alt.war - mechanics
TRANSCRIPT
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alt.WarGame Mechanics
by Frank Trollman
as of 5/8/2011
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Table of ContentsTable of Figures 4
Introduction 5
Damage and Injury 6
Optional Rule: Instant Death ................................ 7
Armor and Hardened Armor 8
Autofire and Recoil 9
Recoil And Strength .............................................. 9
Exceeding Character Strength With Weapon
Strength ................................................................ 9
The New Weapons 11
Holdout Pistols ................................................... 11
Light Pistols ......................................................... 11
Machine Pistols .................................................. 12
Heavy Pistols....................................................... 13
Submachine Guns ............................................... 14
Assault Rifles....................................................... 15
Battle Rifles ......................................................... 16
Sport Rifles ......................................................... 16
Sniper Rifles ........................................................ 16
Shotguns ............................................................. 17
Light Machine Guns ............................................ 18
Medium Machine Guns ...................................... 18
Heavy Machine Guns .......................................... 19
Assault Cannons ................................................. 19
Laser Weapons ................................................... 20
Flame Weapons .................................................. 20
Special Weapons ................................................ 20
Grenade Launchers & Mortars ........................... 21
Vehicular Weaponry ........................................... 22
Vehicular Weaponry (continued) ....................... 23
Special Weapons ................................................. 24
Blades .................................................................. 25
Clubs & Chains ..................................................... 26
Body Weaponry ................................................... 27
Grenades ............................................................. 27
Missiles & Rockets ............................................... 28
Mortars ................................................................ 28
Ammunition......................................................... 29
Regular ............................................................ 29
Armor Piercing ................................................ 30
Explosive Ammunition ..................................... 30
Flechette Rounds ............................................. 31
Less Lethal ....................................................... 31
Stick-n-Shock ................................................... 32
Tracers ............................................................ 32
Capsule Rounds ............................................... 33
Subsonic Rounds ............................................. 33
Low Tech Ammunition .................................... 33
Special Weapon Systems and Damage Rules
Lasers ................................................................... 34
Flame Weapons ................................................... 34
Electrical Weapons .............................................. 34
Explosives ............................................................ 35
Shaped Charges ................................................... 36
Damage Over Time (Fire, Acid, Etc.) .................... 36
The New Armors
Armors of the 2070s ............................................ 39
Armor Mods ........................................................ 40
Auto-Injector ................................................... 40
Bio Monitor ..................................................... 40
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Camouflage Coloration .................................. 40
Chemical Protection ....................................... 41
Chemical Seal ................................................. 41
Chest Plate ..................................................... 41
Fire Resistance ............................................... 41
Flotation System ............................................ 41
Gel Packs ........................................................ 41
Insulation ....................................................... 42
Nonconductivity ............................................. 42
Faraday Cage ................................................. 42
Radiation Shielding ........................................ 42
Ruthenium Coating ........................................ 42
Shock Frills ...................................................... 42
Thermal Damping .......................................... 42
Thermal Equalizer .......................................... 42
Vehicle Stats 43
Speed.............................................................. 43
Acceleration ................................................... 43
Handling ......................................................... 43
Body ............................................................... 44
Mass ............................................................... 44
Armor ............................................................. 44
Seating ........................................................... 44
Pilot ................................................................. 44
Sensor ............................................................. 45
Cost ................................................................. 46
The Vehicle List
2-Wheeled ........................................................... 47
Magic
Spells ................................................................... 48
Magic Healing ...................................................... 49
Spirits ................................................................... 50
Air Spirits ......................................................... 51
Beast Spirits .................................................... 51
Earth Spirits ..................................................... 51
Fire Spirits ....................................................... 51
Guardian Spirits .............................................. 51
Guidance Spirits .............................................. 51
Spirits of Man .................................................. 52
Plant Spirits ..................................................... 52
Task Spirits ...................................................... 52
Water Spirits ................................................... 52
Watcher Spirits ............................................... 52
Drain ............................................................... 53
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Table of FiguresTable 1: LMSI Condition Monitors ..............................................................................................................................6
Table 2: Net Success to Damage Conversion .............................................................................................................7
Table 3: Damage by Distance Modifiers .................................................................................................................. 35
Table 4: Delay Numbers for DOT ............................................................................................................................. 37
Table 5: Pilot Capabilities by Rating ........................................................................................................................ 45
Table 6: Sensor Capabilities by Rating ..................................................................................................................... 46
Table 7: Base Drain for Heal by Wound Level ......................................................................................................... 49
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IntroductionShadowrun 4, like any published system, has its share of objectively bad rules. Spirit Essence Drain leads to
Bloodzilla, the Matrix Perception Action leads to the Infinity Mirror, and so on. But this section is not about
them. This is about transforming the rules into something that can handle something they were never meant to
deal with: open warfare and heavy weaponry.
The 4th Edition Shadowrun rules are deliberately and completely written from the perspective of normal
humans shooting pistols at each other. And for that they work pretty well. You shoot a bullet into someone and
they are hurt but able to fire back. You double tap them in the chest and they pretty much fall down. That is an
acceptable result. But it doesn't scale well when you get out of the humans and pistols range. When you shoot
an armored truck with a powerful weapon, it is pretty much impossible to damage it you can only bounce off
its armor or blow it to pieces in one shot. And that's unsatisfying. So what we will do is to present a set of rules
that put damage onto the same log scale as other skill tasks are in SR4. So that we will be able to get roughly
similar results firing big weapons at big monsters as we get by firing small weapons at small monsters.
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Damage and InjuryThe bigger they are, the bigger a gun it takes to make them fall.
Shadowrun 4th edition experimented with a non-proportional damage system. That is, a box of injury was
supposed to represent a similar amount of damage on a troll as it was on an elf like a hit point in Dungeons &
Dragons. And yes, this worked sort of OK for elves and trolls, but it completely falls apart when we deal with
dogs and war machines. Things outside the human scale simply do not fit in such a system, and they never will. A
small dog should drop from a single pistol shot, a light tank should be able to take two LAV rockets with serious
damage. But what can be done about that? The answer is fortunately found in the mechanics of previous
editions of Shadowrun: Proportional Damage. That is, when the game generates Moderate or Serious Injury,
that Injury is relative to the target. A moderate injury to a small dog might have been inflicted by a sharp kick,
while a moderate injury to a troll might have been inflicted with a rifle, and a moderate injury to an
anthromorph combat vehicle might have been inflicted by an assault cannon. But the game generates Moderate
Injury after comparing damage to soak, and we fill in the same number of boxes in every case. And that is out of
the same total number of boxes in every case as well.
The way this works is that we have in all cases 10 injury boxes. Your hacker has 10 injury boxes, your troll street
samurai has 10 injury boxes, your Vietnamese Amphibious Troop Transport has 10 injury boxes. If it becomes
important how tough a crow or a rat is they also have 10 injury boxes. And when injuries occur, we fill them
out in distinct amounts based on what kind of Injury they are. Injuries can be Light (one box), Moderate (3
boxes), Serious (6 boxes), Incapacitating (10 boxes), or Deadly (10 boxes + dying). Here's how that looks:
Table 1: LMSI Condition Monitors
Uninjured: L M S I
Light Wound: L M S I
X
Moderate Wound: L M S I
X X X
Serious Wound: L M S I
X X X X X X
Incapacitation: L M S I
X X X X X X X X X X
But how do we determine whether an Injury should be Light or Serious? We compare it to a chart. Or, if you
don't want to look up the chart, every point of unsoaked damage makes the injury one level bigger. Or if you're
super into math, each greater injury is the next triangular number of filled in boxes. Or if you're autistically into
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math, you fill in the number of unsoaked damage times one more than the number of unsoaked damage divided
by 2 in boxes out of your 10 total. Anyway, we make our soak roll as normal, and subtract the hits from the
incoming damage. And the more incoming damage is left, the bigger an injury we actually suffer:
Table 2: Net Success to Damage Conversion
Unsoaked Damage: Injury Type: Boxes Filled:
0 (or less) None 0
1 Light 1
2 Moderate 3
3 Serious 6
4 Incapacitating 10
5+ Deadly 10*
*: Also, you are dying
That's a start. But unfortunately, in order to get things onto that scale, we're going to have to rewrite the input
numbers for armor, weapons, vehicles, and critters. After all, with the proportional system, increasing damage
by 5 is the entire difference between one shotting an opponent and bouncing off their armor (or manly chest, as
appropriate). This allows us to get rid of all the silly stuff like missiles that do 120 damage, but it also means that
we have to rewrite those inputs to make things work. So let's get started on that.
Optional Rule: Instant Death You may want to institute a system for killing creatures outright with massive damage. To do this, you set a
death threshold. That is, a number of unsoaked damage from an attack where you do not bother to keep track
of a character dying and simply declare them dead. Maybe their head gets pulped like Scanners, or they get
multipart shredded. But in any case, it's pretty clear that even medicine in the 2070s cannot save them. Rather
unsurprisingly, the lower you set this threshold, the more often it will happen and the deadlier combat will be. If
you have characters instantly die with 6 damage, in-combat instant death will happen fairly often, while if you
have characters die with 9 unsoaked damage it will be almost unheard of. How deadly you want your own game
is an open question.
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Armor and Hardened Armor People will be shooting at you, you may wantsome of this.
At high values, the SR4 armor system completely falls apart. This was never detected in playtest because high
values were never part of the street level game that was being written. The fact that the game was unable to
model a missile hitting an APC really never came up. And yet, for purposes of Alt.War, where shooting anti-
material rifles at hardened targets actually is important, the rules will have to be changed into something that
can handle that.
