Artillery

Artillery is a subsection of guns. An artillery piece is nothing more than a big rifle with an area of effect. Artillery takes guns and multiplies their range, damage and effects.

Artillery is very deadly.

Misuse of artillery, which is usually guaranteed, can wipe out whole expeditions. Unless the players like creating new personas, the referee should limit artillery in a campaign.

Humanoid yeti lighting old school cannon.

Don’t fire it yeti.

Artillery Checklist
  1. Artillery Type

  2. Artillery Parameters

Artillery Type

Artillery Type Table
Artillery Type

Die Roll (1d100)

Artillery

01

Annihilator

02

Beehive

03

Disintegrator

04-07

Electron Cannon

08-11

Fission Artillery

12

Fusion Cannon

13-16

Garbage Cannon

17-19

Glacier Gun

20-23

Grav Cannon

24-27

Howblitzer

28-31

Howglizter

32-39

Howitzer

40-44

Immolator

45-55

Lazer Cannon

56-59

Mag Cannon

60

Miscellaneator

61-64

Mod Cannon

65

Muck Maker

66-69

Plasma Cannon

70-73

Plastifier

74-77

Radiator

78-81

Rock On Cannon

82-85

Slotto Cannon

86-89

Sotto Cannon

90-92

Water Cannon

93-96

Whale Gun

97-99

Whale Stunner

00

Ref’s Own Table

Die Roll

Artillery

Artillery Types

Annihilator

Base Weapon

Antimat Rifle

Weapon Type

C

Range

1500h (15h)

Area of Effect

75h

Damage

105-240 (1d50+90)

Magazine

1 per Battery

Wate

375kg (0.5kg + Battery)

EXPS

900

Value

37500000(1500000) + Battery

The annihilator fires a blob of antimatter suspended in a lattice of electrons. This lattice shatters at range annihilator nearby matter and creating an explosion. The artillery destroys the target hex, eliminating 600 kgs of matter. The explosion releases a blast of heavy particles and superheated gases. Everything within the 75 hex area of effect takes the listed damage.

A malfunction with this weapon indicates the electron lattice has shattered within the gun. The artillery piece explodes and inflicts 25-70 (5d10+20) hit points of damage in a two hex radius.

Beehive Cannon

Base Weapon

Bee Gun

Weapon Type

C

Range

1500h (15h)

Area of Effect

2-12h (2d6)

Damage

Death

Magazine

1

Wate

150kg (4kg)

EXPS

500

Value

3750000 (1500000)

The beehive’s activation chamber excites a hive of insects into a poisonous rage. The weapon bathes the area of effect in an explosion of deadly venomous insects. Every organic creature in the area of effect must win a poison roll or die. The poison intensity is a ridiculous 57-72 (3d6+54). Most referees will limit this to a poison intensity of 25. If a persona survives, she will be comatose for 1-4 (1d4) days.

A malfunction with this weapon indicates that the hive has harmlessly disintegrated in transit.

Howitzer

Base Weapon

Bolt Action Rifle

Weapon Type

C

Range

1200h (12h)

Area of Effect

2-12h (2d6)

Damage

12-144 (12d12)

Magazine

1

Wate

278kg (4.5kg)

EXPS

400

Value

50000 (100)

The howitzer is a modern take on the classic long gun. This cannon is fed with explosive shells and aimed with furious cranking.

A malfunction destroys the weapon and inflicts 12-144 (12d12) hit points of damage to the firing hex.

Glacier Gun

Base Weapon

Cryogun

Weapon Type

AOE, C

Range

100h (1h)

Area of Effect

6h wide

Damage

12-72 (12d6)

Magazine

1 per Battery

Wate

150kg (Battery)

EXPS

700

Value

600000 + Battery

The glacier gun freezes everything within its six hex by 100 hex area of effect. Each point of damage equals a % chance of being entrapped in ice So 25 HPS of damage indicates 25% of being trapped in the ice. The chance to break free is a Tough physical strength challenge. Trapped targets will be cold and trapped until the glacier melts. The glacier melts in 18 to 180 units (18d10).

A misfire with this weapon results in a loss of all battery power.

