Ranged Weapons",
"subcategory": "Weapon Mods",
"name": "Smartlink",
"complexity/gp": "Mod/2",
"notes": "Assisted targeting, enhanced weapon control.",
"description": "<p>Smartlinks are automatically included in most weapons. It connects the weapon to your mesh inserts, placing a targeting bracket in your field of vision and providing range and targeting information (negating the -10 modifier for not using a smartlink or laser sight). Smartlinks also incorporate a microcamera that allows the user to see what the weapon is pointed at, fire around corners, etc. Smartlinks also allow certain other types of weapon system control, such as changing smart ammo ▶211 or programming seeker trigger conditions ▶213).</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "873174d2-5c45-4db6-917d-74df8a5ef282"
},
{
"category": "Ranged Weapons",
"subcategory": "Weapon Mods",
"name": "Smart Magazine",
"complexity/gp": "Min/1",
"notes": "Select ammo with each shot, reduce ammo capacity -50%.",
"description": "<p>A smart magazine allows you to pick and choose what ammo round will be fired with each shot. This system leaves less room for bullets, however, so reduce the weapon’s ammunition capacity by half (round up). Smart magazines can be combined with extended magazines, in which case ammo capacity is normal.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "7c3971fd-beed-41cb-850e-357c9156094f"
}
]