Here's the core problem: when you increase hardened armor by 3, you need to inflict 3 more damage to hurt
the target at all. But if the target can be hurt at all, those 3 armor dice only generate 1 hit on average for the
Soak test. So when you scale vehicles up, the smallest weapon that can hurt them at all will inflict more
unsoaked damage on them than the smallest weapon that could hurt a vehicle that was less armored. At the
upper end of the scale, it is literally impossible to damage tanks and great dragons without one-shot killing
them. And that's before we go to a proportional damage system where only 5 unsoaked damage is enough to
drop a target.
The first step is to change what Hardened Armor does. Now, Hardened Armor provides a die that always rolls a
5. There is no longer a minimum damage to play (save that of course, if you have enough automatic hits, you
don't need to roll soak to take no damage). The second part is that if you have hardened armor and regular
armor at the same time, that hardened armor is lost firstwhen enemies use weapons with armor penetration
numbers. The third part is that if your armor is halved by any sort of special effect like a Fire Ball spell, then
hardened armor and regular armor are halved separately.
That is just the beginning though, since by these rules, the amounts of armor things are listed with are insane. So
there will be a new writeup of armors, vehicles, and critters in this section. However, if you're using Shadowrun
materials that are printed after this is that are not on this scale, it's best to simply divide the suggested amounts
of hardened armor by 2 or 3.
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Autofire and Recoil Something you can't understand: How I could just kill a man.
Burst fire and fully automatic fire have rules that make some people (especially gun enthusiasts) very upset, but
on the whole they are functional in the basic game. Some of the things they produce are extremely weird, like
how the recoil on assault cannons is completely negligible because recoil only applies to next shot so Single Shot
weapons never care. Or like how the recoil on a machine pistol is much worse than the recoil on a sawed off
shotgun because it's based entirely on how many bullets are fired and not on how big those bullets are. But
that's not the reason that alternative Autofire and Recoil rules are being introduced in this document. That is
being done because in a proportional damage system where 5 points is the difference between no wound and
and an Incapacitating injury, then having a long narrow burst hand out five extra damage points is totally
unacceptable, right? And as long as we have to redo the autofire and recoil systemanyway, we might as well
replace it with something that people like better.
Recoil And Strength I can't hold on! I'm shooting too fast!
The first thing that is going to be done is to remove the bullet count recoil mechanics. This has to be done,
because we need to remove the bullet count from the damage, meaning that we aren't going to be using the
bullet count at all. So instead what will happen is that weapons will have a Strength listed on them, which is the
Strength required to use them normally. Using a weapon with a higher required Strength than your character's
Strength causes them to suffer penalties. Using a weapon in a faster firing mode or firing them one-handedcauses the Strength of the weapon to rise, which means that your character has to be stronger in order to use
weapons in those ways without penalties.
Exceeding Character Strength With Weapon Strength
They weren't kidding about this being a heavypistol.
If the effective Strength of a weapon that you are using (after appropriate modifiers such as gas vents and firing
modes) exceeds your character's strength by 1, you suffer a -1 dicepool penalty on your attack and a -2 dicepool
penalty on any other action you take (including Defense rolls, but not including Soak rolls) until the beginning of
your next initiative pass. These penalties are cumulative, so if you fired twice with a weapon that exceeds your
character's Strength by 1, the second attack would be at -3 and a Defense roll made after both would be at -4. If
the weapon exceeds your character's Strength by more than one, simply multiply those penalties by the amount
of Strength you are short. So if you're 3 Strength down, you're at -3 for the attack and anything else you attempt
is at -6 for the rest of the initiative pass.
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A good rule of thumb is that if a weapon's list Strength is 4 more than the character's actual strength (before
modifiers for firing modes or weapon mods), then the weapon is too heavy for the character to use effectively.
Small children just can't even use machine guns, the fact that recoil would knock them over is completely
secondary.
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The New WeaponsOk, here we go
Holdout Pistols
Weapon Name Damage AP Mode Ammo Skill Strength Availability Cost
Cavalier Scout 3 - SA 7 (c) Pistol (Holdout) 4
Fichetti Tiffani Needler 5 (f) x2 SA 4 (c) Pistol (Holdout) 3 5R 500
Raecor Sting 5(f) x2 SS 5 (c) Pistol (Holdout) 3 6R 350
Streetline Special 3 - SS 6 (c) Pistol (Holdout) 4 4R 100
Morrissey Elan 3 - SA 5 (c) Pistol (Holdout) 3 7R 450
Walther Palm Pistol 3 - SS/BF 2(b) Pistol (Holdout) 4 4R 175
Light Pistols
Weapon Name Damage AP Mode Ammo Skill Strength Availability Cost
Ares Light Fire 70 3 - SA 16 (c) Pistol (Automatic) 2 3R 350
Beretta 101T 3 - SA 12 (C) Pistol (Automatic) 2 4R 200
Beretta 200ST 3 - SA/BF 20 (c) Pistol (Automatic) 2 7R 550
Ceska vz/ 120 3 - SA 18 (c) Pistol (Automatic) 2 4R 350
Colt America L36 3 - SA 11 (c) Pistol (Automatic) 2 4R 150
Colt Asp 3 - SA 6 (cy) Pistol (Revolver) 2 3R 175
Fichetti Executive
Action
3 - SA/BF 18 (c) Pistol (Automatic) 2 12R 700
Fichetti Security 600 3 - SA 30 (c) Pistol (Automatic) 2 6R 450
Hammerli 620S 3 - SA 6 (c) Pistol (Automatic) 1 8R 650
SA Puzzler 3 - SA 12 (c) Pistol (Automatic) 3 15F 900
Seco LD-120 3 - SA 12 (c) Pistol (Automatic) 2 3R 250
Taurus Multi-6 3/4/5 - SA 6 (cy) Pistol (Revolver) 2/3/4 7R 200
Walther PB-120 3 - SA 10 (c)/15
(c)
Pistol (Automatic) 2 9R 400
Sakura Fubuki 3 - SA/BF/FA 10 (ml) x4 Pistol (Automatic) 2 10R 2000
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Machine Pistols
Weapon Name Damage AP Mode Ammo Skill Strength Availability Cost
Ares Crusader 3 - SA/BF/FA 40 (c) Pistol (Automatic) 3 7R 700
Ceska Black Scorpion 3 - SA/BF/FA 35 (c) Pistol (Automatic) 3 8R 550
FN 5-7C 3 - SA/BF/FA 20 (c) Pistol (Automatic) 2 8R 600
PPSK-4 Collapsible
Machine Pistol
3 - SA/BF/FA 30 (c) Pistol (Automatic) 3 20F 2800
Steyr TMP 3 - SA/BF/FA 30 (c) Pistol (Automatic) 3 8R 600
Ares Predator
Full Auto Mod
4 - FA 15 (c) Pistol (Automatic) 4 4F 700
Fichtti Securty
Full Auto Mod
3 - FA 30 (c) Pistol (Automatic) 3 6F 900
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Heavy Pistols
Weapon Name Damage AP Mode Ammo Skill Strength Availability Cost
Ares Predator IV 4 -1 SA 15 (c) Pistol (Automatic) 3 4R 350
Ares Viper Slivergun 6(f) x2 SA/BF 30 (c) Pistol (Automatic) 2 5R 500
Browning Ultra-Power 4 -1 SA 10 (c) Pistol (Automatic) 3 4R 300
Cavalry Deputy 4 -1 SA 7 (cy) Pistol (Revolver) 3 4R 225
Colt Government 2066 4 -1 SA 14 (c) Pistol (Automatic) 3 6R 500
Colt Manhunter 4 -1 SA 16 (c) Pistol (Automatic) 3 4R 300
Eichiro Hatamoto II 6 -1 SS 1 (m) Pistol (Holdout) 5 10R 800
HK Urban Fighter 4 -1 SA 10 (c) Pistol (Automatic) 3 14F 1400
Morrissey Alta 4 -1 SA 12 (c) Pistol (Automatic) 3 7R 850
Morrissey Elite 4 -1 SA 5 (c) Pistol (Automatic) 4 6R 450
Nitama NeMax 4 -1 SA 10 (c) Pistol (Automatic) 3 16R 1700
PSK Collapsible Pistol 4 -1 SA 8 (c) Pistol (Automatic) 3 18F 2300
Remington Roomsweeper 4 -1 SA 8 (m) Pistol (Revolver) 3 6R 250
Ruger Super Warhawk 5 -2 SS 6 (cy) Pistol (Revolver) 4 4R 250
Ruger Thunderbolt 4 -1 BF 12 (c) Pistol (Automatic) 3 12R 750
Savalette Guardian 4 -1 SA/BF 15 (c) Pistol (Automatic) 3 7R 800
