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weapons_ammo.json
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weapons_ammo.json
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[
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Ammo",
"name": "Accushot",
"damage": "—",
"complexity/gp": "Min/R/1",
"notes": "Steady",
"description": "<p>Accushot bullets change shape during flight to keep dead on course, countering the effects of wind, drag, and gravity over distance. Attacks made with Accushots ignore all range modifiers.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "f03b0e12-3f59-4397-9e8f-8b8a9e26ee22"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Ammo",
"name": "Armor-piercing",
"damage": "-1d10",
"complexity/gp": "Min/R/1",
"notes": "Armor-Piercing",
"description": "<p>This tungsten-carbide ammunition penetrates armor effectively.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "e2250229-1a5f-4aec-94f8-64f6f9c6b40e"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Ammo",
"name": "Biter",
"damage": "+1d6",
"complexity/gp": "Mod/R/2",
"notes": "",
"description": "<p>Biters fragment in opposite proportion to the hardness of the target they strike. For hard targets (synthmorphs), they fragment very little, blasting a big hole. For soft targets (biomorphs), they fragment and tumble in multiple directions within the body.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "f58d1cc0-ab02-493f-9089-95d0167a0f24"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Ammo",
"name": "Bug",
"damage": "—",
"complexity/gp": "Min/R/1",
"notes": "",
"description": "<p>Bug rounds are equipped with a microbug and medical sensor nanobots. They attempt to gather information on the target’s location (via standard mesh tracking), health (querying the target’s medichines), and surroundings (typically hindered by being inside the target’s body). They will transmit status reports in a pre-programmed manner via the mesh or a pre-chosen frequency band either continuously or in pre-set intervals.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "14e515b6-587c-40ae-b071-7b0c75643390"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Ammo",
"name": "Capsule",
"damage": "x0.5",
"complexity/gp": "Min/1",
"notes": "",
"description": "<p>Capsule ammo carries one dose of a drug, toxin, or nanobot payload (acquired separately) that is released inside the target after the round penetrates.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "42afa2ee-f28d-489a-82f6-d9c4ae709eab"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Ammo",
"name": "Hollow-point",
"damage": "+1d6",
"complexity/gp": "Min/R/1",
"notes": "Extra DV only vs. biomorphs",
"description": "<p>Hollow-point bullets deform, widen, and fragment once they penetrate a target, inflicting more damage to soft targets like biomorphs. They do not provide extra damage to synthmorphs or objects.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "99a4dbdb-b7e4-4472-ad75-f6736beeda91"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Ammo",
"name": "Homing",
"damage": "—",
"complexity/gp": "Mod/R/2",
"notes": "Indirect fire or +10 to hit",
"description": "<p>This bullet identifies a smartlink-tagged target and uses nanosensors and telemetry from previous bullets to lock on, correcting the bullet’s trajectory with surface alterations and tiny vectored nozzles. Apply a +10 modifier to hit for attacks following an aim action (cumulative with the aim modifier) or previous attacks against the same target. Homing bullets can also be used for indirect fire ▶206, though without the to-hit modifier.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "3097cbd7-7ad0-4902-a97f-cc15dcbd1c5f"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Ammo",
"name": "Jammer",
"damage": "No damage",
"complexity/gp": "Min/1",
"notes": "",
"description": "<p>Jammers stick to the target and pulse out jamming electromagnetic signals, jamming the target’s wireless communications with an Interface of 40 (Jam Signals ▶263). They are difficult to remove, requiring a Hardware: Electronics task action (10 action turns) or use of a fixer, disassembler, or saboteur nanoswarm.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "cff32452-b785-4ddf-bcd6-4eb9e0423bce"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Ammo",
"name": "Plastic",
"damage": "x0.5",
"complexity/gp": "Min/1",
"notes": "Stun (biomorphs only)",
"description": "<p>Plastic ammo is designed to hurt but not wound targets and is commonly used for crowd control purposes.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "832ddd66-a9e2-4185-a04c-ff48966d5a22"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Ammo",
"name": "Proximity",
"damage": "+1d6",
"complexity/gp": "Mod/R/2",
