Thursday, March 13, 2014

Dead Space Weapon Building, Upgrading, and Pricing (v1.00)

So I got to thinking and was wondering if using a Bench would require any skill rolls to assemble a weapon or not. I decided that I don't think it would, as the weapon and or parts is essentially inserted into the machine. However I think that a Repair or Knowledge (Engineering) would be in order if a Bench was not used.

So you have four weapon stats in-game to upgrade, I choose to add a fifth. We have then:
  1. Damage (DMG)
  2. Magazine (MAG) (Clip isn't really the right term)
  3. Range (RNG)
  4. Rate of Fire (ROF)
  5. Reload (RLD)

Damage: For every +2 bonus to damage, add a flat +1 damage bonus the weapon's damage. Maximum bonus damage is half its base damage die, for each two dice (i.e. +4 for a 2d8 weapon or +8 for a 4d8 weapon).

Magazine: Fore each +1 add 2 extra shots. For pneumatic engines this is +5 add one more shot. For the Survey Charge it is +3 for one extra shot. Maximum of an extra 200% base magazine.

Range: For each +1 bonus in range, add an extra 2" to the weapons basic range. Maximum of  an extra 50% to base range.

Rate of Fire: For each +2 add 1 to the weapons ROF. If the weapon begins at ROF1, treat it was able to make multiple shots equal to its ROF at the autofire penalty, but not ammunition usage. Maximum is an extra 100% base rate of fire (rounding up).

Reload: For each +3 bonus to reload, take 1 action off of the reload time. Minimum reload speed is half of its original reload time. Typical reload speeds are two to four actions.

Circuit Types:

Basic Circuit Types will add +1 to a single bonus. Then +1 to two bonuses, or +2 to a single bonus. A circuit can never add more than +3 to any single bonus and cannot add to more than two bonuses (i.e. +3 to two separate bonuses is the best you can get). And circuit upgrades are exclusive to the tool they modify. Negative penalties also exist and can be used to cut costs or represent flaws in technology.

A frame will have 4 circuit slots for each tool (upper and lower), though only "Elite" frames begin with all four unlocked for each. Usually 1 or 2 are opened by default. Proper materials and a Knowledge (Engineering) roll would allow these to be opened, and a Bench does not offer this option.

Frames may be bought at a kiosk (if available) or crafted. A compact frame is a single handed tool or pistol-like weapon frame and costs 200 credits. A heavy frame is a larger two handed tool or rifle-like weapon frame and costs 400 credits. An elite frame costs triple and a frame that only has an upper tool space costs three quarters the amount. There are also restricted frame types (such as an EarthGov or rare S.C.A.F.) frame that both can cost double or more depending on the GM, if they may be bought at all.

Circuits cost 150 credits per point of bonus they provide in total, times 2 if it provides a bonus to two areas. if it proves a bonus to two areas. So a +1 DMG would cost 150 credits, and a +3 ROF, +3 RNG would cost 1,800 credits.

Engine/Tool Prices:

Hydraulic Engine: 500 credits
Military Engine: 700 credits; Restricted
Plasma Core: 500 credits
Pneumatic Torch: 600 credits
Rip Core: 600 credits; Restricted
Survey Charge: 1,000 credits; Military
Telemetry Spike: 600 credits
Tesla Core: 600 credits

Tip Prices:

Default: Comes with Engine/Tool
Compact Directed Ejection Field: 300 credits
Compressor: 400 credits
Conic Dispersal: 300 credits
Diffraction Torus: 600 credits
Directed Ejection Field: 400
Directed Suspension Field: 600 credits
Precision Tip: 500 credits
Rail Accelerator: 400 credits
Repeater: 500 credits

Module Prices:
Canister Recovery Module: 500 credits
Electrocution Module: 700 credits
Explosive Module: 800 credits
Rotator-cuff Module: +2 damage to called shots to extremities; 200 credits

Attachment Prices:
Scope: 400 credits
Explosion Amplifier: 600 credits
Safety Guard: 500 credits
Stasis Amplifier: 600 credits
Full Zoom Scope: 600 credits
Ammo Sweeper: 300 credits
Flame Glaze: 500 credits
Ammo Box: 500 credits
Electric Charge: 500 credits
Stasis Coating: 400 credits
Acid Bath: 500 credits

No comments:

Post a Comment