Walther Secura 4 -1 SA 12 (c) Pistol (Automatic) 3 5R 300
Walther Secura Kompakt 4 -1 SA 9 (c) Pistol (Automatic) 4 7R 400
WW Infiltrator 4 -1 SA 15 (c) Pistol (Automatic) 4 16F 1100
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Submachine Guns
Weapon Name Damage AP Mode Ammo Skill Strength Availability Cost
AK-97 Carbine 4 -1 SA/BF/FA 30 (c) Automatics
(Submachine Guns)
3 4R 400
Ares Executive
Protector
3 -1 SA/BF/FA 30 (c) Automatics
(Submachine Guns)
3/2 9F 1000
Beretta Model 70 3 -2 BF/FA 35 (c) Automatics
(Submachine Guns)
2 5R 650
Colt Cobra TZ-110 3 -2 SA/BF/FA 32 (c) Automatics
(Submachine Guns)
2 5R 550
Colt Cobra TZ-115 3 -2 SA/BF/FA 32 (c) Automatics
(Submachine Guns)
2 5R 475
Colt Cobra TZ-118 3 -2 SA/BF/FA 32 (c) Automatics
(Submachine Guns)
2 5R 650
Colt M24A3 Water
Carbine
4 - SA/BF 30 (c) Automatics
(Submachine Guns)
2 10F 1200
FN P93 Praetor 3 -2 SA/BF/FA 50 (c) Automatics
(Submachine Guns)
1 11F 650
HK-227X 3 -2 SA/BF/FA 28 (c) Automatics
(Submachine Guns)
2 8R 800
HK MP-5 TX 3 -2 SA/BF/FA 20 (c) Automatics
(Submachine Guns)
1 4R 550
HK Urban Combat 3 -2 SA/BF/FA 36 (c) Automatics
(Submachine Guns)
1 16F 2400
Ingram Smartgun X 3 -2 BF/FA 32 (c) Automatics
(Submachine Guns)
2 6R 650
Ingram SuperMach
100
3 -2 SA/FA/HV 40 or 60
(c)
Automatics
(Submachine Guns)
2 9F 975
Ingram Warrior-10 3 -2 SA/BF 30 (c) Automatics
(Submachine Guns)
2 4R 400
Sandler TMP 3 -2 BF/FA 20 (c) Automatics
(Submachine Guns)
2 4R 350
SCK Model 100 3 -2 SA/BF 30 (c) Automatics
(Submachine Guns)
2 6R 750
Uzi IV 3 -2 BF 24 (c) Automatics
(Submachine Guns)
2 4R 500
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Assault Rifles
Weapon Name Damage AP Mode Ammo Skill Strength Availability Cost
AK-97 4 -2 SA/BF/FA 38 (c) Automatics (Assault Rifles) 2 4R 500
AK-98 4 -2 SA/BF/FA 38 (c) Automatics (Assault Rifles) 2 8F 1000
Grenade
Launcher
Grenade Grenade SS 6 (M) Heavy Weapons (Grenade
Launchers)
AK-297 4 -2 SA/BF/FA 60 (c) Automatics (Assault Rifles) 1 10R 3500
Ares Alpha 4 -2 SA/BF/FA 42 (c) Automatics (Assault Rifles) 3 12F 1700
Grenade
Launcher
Grenade Grenade SS 6 (M) Heavy Weapons (Grenade
Launchers)
Ares HVAR 4 -2 SA/BF/HV 50 (c) Automatics (Assault Rifles) 2 11F 2400
Colt M22 4 -2 SA/BF/FA 40 (c) Automatics (Assault Rifles) 2 6R 1100
Colt M22A3 4 -2 SA/BF/FA 40 (c) Automatics (Assault Rifles) 2 9F 1600
Grenade
Launcher
Grenade Grenade SS 6 (M) Heavy Weapons (Grenade
Launchers)
Colt M23 4 -2 SA/BF/FA 40 (c) Automatics (Assault Rifles) 2 5R 750
HK G12A3Z 4 -2 SA/BF/FA 32 (c) Automatics (Assault Rifles) 2 9F 1750
Nitama
Optimum II
4 -2 SA/BF/FA 30 (c) Automatics (Assault Rifles) 2 10F 2200
Shotgun 6 - SA 5 (M) Heavy Weapons (Grenade
Launchers)
Longarms (Shotguns)
4
Sernopal
vz/88V
4 -2 SA/BF/FA 35 (c) Automatics (Assault Rifles) 1 8F 1650
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Battle Rifles
Weapon Name Damage AP Mode Ammo Skill Strength Availability Cost
Combine XBR55 5 -2 SA/BF/FA 36 (c) Automatics (Assault Rifles)
Longarms (Rifles)
4 12F 4500
FN SFCBR 5 -2 SA/BF/FA 20 (c) Automatics (Assault Rifles)
Longarms (Rifles)
4 8F 2400
HK G13B 5 -2 SA/BF/FA 20 (c)
50 (cy)
Automatics (Assault Rifles)
Longarms (Rifles)
4 16F 2200
Ares MR-62 5 -3 SA/BF/FA 15 (c) Automatics (Assault Rifles)
Longarms (Rifles)
4 10R 1800
AZT Poctli 5 -2 SA/BF/FA 30 (c) Automatics (Assault Rifles)
Longarms (Rifles)
4 14F 3600
Sport Rifles
Weapon Name Damage AP Mode Ammo Skill Strength Availability Cost
Mannlicher
Wildhunter
6 -3 SS 6 (c) Longarms (Rifles) 5 7R 1200
Winchester Model 64 3 -2 SS 20
(m)
Longarms (Rifles) 1 2R 400
Remington 750 5 -3 SS 5 (m) Longarms (Rifles) 3 4R 500
Remington 950 6 -3 SS 5 (m) Longarms (Rifles) 4 4R 675
AZT 577 T-Rex 7 -2 SS 4 (m) Longarms (Rifles)
Heavy Weapons (Assault
Cannon)
6 12R 2400
Sniper Rifles
Weapon Name Damage AP Mode Ammo Skill Strength Availability Cost
Ares Desert Strike 5 -3 SA 14 (c) Longarms (Rifles) 5 10F 3350
Barrett Model 121 6 -4 SA 14 (c) Longarms (Rifles) 6 18F 9000
CZW Ostelova 6 -3 SA 12 (c) Longarms (Rifles) 6 16F 6500
HK PSG Enforcer 4 -3 SA 2 x 12 (c) Longarms (Rifles) 4 12F 4800
Ranger Arms SM4 5 -4 SA 15 (c) Longarms (Rifles) 4 16F 6200
Walther MA-2100 4 -3 SA 10 (m) Longarms (Rifles) 5 10F 5000
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Shotguns
Weapon Name Damage AP Mode Ammo Skill Strength Availability Cost
Auto-Assault 16 5 -1 SA/BF/FA 32 (d) Longarms
(Shotguns)
4 18R 8000
Boyd & Richards
Desperado
5 -1 SS 5 (m) Longarms
(Shotguns)
4 10R 1700
Defiance T-250 5 -1 SA 5 (m) Longarms
(Shotguns)
4 3R 475
Enfield AS-7 5 -1 SA/BF 10 (c)
24 (d)
Longarms
(Shotguns)
4 12R 1100
Franchi SPAS-22 5 -1 SA/BF 10
(m)
Longarms
(Shotguns)
4 10R 1250
Mossberg AM-CMDT 5 -1 SA/BF/FA 10 (c) Longarms
(Shotguns)
4 12R 1000
PJSS Model 55 Shotgun 5 -1 SS 2 (b) Longarms
(Shotguns)
4 7R 1200
Remington 990 5 -1 SA 8 (m) Longarms
(Shotguns)
4 4R 550
Street Sweeper 4 -1 SS 1 (b) Longarms
(Shotguns)
3 5R 175
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Light Machine Guns
Weapon Name Damage AP Mode Ammo Skill Strength Availability Cost
Ares MP-LMG 4 -3 BF/FA 50 (c)
Belt
Heavy Weapons
(Machine Guns)
4 12F 1500
Ingram White
Knight
4 -3 BF/FA/HV 50 (c)
Belt
Heavy Weapons
(Machine Guns)
4 12F 2000
Ingram Valiant 4 -3 BF/FA 40 (c)
Belt
Heavy Weapons
(Machine Guns)
4 10F 1200
EMERK-V 4 -3 FA Belt Heavy Weapons
(Machine Guns)
4 14F 900
GE Vindicator
Minigun
4 -3 FA/HV Belt Heavy Weapons
(Machine Guns)
3 16F 5500
SA Nemesis 4 -3 BF/FA 60 (c) Heavy Weapons
(Machine Guns)
4 17F 3500
Medium Machine Guns
Weapon Name Damage AP Mode Ammo Skill Strength Availability Cost
FN MAG-5 5 -3 FA/HV 50 (box)
Belt
Heavy Weapons
(Machine Guns)
5 14F 5500
Stoner Ares
M202
5 -3 FA 50 (c)
Belt
Heavy Weapons
(Machine Guns)
5 12F 4500
Ultimax MMG 5 -3 FA 40 (c)
Belt
Heavy Weapons
(Machine Guns)
5 13F 4500
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Heavy Machine Guns
Weapon Name Damage AP Mode Ammo Skill Strength Availability Cost
Ruhrmetal SF20 6 -3 FA 40 (c)
Belt
Heavy Weapons (Machine Guns) 6 15F 6500
RPK HMG 6 -3 FA 40 (c)
Belt
Heavy Weapons (Machine Guns) 6 16F 6000
Stoner Ares M107 6 -3 FA 40 (c)
Belt
Heavy Weapons (Machine Guns) 6 15F 7500
Ultimax HMG-2 6 -3 FA 50 (c)
Belt
Heavy Weapons (Machine Guns) 6 15F 7500
Assault Cannons
Weapon Name Damage AP Mode Ammo Skill Strength Availability Cost
Ares
Thunderstruck
Gauss Rifle
8 -8 SA 10 (c)
+10
(battery)
Heavy
Weapons
(Assault
Cannon)
4 24F 13000
Ares Vigorous
Assault Cannon
8 -7 SS 12 (c) Heavy
Weapons
(Assault
Cannon)
9 18F 4000
AZT Tlatlatzin
Gauss Rifle
8 -8 SA 20 (c)
+external
power source
Heavy
Weapons
(Assault
Cannon)
5 24F 12000
Norsutykki L-47 7 -7 SS 10 (c) Heavy
Weapons
(Assault
Cannon)
Longarms
(Rifles)
7 15F 4800
Panther XXL 8 -7 SS 15 (c) Heavy
Weapons
(Assault
Cannon)
8 20F 5500
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Laser Weapons
Weapon Name Damage AP Mode Ammo Skill Strength Availability Cost
Ares Redline 3 -
half
HV 200 (battery)
External Power
Source
Automatics
(Submachine Guns)
2 14F 7500
Ares 3rd Dawn 4 -
half
HV 200 (battery)
External Power
Source
Automatics (Assault
Rifles)
3 18F 12000
Ares Apollo 6 -
half
HV 200 (battery)
External Power
Source
Automatics (Assault
Rifles)
Heavy Weapons
(Machine Guns)
6 24F 30000
Winter Systems
Falling Star
3 -
half
HV 100 (battery)
External Power
Source
Automatics
(Submachine Guns)
1 16F 8000
Winter Systems
Evil Eye
5 -
half
HV 150 (battery)
External Power
Source
Automatics (Assault
Rifles)
Heavy Weapons
(Machine Guns)
5 24F 24000
Renraku Taiyou 5 -
half
HV External Power
Source
Automatics (Assault
Rifles)
5 20F 24000
Fichetti Pain
Inducer
Special -
half
FA/HV 100 (battery) Automatics (Assault
Rifle)
1 8R 2000
Flame Weapons
Weapon Name Damage AP Mode Ammo Skill Strength Availability Cost
AZT F3a 4 -
half
FA 100
(tank)
Automatics (Assault Rifle) 3 14F 1800
Shiawase
Blazer
3 -
half
FA 80 (tank) Automatics (Submachine
Guns)
2 16F 1200
Special Weapons
Weapon Name Damage AP Mode Ammo Skill Strength Availability Cost