"notes": "DV 1d10 on miss",
"description": "<p>This reactive bullet uses nanosensors to determine if it is going to miss a smartlink-tagged target and explodes in their vicinity. If the attack misses without a superior or critical failure, the target still suffers DV 1d10.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "ec8e22c0-c813-41d8-b084-94e1d51c0542"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Ammo",
"name": "RAP",
"damage": "—",
"complexity/gp": "Mod/R/2",
"notes": "Armor-Piercing",
"description": "<p>Reactive Armor-Piercing is a tungsten-carbide armor-piercing round with a reactive casing that superheats and explodes upon impact.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "283a5bd9-f946-4342-be8e-8fa6d8b9d1dd"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Ammo",
"name": "Rail (Railgun Ammo)",
"damage": "—",
"complexity/gp": "Min/R/1",
"notes": "",
"description": "<p>See 'railguns' in Ranged Weapons/Kinetic Weapons.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "75216c9e-766e-4842-b6e4-193c22927547"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Ammo",
"name": "Smart",
"damage": "As type",
"complexity/gp": "Mod/R/2",
"notes": "",
"description": "<p>Firearm smart ammo is made from programmable matter. In addition to its standard form, it can transform into accushot, hollowpoint, or plastic rounds. The firer can change all or some of the bullets in the magazine (in any order) with a complex action. All of the bullets fired together with a single complex action must be of the same programmed type.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "d1e800d0-ac06-4680-b77c-d22752716c81"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Ammo",
"name": "Splash Rounds",
"damage": "No damage",
"complexity/gp": "Min/1",
"notes": "",
"description": "<p>Splash rounds carry a payload (acquired separately) like capsule ammo, but are designed to break upon impact rather than penetrating, splashing their contents on the target’s exterior. Splash rounds are typically loaded with paint, taggant nanobots, tracker dye, and similar substances.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "d1cf10d3-06cd-40fc-9683-8534799a7a25"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Ammo",
"name": "Standard",
"damage": "—",
"complexity/gp": "Min/R/1",
"notes": "",
"description": "<p></p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "9e2c1423-361c-4cad-966e-2df01eb735d4"
},
{
"category": "Ranged Weapons",
"subcategory": "Kinetic Ammo",
"name": "Zap",
"damage": "x0.5",
"complexity/gp": "Min/1",
"notes": "Shock",
"description": "<p>Zap rounds are rubber or gel bullets that shock the target with a piezoelectric charge.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "328b1023-6f20-4cf0-8611-892ed8666405"
},
{
"category": "Ranged Weapons",
"subcategory": "Seeker/Grenade Ammo",
"name": "Dazzler",
"areaeffect": "Uniform (50 m)",
"damage": "—",
"damage_avg": "—",
"armor": "—",
"complexity/gp": "Mod/R/2",
"notes": "Blinding",
"description": "<p>Dazzlers are spinning laser devices, designed to blind targets and defeat surveillance. Anyone within line of sight in the radius of effect (50 meters) who is not equipped with anti-glare mods must succeed in a REF Check or be blinded ▶226 for 1 action turn, +1 per superior failure. A critical failure results in permanent blindness (until repaired/healed). Any visual light/infrared cameras are overloaded for the dazzler’s duration. Unless set to a timed deactivation, dazzlers continue to blind for 1 hour or until wirelessly turned off or physically destroyed (DUR 10, AV 5/10).</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "3e19ff8f-66ed-45e7-95a5-7f7131feedbd"
},
{
"category": "Ranged Weapons",
"subcategory": "Seeker/Grenade Ammo",
"name": "EMP",
"areaeffect": "Uniform (50 m)",
"damage": "2d10+6 (nanoswarms only)",
"damage_avg": "16",
"armor": "—",
"complexity/gp": "Maj/R/3",
"notes": "Disables radios",
"description": "<p>EMP munitions fire off a strong electromagnetic pulse when they “detonate.” Since most electronics in Eclipse Phase are built with optical technology, and power supplies and sensitive microcircuits are shielded and surge-protected, this has no major damaging effect. Antennas, however, are vulnerable, especially finer wires like those used with mesh inserts, as are nanobots and microbots. Every radio within the blast radius (50 meters) is disabled until repaired with an appropriate Hardware or Medicine: Biotech Test or a fixer nanoswarm. Every nanoswarm within range suffers DV 2d10 + 5.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "0890b72a-06f7-42da-a540-60ecfda4f673"
},
{
"category": "Ranged Weapons",
"subcategory": "Seeker/Grenade Ammo",
"name": "Gas/Smoke",
