Other Weapons 1
There are 3 readily available types of missiles:
Grenades: the list refers to those standard types of grenades available. All grenades are usable by military and government organizations but their ownership and use by private citizens (and criminals) is illegal (treat as Other Crime). Standard Grenades are of the following types: Missiles: are expensive. In addition to a missile launcher, the user must purchase the missile itself, the specific payload to be used, and the control system. This restricts missiles to those who can afford or invent them.
- Fragment: inflict Rm(30) edged damage to all in the target area.
- Smoke: release Ex(20) intensity smoke. All FEATs within the smoke-filled area are made at -2CS.
- Tear Gas: srelease Ty(6) intensity Tear Gas.
- Knock-Out: release knock-out gases (treat as stun) of various intensities. Health is unaffected by knock-out gas.
- Flash: create a flash of up to Am(50) intensity. Those facing the flash are affected (treat as a blinding attack).
- Concussion: inflict 40 points of blunt damage to all in the area.
- Sonic: inflict 20 points of Sonic Energy damage to all in area; in addition, all must make an Endurance FEAT against Ex intensity Stunning.
Other Weapons 1 Table Name Cost Damage Fragment Grenade
Smoke -
Tear Gas -
Knock-Out -
-
-
Flash -
Concussive -
Sonic -
Standard Missile
High-tech -
High-speed -
W-G Missile Control
TG -
Computer -
Radio -
Heat Seeker -
Standard Payload
CE -
HE -
Incendiary -
Gas -
Smoke -
Tear Gas -
Knock-Out -
-
-
-
-
-
-
-
-
-Ex
Gd
Ex
In
Am
Mn
Ex
Rm
In
Am
Mn
-
Rm
In
Am
In
Rm
-
-
Am
In
Am
Gd
Ex
-
Rm
-
In
-
Am
-
Mn
-
Un30
*
*
*(Gd)
-(Ex)
-(Rm)
*(Am)
40 BA
20 E
40
-
70/20
40
*(Am)
*
*(Ty)
-(Fb)
-(Pr)
-(Ty)
-(Gd)
-(Ex)
-(Rm)
-(In)
-(Am)
-(Mn)
10 BA(Un)These 3 types come in a variety of forms, and a character cannot be able to identify an approaching missile's type unless he is familiar with the various makes. Example: Given his background in weapons research, Tony Stark may be able to make a Reason FEAT to determine what a type of missile is, but Johnny Storm cannot.
Standard Missile Material Control Speed Ex Rm Ex
High-Tech Missile Material Control Speed Ex In Ex
High-Speed Missile Material Control Speed Ex In Am
Missile Control Systems:Missile Payloads:
- Wire-Guided: The missile is controlled by wire leading from the tail of the missile(Fb(2) material). The Wire-guided missile has the Agility of the controller to hit. Severing the wires causes the missile to behave as if it has no control. Range of 10 areas, maximum, but no penalties for range.
- Tele-Guided: The missile is guided by a camera in the nose of the missile, and the operator may be up to 5 miles away. Use the Control of the missile or the Agility of the controller(whichever is lower) to determine Control FEATs for this type of missile.
- Computer-Guided: The missile is programmed internally for a specific target. Its ability to determine the target is considered Pr(4) if multiple similar targets are available.
- Radio: Also called a homing missile. The missile tracks on a specific wavelength, either directed from its point of firing or issuing from the target. Destruction of a tracer or cessation of the signal causes the missile to go out of control.
- Heat-Seeker: This form of guidance will "lock on" to the highest heat source in its path (usually a jet-engine or flaming hero). The missile will only be sidetracked by a higher source of heat.
Some gas missile payloads can be customized to give the following varieties:
- Standard: inflicts 40 points of edged damage to all in the target area.
- Concentrated Explosive: inflicts 40 points of edged damage to target only.
- High Explosive: inflicts 70 points edged damage to all in target area, and 20 points to those in adjacent areas.
- Incendiary: inflicts 40 points energy(fire & heat) damage to all in area, and burns for Gd(10) intensity for each round afterward until put out.
- Gas: contains Am(50) intensity tear or knock-out gas, which will affect all in the target area.
- Smoke: whether from fire or missiles, is usually considered to be of Ex(20) intensity to see through. All FEATs performed while in a smoke-filled area are at -2CS.
- Tear Gas: Most tear gas is considered to be Ty(6) intensity. Those failing the Endurance FEAT roll against this gas may take no actions other than movement until they leave the area, nor for 1 round after leaving that area.
- Knock-Out Gas: listed in various intensities, as it is a favorite device to knock out bad guys and good guys. Those in the same area as knock-out gas must make an Endurance FEAT vs. the listed intensity or be knocked out for 1-10 rounds.