Ares S-III Super Squirt Chemical - SA 20 (c) Pistols (Revolver) 1 4 500
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Grenade Launchers & Mortars
Weapon Name Damage AP Mode Ammo Skill Strength Availability Cost
Ares Antioch-2 Grenade Grenade SS 8 (m) Heavy Weapons (Grenade
Launcher)
3 8F 600
ArmTech MGL-6 Grenade Grenade SA 6 (c) Heavy Weapons (Grenade
Launcher)
5 10F 1500
ArmTech MGL-12 Grenade Grenade SA 6 (c) Heavy Weapons (Grenade
Launcher)
4 10F 2000
Enfield GL-67 Grenade Grenade SS 20 (d) Heavy Weapons (Grenade
Launcher)
3 14F 4000
M-12 Portable
Mortar
Mortar Mortar SS 1 Heavy Weapons (Grenade
Launcher)
- 16F 2250
IRA Remote
Mortar
Mortar Mortar SA/BF 10
(m)
Gunnery (Artillery) - 20F 5000
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Vehicular Weaponry
Weapon Name Damage AP Mode Ammo Skill Strength Availability Cost
Ares Firelance
(laser)
8 -half HV 500
(battery)
External
power
source
Heavy Weapons
(Machine Guns)
Gunnery (Energy
Weapons)
- 25F 400000
Ares Fogger Glop
Cannon
special - SA 50 (belt) Heavy Weapons
(Assault Cannon)
Gunnery
(Artillery)
- 15R 10000
AZT Itzcoatl Gauss
Cannon
12 -8 SS 50 (belt)
+external
power
source
Heavy Weapons
(Assault Cannon)
Gunnery
(Ballistic)
- 30F 600000
Fleche Barrage
Rocket Launcher
Rocket Rocket Special 20 Heavy Weapons
(Rocket)
Gunnery (Rocket)
- 25F 20000
GE Vigilant Light
Autocannon
7 -3 FA/HV 200 (belt) Heavy Weapons
(Machine Gun)
Gunnery
(Ballistic)
- 15F 10000
GE Vanquisher
Heavy Autocanon
8 -4 FA/HV 200 (belt) Heavy Weapons
(Machine Gun)
Gunnery
(Ballistic)
- 20F 20000
GM Light Cannon 9 -6 SS 50 (belt) Heavy Weapons
(Assault Cannon)
Gunnery
(Ballistic)
- 18F 50000
GM Heavy Cannon 11 -7 SS 50 (belt) Heavy Weapons
(Assault Cannon)
Gunnery
(Ballistic)
- 22F 100000
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Vehicular Weaponry (continued)
Weapon Name Damage AP Mode Ammo Skill Strength Availability Cost
Lone Star FlashFlood
Water Cannon
3N -half FA 200 (tank)
external
water
source
Heavy
Weapons
(Machine
Gun)
Gunnery
(Artillery)
- 10R 5000
Shiawase Microwave
Cannon
Special -half HV 200
(battery)
external
power
source
Heavy
Weapons
(Machine
Gun)
Gunnery
(Energy
Weapons)
- 20R 25000
SK Taurus Gauss
Cannon
10 -8 SS 50 (belt)
+external
power
source
Heavy
Weapons
(Assault
Cannon)
Gunnery
(Ballistic)
- 25F 200000
Winter Systems
Mercury Laser
10 -half HV external
power
source
Heavy
Weapons
(Machine
Guns)
Gunnery
(Energy
Weapons)
- 30F 1000000
KC-Arms 155 Howitzer Mortar Mortar SS 10 (m) Heavy
Weapons
(Grenade
Launchers)
Gunnery
(Artillery)
- 20F 120000
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Special Weapons
Weapon Name Damage AP Mode Ammo Skill Strength Availability Cost
Aquadyne
Harpoon Gun
5 - SS 6 (cy) Archery (Crossbow)
Longarms (Shotgun)
3 6R 600
Ares S-III Super
Squirt
Chemical - SA 20 (c) Pistols (Revolver) 1 4 500
Ares Screech
Sonic Rifle
4N special SS 10 (battery)
external
power source
Longarms (Shotgun) 3 16 8000
Bow ( Str) - SS 1 (ml) Archery (Bow) X 2 100/R
Cavalier
SafeGuard
2N (e) -half SA 6 (m) Pistols (Taser) 1 - 275
Crossbow, Light 2 - SS 1 (ml) Archery (Crossbow)
Longarms (Shotgun)
1 2 300
Crossbow,
Medium
4 - SS 1 (ml) Archery (Crossbow)
Longarms (Shotgun)
3 4R 500
Crossbow, Heavy 6 - SA 6 (cy) Archery (Crossbow)
Longarms (Shotgun)
7 8R 750
Crossbow, Pistol 2 - SS 1 (ml) Archery (Crossbow)
Pistols (Revolver)
3 4R 250
Defiance EX
Shocker
4N (e) -half SS 4 (m) Pistols (Taser) 2 - 150
Defiance Protector 3N (e) -half SA 3 (m) Pistols (Taser) 1 4 150
FN-AAL Gyrojet
Pistol
5 - SA 10 (c) Pistols (Revolver) 1 12F 1000
Jupiter Taser Club 3N (e) -half SS 1 (m) Pistols (Taser)
Clubs (Batons)
2 8 1200
Slinghot (Str/2)N - SS 1 (ml) Archery (Slingshot)
Throwing (Lobbed)
special - 5/R
Yamaha Pulsar 3N (e) -half SA 4 (m) Pistols (Taser) 1 - 150
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Blades
Name Reach Damage AP Skill Strength Availability Cost
Ceramic Knife - (Str/2) -2 Blades (Knives) - 4 75
Claymore 2 (Str/2)+2 -1 Blades (Sword) 4 8R 900
Combat Ax 2 (Str/2)+2 -2 Blades (Ax) 5 8R 600
Centurion Laser Axe 2 (Str/2)+2 -4 Blades (Ax) 4 12F 3000
Cougar Fineblade Knife - (Str/2)+1 -2 Blades (Knives) - 5R 550
Cougar Fineblade Sword 1 (Str/2)+1 -2 Blades (Sword) 2 7R 900
Halberd 3 (Str/2)+3 - Blades (Ax) 5 8R 1200
Katana 1 (Str/2)+1 -1 Blades (Sword) 3 4R 1000
Katar - (Str/2) -2 Blades (Knives) 2 9R 750
Knife - (Str/2) - Blades (Knives) - - 20
Kris - (Str/2)+1 - Blades (Knives)
Blades (Sword)
1 10R 1000
Macahuitl 1 (Str/2)+1 - Blades (Sword)
Clubs (Batons)
3 14R 3000
Monofilament Sword 1 (Str/2)+2 -2 Blades (Sword) 3 7R 750
Nodachi 2 (Str/2)+2 -1 Blades (Sword) 4 12R 2500
Rapier 1 (Str/2)+1 - Blades (Sword) 2 4R 550
Sai - (Str/2)
(Str/2)N
- Blades (Knives) - 4 75
Spear 3 (Str/2) -1 Blades (Ax)
Clubs (Staff)
3 4R 150
Survival Knife - (Str/2)+1 - Blades (Knives) 1 - 50
Sword 1 (Str/2)+1 - Blades (Sword) 2 4R 350
Tomahawk 1 (Str/2)+1 - Blades (Ax) 3 4 150
Vibro Knife - (Str/2)+1 -3 Blades (Knives) 1 6R 1000
Vibro Sword 1 (Str/2)+2 -4 Blades (Sword) 2 8F 2000
Victorinox Memory Blade 1 (Str/2)+1 -1 Blades (Sword) 2 14F 1250
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Clubs & Chains Name Reach Damage AP Skill Strength Availability Cost
AZ-150 Stun Baton 1 4N (e) -half Clubs (Baton) 2 4R 800
Claw Hammer - (Str/2)+1 -1 Clubs (Hammer) 1 - 15
Club 1 (Str/2) - Clubs (Baton) 1 - 30
Extendable Baton 1 (Str/2) - Clubs (Baton) 1 - 50
Heavy Chain 1 (Str/2)+1 - Clubs (Sap) 4 - 20
Jack Hammer 2 6 -4 Clubs (Hammer) 7 6 7500
Jupiter Taser Club 1 3N (e) -half Clubs (Baton)
Pistols (Taser)
2 8R 1200
Kusari Gama 2 (Str/2)+1 - Clubs (Sap)
Blades (Ax)
3 8F 150
Mace 1 (Str/2)+1 -2 Clubs (Baton)
Clubs (Hammer)
3 4 120
Monofilament Whip 2 6 x2 Clubs (Sap)
Blades (Ax)
- 12F 3000
Nunchaku - (Str/2)+1 - Clubs (Sap) 1 6R 75
Sap - (Str/2)+1N - Clubs (Sap) 1 - 30
Sledge Hammer 1 (Str/2)+2 - Clubs (Hammer) 4 3 50
Staff 2 (Str/2)+1 - Clubs (Staff) 3 - 50
Stun Baton 1 3N (e) -half Clubs (Baton) 2 4R 400
Stun Staff 2 3N (e) -half Clubs (Staff) 3 6R 650
Telescopic Staff 2 (Str/2)+1 - Clubs (Staff) 3 - 100
Tonfa 1 (Str/2) - Clubs (Baton) 1 4 50
Warhammer 1 (Str/2)+2 -2 Clubs (Hammer)
Blades (Ax)
4 10R 1500
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Body Weaponry Name Reach Damage AP Skill Strength Availability Cost
Bone Density/Lacing - (Str/2)+1 - Unarmed Combat - - -
Fangs/Horns - (Str/2) - Unarmed Combat - - -
Hardliner Gloves - (Str/2) - Unarmed Combat - 4 100
Hand Blade - (Str/2)+1 - Unarmed Combat
Blades (Cyber Implant)
- - -
Hand Razors - (Str/2) -1 Unarmed Combat
Blades (Cyber Implant)
- - -
Spurs 1 (Str/2)+1 -2 Unarmed Combat
Blades (Cyber Implant)
- - -
Oral Slasher - 4 - Unarmed Combat - - -
Shock Hand - 3N (e) -half Unarmed Combat - - -
Grenades
Name Damage AP Unit Availability Cost
Flash - - Grenade 6R 30
Flash-Bang 4N - Grenade 6R 30
Flash-Pak - - Grenade 4 200
Fragmentation 5 - Grenade 10F 35
Gas Chemical - Grenade 4+Chemical 20+Chemical
High Explosive 4 -4 Grenade 7F 45
Incendiary Special -1 Grenade 8R 50
Ink - - Grenade 6 35
Smoke - - Grenade 4R 30
Splash Chemical - Grenade 4+Chemical 20+Chemical
Thermal Smoke - - Grenade 6R 35
White Phosphorous 4 -half Grenade 20F 360
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Missiles & Rockets Name Damage AP Unit Availability Cost
LAW Rocket 9/4 -6/-2 Small Rocket 16F 1000
Frag Rocket 6 -1 Small Rocket 16F 500
High Explosive Rocket 5 -4 Small Rocket 20F 650
Inferno Rocket 6 -half Small Rocket 24F 1500
Jabberwocky Jammer Rocket 2 -4 Small Rocket 12F 1600
Designator Seeker As Rocket As Rocket As Rocket +2R +500
SAM As Rocket As Rocket Small Rocket +8F +1500
Zapper Rocket 2/ 6N (e) -4/-half Small Rocket 12F 1600
MortarsName Damage AP Unit Availability Cost
Anti-Bunker 8/4 -6/-2 Shell 18F 210
Fragmentation 6 -1 Shell 15F 105
Gas/Slash Chemical - Shell 6F+Chemical 60+Chemical
High Explosive 5 -4 Shell 12F 135
Incendiary Special - Shell 12F 150
Seeker Mortar Mortar Shell +2F +500
Smoke - - Shell 8R 90
Solar - - Shell 8R 120
Thermal Smoke - - Shell 10R 105