This weapon is also called a Cryo Cannon.

Disintegrator

Base Weapon

Disintegration Gun

Weapon Type

C

Range

1000h (10h)

Area of Effect

2-12h (2d6)

Damage

24-192 (24d8)

Magazine

1 per Battery

Wate

338kg (Battery)

EXPS

900

Value

50000000 + Battery

The disintegrator turns solids into elemental particles. The nicely organized matter gets violently transformed into a chaotic cloud of dust. This artillery is temperamental, and outcomes vary each time it is fired. Like all good disintegration weapons, it is capable of making a target disappear. Every target in the area of effect takes 24-192 (24d8) hit points in damage. If the disintegration cascade starts, much more damage follows.

Disintegration Cascade
  1. Area of effect inflicts 24-192 (24d8) hit points

  2. Roll for 3-300 (3d100) kgs of matter for disintegration.

  3. Roll percent (1d1000) to check for disintegration.

  4. Disintegration fails if the kilodie roll is less than the kgs of matter.

  5. If disintegration occurs, inflict catastrophic disintegration damage.

Disintegration Damage

For most personas, disintegration is universally lethal. If the persona’s wate (kgs) is less than the kgs of matter disintegrated, she suffers total disintegration. Total disintegration irrevocably destroys the persona, and she disappears into a cloud of dust. If the persona’s wate (kgs) is more than the kgs of matter disintegrated, she suffers partial disintegration. Partial disintegration inflicts 1-20 (1d20) hit points in damage per kg destroyed. For example, a 100 kg target loses 21 kgs of wate takes 24-192 (24d8) hit points of damage plus an additional 21d20 of damage. If a persona manages to survive a partial disintegration, she will likely be missing essential body parts.

The disintegration cascade failure only applies to organic targets. Robots, equipment, walls and structures automatically cascade. So a robot in the area of effect first takes 24-192 (24d8) hit points. Then loses 3-300 (3d100) kgs of wate.

A malfunction of this artillery disintegrates the cannon and damages the fire team.

Electron Cannon

Base Weapon

Electron Rifle

Weapon Type

D

Range

1700h (17h)

Area of Effect

2-12h (2d6)

Damage

15-150 (15d10)

Magazine

2 per Battery

Wate

315kg (Battery)

EXPS

750

Value

2000000 + Battery

An electron cannon blasts a beam of electrons massacring the target’s molecules. The cannon inflicts damage to every target in the area of effect. An electron cannon’s attack passes through force fields unhindered. The blast damage harms both the force field and any target in the area of effect. A malfunction of this cannon wastes all remaining charges.

Fission Artillery

Base Weapon

Fission Rifle

Weapon Type

E

Range

1100h (11h)

Area of Effect

2-12h (2d6)

Damage

18-126 (18d12)

Magazine

3 per Battery

Wate

319kg (Battery)

EXPS

950

Value

32000000 + Battery

Fission artillery creates an energy wave that superheats hydrogen molecules. This weapon only works in hydrogen-laden atmospheres (air and water). Firing the rifle in the absence of hydrogen wastes a charge. This device is thoroughly waterproof.

A malfunction will indicate a backflash, resulting in damage to the firer.

Howglitzer

Base Weapon

Full Auto Lazer Rifle

Weapon Type

C, F

Range

1200h (12h)

Area of Effect

2-12h (2d6)

Damage

15-150 (15d10)

Magazine

15 per Battery

Wate

308kg (Battery)

EXPS

700

Value

12000000 + Battery

The Howglitzer is a fully automated lazer cannon. Like all artillery, each hit represents an area of effect. When full auto is activated, the amount of damage becomes astronomical.

The Howglitzer can fire once a unit (type C) 15 times in a row. If there is an adequate battery charge, the Howglitzer can launch a volley of lazer attacks. The F attack type releases 15 charges in one unit. The player makes five attack rolls in one unit. Each successful attack roll scores 1-3 (1d3) area of effect attacks. It is possible to deliver 225-2250 hit points of damage in the area of effect. Personas skilled in artillery may spread the area of effect hits to cover a larger area.