White Phosphorous 5 half Shell 20F 360
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Ammunition Guns don't kill people, bullets do.
As damage and armor have been changed, it is necessary to redo ammunition somewhat to conform to the new
rules. In the meantime, this is also a good opportunity to adjust the ammunition types to be more balanced,because people complain about that constantly.
Ammunition DV AP Special
Regular - - -
Armor Piercing - - (max -5) -
Explosive +1 - Explodes when Heated
Flechette +2 x2 Reduced Maximum Range
Less Lethal +1 + Damage is N
Stick-n-Shock -1 - (max -5) Damage is N
Target Electrocuted
Tracers - - Bonus Accuracy with additional shots
Capsule Rounds -2 - Damage is N
Target dosed with chemical
Subsonic - - Reduced Noise
Allows Silencer
Low Tech - +2 -
RegularThe ever popular: factory standard.
Regular bullets in the 2070s are made from a variety of materials. Many of them are single pieces of plasteel or
high-hardness alloys. Some of them are even steel or cupronickel coated lead. The standard composition of
regular ammunition vary depending upon the weapon. When firing regular ammunition, the weapon's normal
profile is used. Some special Regular ammunition on the market is:
Steel CoatMany weapons have steel coated bullets standard, and in any case 3rd party ammunitionmanufacturers produce steel coated bullets in almost every caliber you could imagine, so its price is no
different from any other. Steel coated bullets are the go-to weapon against Wendigos, Fairies, and other
creatures with an iron allergy.
Silver Bullets Silver is a perfectly decent material to make a bullet out of, but it is on the expensiveside. Silver bullets are used for fighting many magical creatures, most notably shapeshifters. Silver
bullets are considered regular ammo, but cost 25 a piece. Some armorers still make their own for cost
reasons.
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Armor Piercing
It is my experience that anything worth armoring it worth destroying.
Armor piercing ammunition works on many different principles, from super-dense uranium (DU) to mercury
cores (Jackals) to discarding sabot (APDS) to shaped charges (HEAP). These bullets are expensive, but punch
through armor fairly well. Choices of ammunition are usually based on what is available for a particular weapon
caliber, but for common weapons or weapons frequently used in an anti-armor capacity, choices may depend on
the kinds of evidence different ammunition leaves behind.
Depleted Uranium (DU): DU rounds are not highly radioactive, as they are composed almost entirelyout of relatively stable U238. However, they are almost as dense as pure gold and cannot pass through
an x-ray or radar sensor undetected. The radiation levels are low, but unshielded they can be detected
with a Geiger counter.
Mercury Core (Jackals) Denser than lead and capable of flowing through ballistic weaves withoutappreciable slowing, mercury is a potent (if highly toxic) weapon. Mercury filled bullets are actually
quite fragile, and deform when heated or handled roughly. Only a few weapons producers in CentralAsia even make Jackals, and the source can be easily determined from the precise chemical makeup of
the liquid metal they leave behind.
Armor Piercing, Discarding Sabot (APDS) Having a dense core that discards the rest of the bulletduring flight, an APDS round achieves super high velocity and great penetration at the target. The
system necessarily involves the discarded casing being left somewhere along the flight path, making the
scene of shooting hard to clean.
High Explosive, Armor Piercing (HEAP) A HEAP round is made of a shaped plastique charge, oftenwith a metal tip. On contact the explosive detonates, making a tremendous amount of force at a small
point. HEAP rounds can be easily detected by chem sniffers and may suffer cook offs in the same
manner as Explosive rounds can.
Explosive Ammunition
Yo dawg! We put some bang bang in your bang bang, so you can shoot people while you're shooting
people!
Explosive ammunition has an explosive element inside that detonates when the bullet hits a target. This causes
the bullet to transmit more energy to the target and be less likely to penetrate to the other side. This makes
them a go-to ammunition type for people who want to kill their targets and people who don't want to kill
people behind their target alike. Explosive rounds add one to the Damage Value of the weapon, and when they
are fired at a barrier or a vehicle they are always resolved as an attack on that target and never as an attack on
targets behind or inside. An attack with explosive rounds is resolved as a melee attack against vehicles and
barriers. If explosive rounds get very hot, they can cook off. If someone with explosive rounds in a magazine or
on their person is set on fire (either by a flame thrower or a fire ball, or whatever), then 10 rounds cook off per
combat round, causing as much damage as if the character had been hit with whatever weapon the bullets had
been chambered for. Bullets held together in a belt, magazine, or backpack will continue cooking off even if the
original source of fire is removed.
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Ex-ExEvery explosive round will tell you that their version explodes the best. There are lots of systems,with some using thermolytic reactions and others using plastic explosives and either being metal
jacketed or not. Game mechanically they are the same.
Second ImpactA second impact round is an explosive round that is designed to detonate onthe second thing it hits. They are resolved as a low tech round against the first thing they hit, and an
explosive round against the second. This allows them to shoot through glass or thin walls that they
would otherwise be unable to penetrate. But they are rarely used because most people shoot at what
they want to hit. Persistent rumors make the rounds of the underworld that you can get these to
detonate inside people, but this is basically not true.
C-12 Rounds The C-12 round is a heat-safe explosive, and it does not cook off when the user is on fire.It can be detonated by electrical current however, and C-12 rounds cook off while the user is being
electrocuted.
Incendiaries Most explosive ammunition flings penetrating metal shrapnel that cools very rapidly.Incendiary rounds send off fragments of polymer that maintain a high temperature for a longer time.
This means that the fragments start fires in a few minutes if they are used anywhere that flammable
substances like wood or upholstery are available.
Flechette Rounds
Alright men, let's kill some people!
The word flechette is French for arrow and refers in weaponry to a flight stabilized metal dart. In the early
20th century, some flechette rounds were actually rather similar to 2070s APDS rounds. Quite literally the high
density core of an APDS bullet is a flechette. However, by the 2040s, that terminology was pretty much gone,
because flechette mortar rounds have a lot of little metal darts and are used in an anti-infantry role. So in the
2070s, the word refers to the fact that the cartridge has a lot of pieces and is used against soft targets. Many
flechette rounds don't actually have any metal darts in them. Flechette rounds are devastating against
unarmored targets (+2 DV), but ineffective against armored targets (the armor value of the target is doubled).
They are much prized in urban warfare precisely because they have virtually no capability to damage things
behind walls. Because they are composed of low mass pieces, they do not fly well for long distances. A standard
flechette cartridge can't have a range profile better than a heavy pistol no matter what it is fired out of.
Frangible Rounds A frangible round holds together as a unit bullet until the point of impact,and then shatters into a lot of pieces. The DV bonus is only +1 instead of +2, but the bullet is able to use
the standard range profile of the weapon.
Salt Rounds Composed of compact salts that are common in a living metahuman, a salt roundcompletely disintegrates in a human body. Its low mass means that it uses the ranges of a holdout pistolregardless of what weapon it is actually fired out of. Any bullet that hits and does damage to a living
creature leaves virtually no trace for forensics.
Less Lethal
Sometimes you really want to be able to say in court that you made every effort to not kill your
target.
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There really isn't any kind of bullet you can shoot people with that can't kill them. A lot of force is going through
those things, and they could easily stop a heart or concuss a brain or something. A lethal wound is still
potentially lethal, even if it was delivered with normal damage. Less lethal ammunition is basically set up to
deform on contact with the target, spreading the force out rather than penetrating it. Since they don't blast
through, they actually deliver more of their force to the target than a regular bullet does but since it is spread
over a larger area it is less lethal and easier to stop with armor. The weapon's DV is increased by 1, but all
damage is converted to normal damage and the target's armor is increased by 50% (round down). The most
common form of Less Lethal ammunition is the gel round, but the same basic concept is employed by the
bean bag and the molly bolt.
Limited Engagement (LE) LE shells fire very low mass bags of deforming pellets. They don't go very farand cause little in the way of property damage. LE rounds are often used as a crowd control measure
because they do not threaten people distant from the confrontation who might pay taxes. LE rounds
only have the range of a holdout pistol.
Stickies Sticky rounds are similar to gel rounds, save that they have an adhesive on the front and anRFID inside. Stickies can be cleaned off with alcohol or paint thinner. They are used to track and identifysuspects by some law enforcement contractors.
Stick-n-Shock
You would have crashed your stupid flying car anyway.
Stick-n-Shock ammo is relatively new to the market, and was virtually unknown in the early sixties. It is an
adhesive bullet that discharges a capacitor on impact. An injured target must make a Body + Willpower (3) test
or be stunned for 1 round for each hit they were short by. Unshielded electronics hit by Stick-n-Shock short out.
The capacitors are sometimes used for other things.
Jammers The capacitors in jammer rounds release several seconds of high density radio noise. A 1meter radius around the point of impact is impeded with a rating 6 jammer for 3 rounds.
Designators The capacitors in designator rounds super charge an RFID, giving it a signal that can beread 40 kilometers away for 3 rounds after the point of impact. The RFID is programmable, and can be
used to guide in missiles or send distress calls.
Tracers
I like to see where I'm going and also where I am shooting.
Tracers glow, leaving little light contrails in their path. This makes walking automatic fire into targets easier. If
the target is more than 4 meters away, the user of tracer rounds gets +1 to their attack dicepool when firing in
Burst Fire mode, and +2 to their dicepool when firing in Full Auto. Of course, tracers pretty much definitionally
give away the attacker's position, since the little white lines can be followed both ways.
Radio Tracer (RT) RT rounds do not emit visible light, but instead contain a coded RFID thatcommunicates with a smartlink system. RT rounds do not give away the user's position except to
hackers who can decode the system, but they only benefit attackers who are using smartlink systems.
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Capsule Rounds
It's full of gross.
Capsule rounds are small shatter vials that are filed with some liquid substance and release that substance on
whatever they impact. They do very little damage, and are often filled with paint for full armor training sessions.
However, they are sometimes also filled with DMSO and nerve agents. Larger guns can be outfitted with capsule
rounds that carry gas weapons.
Subsonic Rounds
bang.
Subsonic ammunition is a heavier, slower bullet. Because it travels well below the speed of sound, the bullet's
flight is not particularly loud. This allows the weapon to be used with a silencer without the bullet itself
rendering the entire contraption pointless. Many guns, especially heavier caliber pistols and shotguns, use
subsonic bullets standardly.
Low Tech Ammunition
For sooth! I have ye in my sights!
Lead bullets, hand-made ammunition, old NATO cartridges, and many other relics of battlefields past may find
themselves on the battlefields of the 2070s. In general, they are all lumped into low tech and are generally
considered poor. They can still be used, they just provide the target a +2 bonus to their Armor.
Wooden Bullets Originally used as a terror weapon, because the organic material would pulp in thewound and practically guaranty a hideous infection, in the modern era of micro-surgery and anti-biotics,
regular wooden bullets are almost never used. However, since there are critters (such as Vampires) that
have a wood allergy, they are still in demand by some hunters.
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Special Weapon Systems and Damage Rules
LasersWhile photopressure exists, from a practical standpoint a laser weapon is recoilless. The Strength requirement
of a laser weapon does not increase when it is fired on automatic firing modes. These are beam weapons, so
there aren't literally dozens of little pellets of light. The firing modes of FA and HV actually refer to your ability to
move the beam into and across targets. Laser weapons are not considered normal weapons and creatures
with Immunity to Normal Weapons have no special resistance. Laser beams travel from the weapon to the
target at the speed of light, and their time of flight is essentially zero at any distance combat takes place in
that is not in space. Lasers use sniper rifle range, but extreme range is line of sight. Laser weapons are at a
disadvantage in areas of fog, smoke, or other light-obscuring medium. In light fog/rain/mist/smoke, reduce the
damage of the laser by 1 for each range increment beyond short. In heavy fog/rain/mist/smoke, reduce the
damage of the laser by 2 for each range increment beyond short. If the base damage is reduced to zero in this
way, the laser is ineffective.
Flame Weapons
Flame throwers project and ignite fuel (usually in liquid or powdered form). This generally comes out of an
adjustable nozzle, and can come out as a cone or a stream. This is treated as Full Auto, but the adjustment of the
nozzle determines which Full Auto option is used. So a user must use a change firing mode action to use a wide
burst if their last attack was a walking fire action. Flame thrower streams expand to fill available space, and
essentially ignore cover entirely. Literally seeing the target is not especially necessary, and the penalties for
obscured visibility are halved when using a flame weapon. Flamethrower fuel used in the 2070s is pretty sticky,
and anyone hit by it will catch on fire. The scenery around the flame thrower operator and target can be
expected to catch fire too.
Electrical Weapons
Tasers and other shock weaponry have the ability to temporarily scramble things which require organized
electrical impulses to function properly. That includes most machines and living creatures with a functional
nervous system. Which means it includes metahumans and their drones, but not spirits or trees. Electrical
weapons do Normal damage (which is not very effective against non-living targets), but a susceptible target
must resist damage a second time, with the second soak causing no actual damage but paralyzing the target fora number of rounds equal to the amount of wound boxes that would have been filled in. The second soak test
has a base damage 2 more than the base damage of the electrical weapon, but is not increased by net hits from
the attack roll. The target also gets to add their Willpower to the soak test's dicepool. Note that drones don't
have any Willpower and are often reset for several rounds by heavy shocks.
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Explosives
Explosions from things like grenades and plastique are different from bullets in ways that make them difficult to
model as instantaneous attacks of fixed strength. An explosion is not dependent upon an attack roll by any
specific person. A highly agile demolitionist does not inflict any more damage than a clumsy one once the
explosion goes off. Explosions also do not miss characters in their blast radius, and there are no defense rolls
permitted. Each explosion rolls 4 dice as an attack roll against everything within their blast radius, with each
hit raising the damage before soak. However, 0 hits is not a miss, it is simply adding 0 to the base damage.
Explosions attenuate with distance, with every doubling of the distance from the target to the explosion
reducing the base damage by 1.5 (round reduction down), with the initial damage being good out to 2 meters. If
the base damage is reduced to 0 or less, the explosion does nothing at all and does not stage itself up. Explosives
can also be stacked virtually limitlessly. If you use three times as many explosives (such as using a burst of
grenades or mortar shells), the base damage is increased by 1 (and the blast radius expanded appropriately).
Table 3: Damage by Distance Modifiers
Distance Damage
0-2m Base
2-4m -1
4-8m -3
8-16m -4
16-32m -6
32-64m -7
64-128m -9
... ...
Cover is very effective against explosives. The cover modifier is subtracted from the dice the explosion rolls to
stage itself up, and an equal number of dice is added to the target's soak roll. If characters are aware of the
danger and in heavy cover, they may make a Defense Roll, with the hits being added directly to their soak roll
(the explosion still does not miss). Modern armor is also very effective at dealing with blasts, and the Coverage
of the armor is added to armor rating of the armor (up to a maximum of doubling the armor's protective value).
If the armor is Hardened, the increase from the armor's Coverage is also Hardened.
Example: Simba is caught with his figurative (but not literal) pants down as a frag grenade lands 10
meters away from his position. The fragmentation grenade has a base damage of 5, but at 10meters out the base damage is reduced to 1. The grenade rolls 4 dice and scores 2 hits, so Simba
must soak 3 damage. Fortunately Simba is wearing armor clothing. That has an armor of 3 and
a coverage of 2 so it provides a total of 5 soak dice. Combined with his own 5 soak dice from his
own strength, he rolls 10 dice, and gets 3 hits. The unsoaked damage is 0 and Simba is not
wounded. The guard dog closer to the center was less luckybeing within 2 meters of the blast,
the dog was confronted with 7 damage, and with no pants to save it, the dog is chunky salsa.
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Explosives against vehicles and fixed positions are more effective unless those vehicles or fixed positions are
coated in reactive armor. Explosions ignore Mass values of 2 or less, and can make called shots that ignore the
Mass of a vehicle or object while targeting parts of the vehicle that are the size of a large motorcycle (or, for
example, most doors). Armor values of vehicles and buildings and such are not increased for coverage against
explosions.
Shaped Charges
Some explosives have a special shaping that channels the blast in a certain direction. This causes a tremendous
amount of force to be focused in a small area next to the explosion. What this means in game terms is that these
explosives do a lot more damage if they hit than if they miss. Shaped Charges are written with two damage
numbers (and sometimes two AP numbers). The number before the slash is used for anything the charge was
set against (generally whatever was actually hit with a missile, but for demolition charges it's whatever it was
taped to), and the number after the slash used to determine the explosive radius and damage to everything
around that immediate target. The explosive attack roll of shaped charges does not apply to the direct target
damage, but shaped charges do get to increase their damage with the net hits from the attack roll (orDemolitions skill test) used to place them.