For a discussion of full auto (flotto) attacks jump to Type F Attacks.

A more technical title would be a Full Auto Lazer Cannon or Flotto Lazer Artillery.

A malfunction of this artillery results in wasted charges and overheating damage.

Howblitzer

Base Weapon

Full Auto Rifle

Weapon Type

C, F

Range

900h (9h)

Area of Effect

2-12h (2d6)

Damage

12-144 (12d12)

Magazine

15

Wate

293kg (4.3kg)

EXPS

700

Value

1200000 (25)

The Howblitzer is a rapid-fire howitzer to blitz the enemy with long-range carnage. Like all artillery, each hit represents an area of effect. When full auto is activated, the amount of damage becomes cataclysmic.

The Howblitzer can fire once a unit (type C) 15 times in a row. If there is enough ammunition, the Howblitzer can launch a barrage of attack rolls. The F attack type releases 15 charges in one unit. The player makes five attack rolls in one unit. Each successful attack roll scores 1-3 (1d3) area of effect attacks. It is possible to deliver 180-2160 hit points of damage in the area of effect. Personas skilled in artillery may spread the area of effect hits to cover a larger area.

A malfunction represents a dud shell and a weapon jam.

Fusion Cannon

Base Weapon

Fusion Rifle

Weapon Type

C

Range

900h (9h)

Area of Effect

9h swath

Damage

Special

Magazine

1 per Battery

Wate

600kg (1kg + Battery)

EXPS

900

Value

8000000 (200000) + Battery

The fusion cannon launches a blob of fusion that creates a conflagration. Fusion artillery casts a 900 by nine hex swath of incinerating death.

The first casualty of a fusion cannon is the battery crew. Firing releases a fusion backflash that can deliver tremendous damage. Those firing the fusion cannon take 18-180 (18d10) hit points in damage. The backflash has a three hex area of effect. Only personas sporting powered armour or special shielding are safe.

Target Size

This weapon annihilates any persona large-sized or smaller. Tiny, Small, Medium and Large targets explode and create collateral damage. Gigantic targets do not explode. Gigantic targets take Swath and Collateral Damage.

Swath Damage

Swath damage delivers an inescapable area of effect damage along the path of the fusion blob. Targets that do not instantly explode take swath damage. The swath delivers 24-240 (24d10) hit points in damage.

Collateral Damage

Everything exploded by the fusion cannon swath explodes outwards in collateral damage. The boiling flesh and bits of bone hurtle outward from the swath path. This steaming goo of collateral colleagues is three hexes on either side of the swath. Collateral damage inflicts 21-210 (21d10) hit points of damage.

A gigantic persona in the swath would take a combined swath and collateral damage, suffering 45-450 (45d10) hit points of damage.

A malfunction with the expedition eradicator will inflict 24-240 hit points of damage to all within 15 hexes.

Mag Cannon

Base Weapon

Gauss Rifle

Weapon Type

E

Range

1900h (19h)

Area of Effect

2-12h (2d6)

Damage

15-180 (15d12)

Magazine

3

Wate

281kg (5.6kg)

EXPS

754

Value

1200000 (500)

The mag cannon magnetically hurls specialized ammunition. Each round is a combination of battery and projectile. The battery expends its energy to propel itself at lethal velocity. There are no casings ejected. A mag cannon has little kickback. The low kickback helps with the cannon’s accuracy and utility in zero gravity. The weapon is quiet but not entirely silent.

The mag cannon is also called a rail gun.

A malfunction indicates an ammo defect and weapon jam.

Whale Gun

Base Weapon

Grapple Gun

Weapon Type

C

Range

150h (2h)

Area of Effect

None

Damage

12-72 (12d6)

Magazine

1

Wate

226kg

EXPS

700

Value

400000 (25)

The whale gun fires a giant adherent device attached to a high tensile cable. The weapon firmly attaches the cable to enormous targets like space vehicles. The business end is a combination of spikes, barbs and adherent materials. A successful attack roll delivers the damage and connects the cannon to the target.

The whale gun can reel in a 10 tonnes object at five hu. The whale gun must be mounted to a stable deck, or it will fly off. If the target is too big, the whale gun will reel itself to the target.