Damage Over Time (Fire, Acid, Etc.)
When a character is soaked in acid, freezing to death, on fire, or otherwise subjected to a damaging situation
that is ongoing, we call this DOT or Damage Over Time. While it could be modeled as a series of tiny attacks that
had a remote chance of doing damage each second, that is far fiddlier than the people actually playing the game
need to deal with. DOT damage is added one wound box at a time. A DOT effect has a delay number, and that
number determines how much time passes between filling in one wound box and the next. When a character is
afflicted with a DOT, they are allowed to resist it, which is usually the same kind of resistance roll they mightmake against immediate damage (so a damage soak roll against being on fire or a poison resistance roll
against having swallowed poison), save that the character's hits are added to the DOT's delay number rather
than subtracted from the damage done. Being on fire is still aproblem if you are wearing turnout gear, it's just a
problem that you can respond to in the near future. DOT's will continue filling in a wound box on schedule until
they end. For external sources of damage, that generally means removing the noxious stimulus, while something
like an injected poison usually has an amount of time it will persist based on how much was injected (this time
could be cut shorter with things like antidotes or diuretics).
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Table 4: Delay Numbers for DOT
Delay Number Time Between Damage Boxes
0 1 second (IPs 2, 3, and 4)
1 1 Round
2 2 Rounds
3 5 Rounds
4 1 Minute
5 2 Minutes
6 5 Minutes
7 15 Minutes
8 30 Minutes
9 1 Hour
10 2 Hours11+ Double Time Each Additional Delay Number
(4 Hours, 8 hours, 16 Hours, etc...)
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The New Armors
Before selecting your weapon, you may wish to select pants.
The first thing to note is that in Alt.War, we are not keeping track of Ballistic and Impact armor. The numbers
just aren't different enough to worry about it. From now on you just have an armor rating, and if you're really
luck a hardened armor rating as well. Armor capacity is also handled differently in that the mods one can get
for armor have a minimum capacity rating to be applied to an armor, but don't actually use any capacity up.
Mods also have a coverage requirement, how much of the body has to be covered by the armor for the mod to
do any good. Armor coverage also determines the difficulty of taking called shots to avoid the armor. Armor that
covers more is harder to bypass with precise aiming, whether it is made of thick plates of plastisteel or a largely
ceremonial ballistic weave.
Like weapons, Armor takes Strength to use effectively. If the Strength requirement exceeds the character's
actual Strength, then physical actions are taken with a -2 dicepool penalty for each point the armor's required
Strength exceeds the character's actual Strength. Physical actions include Defense checks but do not include
Soak rolls.
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Armors of the 2070s Clothes make the man.
Armor Name Armor Value Capacity Coverage Strength Availability Cost
Clothing 0 1 2 - - 20-100,000
Leather Jacket 2 2 1 1 - 200
Meta-Leather Jacket 4 2 1 1 - 2,500
Actioneer Business Suit 4 2 2 2 8 1,500
Armor Clothing 3 1 2 2 2 500
Armor Jacket 6 2 1 4 2 900
Full Body Suit 6 2 3 4 10 1,100
Stealth Suit 6 2 3 3 10R 8000
Lined Coat 6 4 2 3 4 1,000
Urban Explorer Jumpsuit 6 1 3 3 8 500
Form Fitting Armor 1/R 0 1/R 2 6 500/R
Obvious Armors
Chainmail 2[H] 1 2 4 8 900
Bunker Gear 6 4 4 4 6 3200
Containment Gear 4 4 4 4 12 5500
Hi/Lo Temperature Suit 2 3 3 4 8 7000
Riot Control Armor 8 3 3 4 10R 4000
SWAT Armor 4[H] 4 3 5 16R 9000
Battle Armor 5[H] 4 4 6 14R 15000
Assault Armor 6[H] 4 4 7 16R 24000
Power Armor 6[H] 4 4 2 18R 30000
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Armor Mods Clothes make the man, but fire retardant treatment makes the clothes not catch on fire.
For the armor mods, the capacity and coverage values represent the minimum levels of both that must be
present in a suit of armor for the mod to be installed.
Mod Capacity Coverage Availability Cost
Auto-Injector 2 - 4 1500
Bio Monitor 1 2 2 350
Camouflage Coloration - 3 5 200
Chemical Protection 1 3 4 250/R
Chemical Seal 3 4 6 1000
Chest Plate 2/R 1 6 1000/R
Fire Resistance 1/R 1/R 2 100/R
Flotation System 1 4-Capacity 8 2000
Gel Packs 1/R 2 8R 1500/R
Insulation 1/R 1/R 4 150/R
Nonconductivity 2 1/R 6 200/R
Faraday Cage 3 4 6 1200
Radiation Shielding 1/R 1/R 8 100/R
Ruthenium Coating 2 3 12R 7500
Shock Frills 1 1 6R 200
Thermal Damping 1/R 1/R 10F 500/R
Thermal Equalizer 4 4 12F 3000
Auto-InjectorAn auto-injector can be included in clothing or armor. It can be triggered with a button, a wireless code, or a
linked device. The linked Auto-Injector is a discrete component. A character is welcome to simply wear an Auto-
Injector separately if it does not fit into their armor but that would be more visible.
Bio Monitor
A character can include a Bio Monitor in their armor. The linked Bio Monitor is a discrete component. Acharacter is welcome to simply wear a Bio Monitor separately if it does not fit into their armor but that would
be more visible.
Camouflage ColorationCamouflage has come a long way from the days of sticking twigs to people with mud. In the 2070s, camouflage
is a mostly a series of squares of varying shades (called digicamo) which have angled light reflectivity to break up
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body shadows. Camo is available in a variety of styles (urban, vegetation, desert, etc.) and increases the
threshold to see the wearer by 1 while they are in an appropriate surrounding.
Chemical ProtectionArmor that is treated with liquid resistant materials provides Hardened Armor equal to its rating against Acid or
Contact Poison attacks. This Hardened Armor ignores the Armor Penetration qualities of Acid or Contact Poisonattacks, and is not halved under any circumstances. It is available in Ratings 1 to 3. Chemical Protection is of no
help against inhaled, ingested, or injected poisons.
Chemical SealExtensive personal protective equipment can be made to environmentally isolate the wearer. The chemical seal
uses a vacuum layer to fully prevent gases from reaching the user. While the chemical seal is active, the user
must use an air supply. The chemical seal can be activated or deactivatd as a complex action. Armor with a
direct neural interface can be activated or deactivated with a free action.
Chest PlateThe chest plate is a rigid piece of ceramic placed over the vitals in the heart region. Even in the 2070s, chest
plates are heavy and uncomfortable, and are noticeably unusual therefore. A Chest Plate provides 1 point of
Hardened Armor per rating, but only has a coverage of 1. A Chest Plate is available in ratings 1 or 2, and increase
the Strength minimum of the character's armor by their rating. Chest Plates can be worn without armor that can
accommodate them as essentially armor in and of themselves, but this is extremely obvious.
Fire ResistanceArmor that is treated with fire retardant materials provides Hardened Armor equal to its rating against Fire
attacks. This Hardened Armor ignores the Armor Penetration qualities of Fire based attacks, and is not halved
under any circumstances. It is available in Ratings 1 to 3.
Flotation SystemThe flotation system inflates even under water due to compressed air or a chemical reaction, allowing the
character's armor to become super buoyant and act as a life preserver when triggered in just 3 seconds.
Gel PacksGel Packs are capsules filled with rapidly hardening shock gel that are attached to the insides of armor to
provide additional protection over the vital regions. They provide an extra point of armor per rating, but only
have a coverage of 2. Gel Pack systems are available in ratings 1 and 2. The protection they provide is ablative in
nature. Once the packs are broken and the gel hardens and leaks they aren't really good for much. Afterabsorbing a few shots, the rating degrades and gel has to be replaced. How many shots they can take before
refills are needed will vary and it has more to do with how many individual pieces of flack are striking than how
powerful the attacks are. Figure that a burst from an automatic shotgun will pretty much fuse the whole
shebang, but that it will last through a whole clip of standard pistol rounds. Refilling gel packs costs half as much
as getting them installed in the first place.
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InsulationArmor that is treated with temperature maintaining materials provides Hardened Armor equal to its rating
against Cold attacks. This Hardened Armor ignores the Armor Penetration qualities of Cold based attacks, and is
not halved under any circumstances. It is available in Ratings 1 to 3.
NonconductivityThe name is something of a misnomer, as Nonconductivity treatments actually employ highly conductive fibers,
but arranged in such a manner as to not conduct electricity to the wearer. It provides Hardened Armor equal to
its rating against Electrical attacks. This Hardened Armor ignores the Armor Penetration qualities of Electrical
attacks, and is not halved under any circumstances. It is available in Ratings 1 to 3.
Faraday CageFully body covering armor can provide a complete Faraday Cage.
Radiation Shielding
Made of a combination of high density materials and high Hydrogen content plastics, Radiation Shielding
is heavy, but keeps out alpha, beta, and gamma particles. It provides Hardened Armor equal to its rating against
Radiation attacks. This Hardened Armor ignores the Armor Penetration qualities of Radiation attacks, and is not
halved under any circumstances. It is available in Ratings 1 to 3. Add the Rating to the Strength required to use
the armor optimally.
Ruthenium CoatingRuthenium coating is an electrically induced color-changing system that mimics and exceeds conventional
camouflage in any terrain. It increases the threshold to spot the user by 2.
Shock FrillsOnly available on armor that has Nonconductivity treatment or a Faraday Cage on it already, Shock Frills are
capacitors that release a powerful electric shock to things that are in contact with it. Regular Shock Frills
discharge the first time something touches them, while Shock Frills that have a DNI can be discharged at will.
Thermal DampingAvailable in ratings 1 to 3, the Thermal Damping system increases the threshold to spot the user with infrared
observation by its rating.
Thermal Equalizer
The Thermal Equalizer regulates the user's infrared signature based on the surroundings, and makes the useressentially invisible in the IR spectrum. They can still be seen in visible light, but an exclusively IR sensor has no
chance of locating them.
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Vehicle Stats
This is a tree. It will take you from 60 to 0 in zero seconds.
Vehicles need attributes too. They don't have Agility or Willpower, but there are things about them that make
them distinct.
SpeedPeople rarely push vehicles to their actual maximum speed. And traveling at maximum speed isn't good for
vehicles anyway. So the speed is simply the highest speed before things start to rattle. Skilled or insane drivers
can push vehicles to higher speed by flooring the accelerator or flipping on the afterburners, or whatever it is
that their vehicle does to go faster, but for simplicity's sake this absolute maximum is considered to be
proportional to the normal speed at which the vehicle can travel. Speeds are given in Kilometers per hour, as
vehicles moving at maximum speed are not usually usefully measured in meters per combat round. In 3 seconds,
a vehicle will move 5/6 as many meters as its KPH speed, for what that is worth.
AccelerationAcceleration is usually a purely academic concern. It takes you 1 second instead of 2 to have to slow down
because the guy in front of you has engaged hands-free GridGuide, so what? In a chase across the desert or the
ocean, it won't much matter who has the faster acceleration rate, because max speed is pretty much the whole
of the answer as to who catches or does not catch whom. But drag racing does exist, and more importantly
people chase each other in traffic and confined spaces all the time. In those instances it usually doesn't matter
how fast your vehicle could go, it only matters how quickly your vehicle can change speeds.
In heavy traffic or other tight terrain, whichever vehicle has the higher Acceleration is considered faster
during a Chase. Acceleration values are given in meters per second per second. This makes it easy to plug into
physics equations. In combat, assume that the vehicle can accelerate by its Acceleration value on Initiative Pass
2, 3, and 4. For constant acceleration problems, the distance it actually travels will be its previous speed plus half
its acceleration in meters per second.
HandlingDifferent vehicles handle better or worse than others. It's a complex measurement of turning radius,
responsiveness, breaking, and gear shifting for land vehicles and even more complex measurements of an
airborne vehicle's ability to stay aloft with sudden shifts in direction and speed. Practically however, it's a
number that modifies the driver/pilot's dicepools when they are making complex maneuvers or engaged in
Chase tests in tight terrain. Handling has no effect at all on how fast your vehicle goes in a straightaway, and
does not modify chases in open terrain.
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BodyVehicles roll damage resistance tests too. A vehicle's Body attribute is the number of dice it rolls for that
purpose.
MassThings which are very big relative to humans are more difficult to destroy with human sized weapons. A vehicle's
Mass is subtracted from the damage inflicted upon it in a similar manner that damage is reduced by Hardened
Armor.
Mass also affects how much damage the other party receives in a crash.
ArmorVehicular Armor is hardened by default. If you want to give a vehicle more damage resistance dice, it is usually a
good idea to just give it a higher body.
SeatingSeating is simply a measure of how many people can sit in a vehicle and still get seatbelts. Obviously if the
passengers are very good friends they can sit on each other's laps. And in large vehicles there may be room
to stand if things get desperate. Also seats may become overcrowded if the people involved are 3 meters tall or
whatever.
PilotPilot is the measure of the vehicle's ability to operate itself. In the 2070s, most vehicles can drive themselves
from point A to point B. These systems aren't actually intelligent and are designed for a vehicle operating under
normal circumstances. When a vehicle is damaged, subtract its injury modifier from its Pilot rating. So for
example: a vehicle that had suffered Moderate Damage (3 boxes) would have its Pilot reduced by 2, while a
vehicle that had suffered Serious Damage (6 boxes) would have its Pilot reduced by 3. A vehicle whose Pilot has
been reduced to 0 may still tryto drive itself, but will likely as not drive into a wall instead of getting anywhere
useful.
It is important to note that the Pilot is not merely a program that tells the vehicle what to do, it is the actual
hardware that allows the electronic commands of the software to translate into the vehicle doing real things in
real space. The Pilot rating acts as an attribute if the vehicle performs autonomous tasks (using software such as
Clearsight and targeting programs as a skill), but the rating itself caps what the vehicle is capable of doing
autonomously or under the direction of a rigger.
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Table 5: Pilot Capabilities by Rating
Pilot Capabilities
0 Cruise Control
1 Point to point travel with explicit map path or GridGuide support
Trigger basic functions such as locks and windshield wipers
2 Sensor assisted navigation in uncontrolled environments
Perform strength-requiring functions such as opening doors or targeting weaponry
3 Adjust for the motion of the vehicle in order to utilize devices
For example: targeting a weapon while moving
4 Perform functions given symbolically such as going to a place where
someone is rather than to a specific coordinate.
5 Perform multiple body problems.
For example: firing different weapons at different targets while moving.
6 Classified.
SensorThe sensory feed at a vehicle's disposal is represented by its Sensor attribute. More than simply duct taping a
video camera to the top, the Sensor is a set of hardware that integrates a series of cameras, motion detectors,
and whatever other sensory feeds into a coherent picture of how the vehicle is operating and what is around it.
Of course, a vehicle can be outfitted with specific sensors that do specific things without adjusting its Sensor
Rating. And these additional sensors may or may not be integrated into the vehicle's sensor array and control
system. You still totally can duct tape a video recorder to the top of a car if that's what you want to do.
However, when a vehicle comes with a sensor rating,you can assume that certain sensory capabilities havealready been included based on its rating:
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Table 6: Sensor Capabilities by Rating
Sensor Usually Has...
0 Speedometer
Fuel Gauge
1 Camera
GPS
2 Microphone
Motion Detector
3 Sonar System
Thermosensor
4 Radar
Laser Range Finder
5 Magnetic Analyzer
Density Scanner
6 Classified.
CostVehicles below are listed with a cost, but not an availability. The cost is how much a vehicle costs to buy it new
from whoever the dealer is. Buying a used or stolen vehicle will obviously cost very much less. In its first year, a
vehicle loses 15-20% of its value, and continues to lose value forever, albeit at a slower rate, from that point on
(assuming that it is still running at all). If a vehicle continues to be serviceable and kept in very good condition
for 40 to 50 years, it becomes a classic and suddenly becomes valuable again, but that is not something that isworth thinking about over the course of a Shadowrun game. A vehicle's value to a chop shop is usually about 7%
of its purchase price (which is by the way, what a chop shop in 2011 in Prague will pay for a new stolen car).
Due to the nature of vehicles and how they go on roads and get checked regularly by GridGuide and all that,
there really isn't the kind of shadow market that there is for other equipment that Shadowrunners use. There is
no availability rating for vehicles. You either find a seller for whatever it is you're looking for or you don't.
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The Vehicle List
You! Out of the motor pool!
2-Wheeled
Vehicle Speed Acceleration Handling Body Mass Armor Seating Pilot Sensor Cost
Dodge
Scoot
(scooter)
80 4 4 2 0 1 1 0 0 4000
Yamaha
Rapier
(street
bike)
220 8 4 3 0 1 1 0 0 11000
Harley
Scorpion
(chopper)
190 6 3 4 1 2 2 0 1 12000
Mitsuzuki
Aurora
(racing
bike)
340 10 5 3 0 1 1 1 2 15000
BMW
Blitzen
(Kaneda's
bike)
380 11 5 5 1 4 1 3 2 26300
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Magic
There are things that can be done that cannot be made sense of.
With changes in combat mechanics, it seems inevitable that there would be rules changes that affect the way
magic works. And indeed there are. Most changes have to do with drain management, damaging spells, and
Immunity to Normal Weapons. Because those are the parts of the magic system that directly impinge
on damage, which has been scaled.
Spells You point the finger. The finger has pointed.
Direct Combat spells inflict damage to a complete creature or object and cause damage that looks to the
untrained eye as if the target had shattered all over rather than that it had been struck by something in
particular. When a Direct Combat Spell targets a living target, it is resisted and if the caster achieves more hits
than the resistance, the target suffers damage equal to the net hits plus half the Force of the spell (rounded
down). This means that yes, if you hit a person with a Force 8 Mana Bolt, that the only possibilities are that they
will take no damage at all (if they completely resist) or that they will suffer a Deadly wound (since there must be
at least 1 net hit for the spell to succeed, and 8/2+1 = 5, which is Deadly). When targeting people, spell forces
higher than 8 are generally pointless except for the purpose of overcoming Background Count (and capping total
hits, if it comes to that).
Direct Combat spells that target inanimate targets are applied against the Object Resistance of the target
instead of having a Resistance Test. The hits on the spellcasting test are simply reduced by the Object
Resistance, and if there are any net hits, unresisted damage is inflicted equal to half the Force (rounded down)
plus the net hits, and minus the Mass of the target. Direct Combat spells can be targeted against smaller parts of
the subjects in order to contend with less Mass. A spellcaster can choose to Powerbolt a door (Mass 0) instead
of the entire building (Mass 6), for example. Area spells ignore the Mass of the target if the target fits into the
radius of the spell, but if the target extends beyond the size of the spell, the spellcaster can choose to have the
spell ground through entire objects and contend with their entire mass, or to limit their spells to only affecting
those parts which are within the area in order to ignore Mass. The latter option is best exemplified by the
movie Akira, where everything within arbitrarily defined spheres shattered simultaneously, and things outside
the globe were unaffected.
Indirect Combat Spells are handled like ranged attacks, with the Ma