The grapple end can be reeled back in over three units if the attack roll fails.

A malfunction with this weapon indicates a mechanism jam.

Grav Cannon

Base Weapon

Gravruptor Gun

Weapon Type

C

Range

300h (3h)

Area of Effect

2-12h (2d6)

Damage

Special

Magazine

1 per Battery

Wate

293kg (Battery)

EXPS

700

Value

400000 + Battery

The grav cannon inflicts 3-12 (3d4) gravities of anomalous attraction. The effect will either smash targets into the ground, throw them high into the air, or fling them off into space. The grav cannon produces an instantaneous burst of random acceleration. Newtonian physics conveniently need not apply. The grav cannon is ineffective against targets with a wate greater than 5000kg.

Up

25% of the time, the grav cannon reverses gravity by 3-12 (3d4) gravities. Reversing gravity accelerates everything in the opposite direction to the present gravity. The general effect is that things go flying into the air. All items fly one hex into the air per anomalous gravity. This acceleration inflicts 1 to 12 (1d12) hit points of damage per gravity of acceleration. Hitting the ground inflicts an additional 1-6 (1d6) hit points per gravity. Colliding with an immobile object along the path of the toss will also inflict 1-6 (1d6) hit points per gravity.

Down

The remaining 75% of the time, the grav cannon will add 3-12 (3d4) gravities to the local terrain. Increasing gravity causes personas to crash to the ground and vehicles to grind into the dirt. This pressing problem will also inflict damage to all targets in the area of effect. This damage is 1 to 12 (1d12) hit points in damage per extra gravity. E.g., three gravities would smash targets into the ground for 3-36 (3d12) hit points of damage.

All Around

This weapon is a ZOG (zero gravity) combat weapon. The grav cannon flings enemy combatants off into space. All targets accelerate away from the epicentre at 3-12 (3d4) gravities. This acceleration inflicts 1 to 12 (1d12) hit points of damage per gravity of acceleration. The targets are also flying away at one h/u for every 2 points of damage. Consider a grav cannon that generated five gravities to the area of effect. The referee generates 24 HPS of damage using 5d12. Each target subtracts 24 HPS from their HPS Total and is flying away at 12 h/u.

The grav cannon is also known as an accelerator or a gravity cannon.

A malfunction with this weapon will result in a gravitational anomaly attacking the weapon and artillery team.

Garbage Cannon

Base Weapon

Job Rifle

Weapon Type

C

Range

1000h (10h)

Area of Effect

2-12h (2d6)

Damage

9-90 (9d10)

Magazine

1 per Battery

Wate

300kg (Battery)

EXPS

500

Value

17500 + Battery

The garbage cannon employs a combination gauss, spring and vacuum chamber mechanism. This complicated mechanism allows the cannon to turn any solid material into a lethal projectile.

To load the weapon, place 10kg of loose material into the chamber. Sand, rocks, plastic, batteries, or bullets will hurtle out with lethal velocity. Each 10 kgs load of detritus is fired all at once.

A garbage cannon has no specific ammunition. This weapon is also called a job cannon, junk gun or garbage can. JOB is an acronym for Jack Of all Bullets.

A malfunction with this weapon indicates a weapon jam.

Lazer Cannon

Base Weapon

Lazer Rifle

Weapon Type

C

Range

1500h (15h)

Area of Effect

2-12h (2d6)

Damage

15-150 (15d10)

Magazine

1 per Battery

Wate

278kg (Battery)

EXPS

500

Value

600000 + Battery

The lazer cannon is a giant coherent light energy weapon. The lazer cannon is the staple of epic sciency fiction across the galaxy. The gun makes the classic pinging, zapping or crackling noise. Ionized gasses ejected from the emission chamber create a hefty kickback.

The previous version’s description of this weapon "Zap Zap. Boom Boom."

A malfunction indicates the loss of a charge.

Miscellaneator

Base Weapon

Some Miscellaneous Weapons

Weapon Type

Special

Range

10 times (1/10 minimum)

Area of Effect

3 times or 2-12h

Damage

3 times highest

Magazine

C=1 D=2 E=3 F=15

Wate

75 times heaviest Ammo % or 50 times

EXPS

Same

Value

100 times

The miscellaneator is a super-sized version of a miscellaneous weapon. This artillery is a cartoony mad scientist version of an already odd weapon. The players will have to be deft in finding balance and sanity with this weapon. The miscellaneator gets very zany, very fast.

Rules maintain game balance and assist creativity.
Do not let rules get in the way of the story or the fun.

Miscellaneator could be a black hole, a gigantic spinning wheel of death, or a flare cannon. Depending on the milieu of the campaign, certain giantized weapons may not work. For example, a giant compucrafted sword only makes sense in some realities. If this type of weapon would imbalance a campaign or mess up a milieu, simply ignore it. Story trumps die rolling chaos.

Immolator

Base Weapon

Napalm Gun

Weapon Type

C

Range

150h

Area of Effect

3h swath

Damage

30-300 (10d30)

Magazine

1

Wate

338kg (15kg)

EXPS

900

Value

1200000 (20000)

This flame thrower, aka the Immolator, bathes everything in a three by 150 hex swath with sticky burning goo.

The immolator sprays a jet of flaming adhesive death. The jet from the flame thrower covers a 150 by three hex swath area of effect. The area of effect is a straight line, and the gunnery team cannot sweep the attack over an arc. Everything caught inside the one hex wide path will take 30-300 (10d30) hit points of damage.

All objects capable of burning have a chance of bursting into flames. The percentage chance of immolating is equal to the damage rolled. If a target were to take 64 hit points in damage, it would have a 64% chance of bursting into flames. Targets that are set alight will burn for 1 to 10 units. Each unit of burning will inflict an additional 2 to 20 (2d10) hit points of damage.

This weapon is also labelled the napalm cannon, forest firer and flame thrower.

Usually, a malfunction indicates a mechanism jam, but occasionally it may cause the immolator to explode.

Plasma Cannon

Base Weapon

Plasma Rifle

Weapon Type

E

Range

1600h (16h)

Area of Effect

2-12h (2d6)

Damage

12-144 (12d12)

Magazine

6 per Battery

Wate

300kg + Battery

EXPS

700

Value

36000000 + Battery

The plasma cannon deploys an organized plasma bolt to inflict damage. The weapon delivers the damage by heat and shock waves. The bolt is discrete and not a beam of energy. Each plasma cannon has a unique bolt colour. Jump to Colour.

A malfunction indicates a misfire and not a weapon jam.

Plastifier

Base Weapon

Plastix Rifle

Weapon Type

D

Range

1200h (12h)

Area of Effect

2-12h (2d6)

Damage

18-180 (18d10)

Magazine

2

Wate

315kg (31kg)

EXPS

600

Value

850000 (10000)

A plastifier vomits globs of molten plastix. The weapon douses the area of effect in molten plastic goo. The ammunition for this weapon is a solid cylindrical cartridge that contains both the plastix compound and the energy to charge the gun.

A malfunction with a plastix rifle indicates a mechanism jam from molten plastic.

Muckmaker

Base Weapon

Protein Disruptor

Weapon Type

C

Range

1250h (12h)

Area of Effect

2-12h (2d6)

Damage

15-180 (15d12)

Magazine

1 per Battery

Wate

315kg (Battery)

EXPS

700

Value

1100000 + Battery

The muckmaker tears apart protein structures in organic tissue. The area of effect blast unravels collagen, melts bone, and liquefies flesh. This weapon is an anti-organic weapon. Inorganic personas are unaffected as the disrupting ray passes through them unimpeded. The beam passes unimpeded through robots, walls, Argillan rock women, and armour. Machines and personas with organic components may be affected by this attack. Wounds from this weapon are a gory mush. Typical veterinarian quick fixes are ineffective. A vet must have access to veterinarian equipment to repair these wounds.

A malfunction of this weapon attacks the battery crew.

Radiator

Base Weapon

Radiation Gun

Weapon Type

C

Range

1500h (15h)

Area of Effect

2-12h (2d6)

Damage

Special

Magazine

1 per Battery

Wate

293kg (Battery)

EXPS

900

Value

8500000 + Battery

The radiation cannon inflicts 9-72 intensity radiation on everything within the area of effect. This intensity is a universally lethal dose of radiation. Most referees will limit the radiation intensity level to 25. There is no duration of effect, just one dissipating blast. The radiation beam affects inorganic and organic personas equally. For more info about radiation attacks jump to Radiation Attacks.

Radiation damage is 1-4 (1d4) hit points of damage per intensity level of radiation. An intensity 12 radiation attack would inflict 12-48 (12d4) hit points of damage.

The radiator is also known as an x-ray cannon, cobalt gun, a rad cannon. A malfunction with this gun will bathe a three hex radius with intensity 3-24 (3d8) radiation.

Slotto Cannon

Base Weapon

Semi Auto Lazer Rifle

Weapon Type

C, D, E

Range

1250h (13h)

Area of Effect

2-12h (2d6)

Damage

15-150 (15d10)

Magazine

6 per Battery

Wate

299kg (Battery)

EXPS

600

Value

320000 + Battery

Everyone needs a rapid-fire coherent light energy weapon. The slotto cannon allows for up to 3 attacks per unit. Ionized gasses ejected from the emission chamber create a hefty kickback. The lazer beam itself is continuous and invisible.

In previous EXP versions, all this entry contained was "once, twice, three times a lazer."

This weapon is also called a lazer cannon, sotto lazer cannon.

A malfunction indicates the loss of a charge.

Sotto Cannon

Base Weapon

Semi Auto Rifle

Weapon Type

C, D, E

Range

1100h (11h)

Area of Effect

2-12h (2d6)

Damage

12-144 (12d12)

Magazine

6

Wate

298kg (4.3kg)

EXPS

600

Value

280000 (2500)

This cannon employs an explosion to launch another explosion. The sotto cannon can fire up to 3 rounds per unit. This artillery chambers the next round by explosive force or a spring mechanism.

This weapon is also called a cannon. When a sotto rifle malfunctions, it has a mechanism jam.

Rock On Cannon

Base Weapon

Sonic Rifle

Weapon Type

C

Range

800h (8h)

Area of Effect

2-12h (2d6)

Damage

15-120 (15d8)

Magazine

3 per Battery

Wate

293kg (Battery)

EXPS

700

Value

800000 + Battery

A rock on cannon uses sound waves to inflict damage. Damaging attacks vibrate the target with sound to inflict damage. Unlike its smaller cousin, the sonic rifle, the rock on cannon has no variability.

The rock on cannon is also called a screamer, sonic cannon, or sonic disruptor.

A malfunction will result in a feedback attack on the user inflicting 2-20 (2d10) hit points.

Whale Stunner

Base Weapon

Stun Rifle

Weapon Type

C

Range

1300h (13h)

Area of Effect

2-12h (2d6)

Damage

Special

Magazine

2 per Battery

Wate

293kg (Battery)

EXPS

700

Value

600000 + Battery

The whale stunner overloads the central nervous system of organics. A stunned target collapses to the ground in a semi-conscious state. The weapon is for ending mass protests or stunning giant aliens.

Every organic persona in the area of effect must win a poison roll or collapse. The intensity of the poison 12-72 (12d6). The referee may limit the stunning intensity to 25. Affected targets remain incapacitated for 1-3 (1d3) minutes. This cannon is stunning indeed.

The stun artillery is less lethal but remains very dangerous. The whale cannon dangerously overloads the nervous system of organic personas. The electro-stun attack damages inorganic personas (robots) as well. Inorganic personas take one hit point of damage per the intensity of poison. The whale stunner will kill many of the targets in the area of effect.

Other names for the whale stunner are stun cannon or passive fister.

A malfunction with this weapon results in the loss of a charge.

Mod Cannon

Base Weapon

Variable Lazer Rifle

Weapon Type

C

Range

1000h (1h)

Area of Effect

2-12h (2d6)

Damage

Special

Magazine

12 per Battery

Wate

315 (Battery)

EXPS

780

Value

3600000 + Battery

This cannon is a coherent light energy weapon with a setting dial. The firer can choose from a variety of settings.

Variable Lazer Rifle Settings

Changing the settings on this rifle changes its effect.

Attack

Charges

Effect

Killing

4

4d12

Stunning

3

3d12

Blinding

2

1d20 intensity

Lighting

0

Defeat darkness

Level

Charges

Effect

Killing

The lethal attack makes the classic pinging, zapping or crackling noises. Ionized gasses ejected from the emission chamber create a substantial kickback. The lazer beam itself is continuous and invisible. All targets in the area of effect take 12-144 (12d12) hit points of damage.

Stunning

Every organic target in the area of effect must win a poison roll or be stunned. The poison intensity is 3-30 (3d10). Both organic and inorganic targets take one hit point per poison intensity. Organic targets are stunned for 1-10 (1d10) units.

Blinding

The area of effect is subject to a blinding flash. Every target in the area of effect must win a poison roll or be blinded. The poison intensity is 3-30 (3d10). Both organic and inorganic targets are affected equally. The blindness lasts for 1-10 (1d10) minutes.

Lighting

Searchlight mode illuminates a 12 hex radius up to 2 kilometres away. This lazer light casts no beam and lights up the target hex without giving up the light source.

This weapon is also called a variable cannon, or mba cannon.

A malfunction will result in a complete battery drain.

Water Cannon

Base Weapon

Water Gun

Weapon Type

C

Range

500h (5h)

Area of Effect

2-12h (2d6)

Damage

9-53 (9d6)

Magazine

1 per Battery

Wate

56kg (Battery)

EXPS

500

Value

75000 + Battery

A water cannon condenses and lethally propels buckets of water. This gun has no water storage and draws humidity from the air. This weapon does not work in a vacuum or environs where humidity is absent.

This cannon is waterproof. If used underwater, its range decreases to 250 hexes. This weapon is also called a bucket bomber, or firefighter.

A malfunction indicates a malformed water bucket and the loss of a charge.

Artillery Creator Template

Weapon Type

Same as gun

Range

10 times (1/10 minimum)

Area of Effect

3 times or 2-12h

Damage

3 times highest

Magazine

C=1 D=2 E=3 F=15

Wate

75 times heaviest Ammo % or 50 times

EXPS

Same

Value

100 times

Artillery Parameters

Range

Artillery has both a maximum range and a minimum range. The first number is the maximum range, and the number in brackets is the minimum range. For example, an artillery piece with a range of 800h (8h) could only target hexes between 9 and 800 hexes. Minimum range is unique to artillery, and it simply cannot attack anything within that range.

Area of Effect

Artillery launches area of effect attacks over great distances. Every target caught within the area of effect is damaged the same as a grenade or bomb attack.

The area of effect is a radius in hexes. Some artillery areas of effect have a range instead of a specific number. The dice needed to generate the range follow in brackets.

Damage

Damage lists the number of hit points the area of effect attack inflicts on its unlucky targets. The damage parameter has a range, and the dice needed to generate that range following in brackets.

Magazine

Artillery has a magazine. The magazine size is equivalent to the highest rate of fire capable by the base gun type. An artillery piece modelled after a type C weapon has a 1 round magazine. An artillery piece modelled after a type F weapon has a 15 round magazine. The magazine parameter "battery" indicates that the artillery crew must replace all the batteries before firing.

Reloading

Reloading of artillery takes 15 units (half a minute). Reloading time takes the same if ramming in a shell, loading fuel or replacing batteries.

Wate

The wate of the artillery has two parts. The first part is the wate of the cannon. The number in brackets is the wate of the ammunition. The ammo wate could be the wate of a shell, fuel, or battery.

If the ammunition states "Battery," then the artillery uses battery energy. Battery-powered artillery uses a lot of batteries. Battery-powered artillery batteries use 20 times the number of batteries generated in support equipment.

EXPS

The persona wins this experience point award for identifying the big gun. The player may identify the gun by deduction or by firing.

Value

The value indicates the MSRP (Money Suggested in RolePlaying) of the gun in eps. The value in brackets is the value of the ammunition in eps.