"areaeffect": "Uniform (20 m)",
"damage": "—",
"damage_avg": "—",
"armor": "—",
"complexity/gp": "Min/1",
"notes": "",
"description": "<p>Gas/smoke munitions rapidly spew out a dense cloud with a 10-meter radius. Smoke impedes sight (-20) with thick fumes of a chosen color and is heated to obfuscate heat signatures moving through the smoke as cover. Smoke clouds remain for 3 minutes, though they may drift or dissipate more quickly depending upon environmental conditions (wind, rain, etc.). Gas munitions deliver a dose to anyone within the cloud, but they dissipate after 3 action turns.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "01c7653b-1cf1-458e-9409-3f81522fb88e"
},
{
"category": "Ranged Weapons",
"subcategory": "Seeker/Grenade Ammo",
"name": "HEAP",
"areaeffect": "—",
"damage": "3d10+12",
"damage_avg": "29",
"armor": "K",
"complexity/gp": "Maj/R/3",
"notes": "Armor-Piercing, Knockdown",
"description": "<p>High-Explosive Armor-Piercing, a design only available for seekers (not grenades), HEAP warheads use high explosives to blast a path for a penetrating tungsten-alloy round. HEAP rounds have no blast radius, but are very effective at penetrating armor.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "d6ed95d8-6dab-45f1-abc9-9cd063ab281a"
},
{
"category": "Ranged Weapons",
"subcategory": "Seeker/Grenade Ammo",
"name": "Plasmaburst",
"areaeffect": "Centered (-2 DV/m)",
"damage": "3d10+10",
"damage_avg": "27",
"armor": "E",
"complexity/gp": "Maj/R/3",
"notes": "Armor-Piercing",
"description": "<p>These munitions release a burst of plasma upon detonation that causes searing heat and fire damage across the area of effect without the devastating shockwaves of explosions that might rebound in an enclosed environment and/or breach a habitat’s infrastructure.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "8c757a83-5def-4c47-807e-b667a6ab9aae"
},
{
"category": "Ranged Weapons",
"subcategory": "Seeker/Grenade Ammo",
"name": "Splash Munitions",
"areaeffect": "Uniform (10 m)",
"damage": "—",
"damage_avg": "—",
"armor": "—",
"complexity/gp": "As payload",
"notes": "",
"description": "<p>Splash devices spread a contained substance (a drug, chemical, nanoswarm, paint, etc.) over a 10-meter blast radius when they detonate. Each contains 5 doses of a toxin/drug (targets are affected by 1 dose) or 1 nanoswarm.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "535261b5-7162-4487-bddb-cc7dc83b7e9f"
},
{
"category": "Ranged Weapons",
"subcategory": "Seeker/Grenade Ammo",
"name": "Stun",
"areaeffect": "Uniform (10 m)",
"damage": "1d6+2",
"damage_avg": "5",
"armor": "K",
"complexity/gp": "Mod/2",
"notes": "Blinding, Knockdown, Shock",
"description": "<p>These enhanced versions of flashbangs release a concussive blast and a cloud of rubber “stingballs” designed to stun targets and knock them off their feet. This blast also releases a blinding flash and a deafening thunderclap. Treat as a shock effect ▶219.</p><p>Stun seekers/grenades can also be set into “overload mode,” inflicting an all-out sensory assault for a full minute. In addition to blinding glare, the device releases nausea-inducing malodorants and infrasonic frequencies that trigger unpleasant emotional responses (anxiety, uneasiness, extreme sorrow, revulsion, and fear).</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "a14e03f4-e48f-4af4-b2e1-26392dda3e54"
},
{
"category": "Ranged Weapons",
"subcategory": "Seeker/Grenade Ammo",
"name": "Overload",
"areaeffect": "Uniform (10 m)",
"damage": "—",
"damage_avg": "—",
"armor": "—",
"complexity/gp": "—",
"notes": "Mode for above, Blinding, Pain",
"description": "<p>[Special mode for 'Stun'] These enhanced versions of flashbangs release a concussive blast and a cloud of rubber “stingballs” designed to stun targets and knock them off their feet. This blast also releases a blinding flash and a deafening thunderclap. Treat as a shock effect ▶219.</p><p>Stun seekers/grenades can also be set into “overload mode,” inflicting an all-out sensory assault for a full minute. In addition to blinding glare, the device releases nausea-inducing malodorants and infrasonic frequencies that trigger unpleasant emotional responses (anxiety, uneasiness, extreme sorrow, revulsion, and fear).</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "5c7dd98e-79b1-454f-aa4a-946e8fc1f09f"
},
{
"category": "Ranged Weapons",
"subcategory": "Seeker/Grenade Ammo",
"name": "Tactical Multipurpose (TMP)",
"areaeffect": "—",
"damage": "—",
"damage_avg": "—",
"armor": "—",
"complexity/gp": "Mod/R/2",
"notes": "Use as either of the below",
"description": "<p>TMP devices can be set to detonate in either fragmentation or high-explosive mode. Fragmentation explosives spread a cloud of lethal flechettes over the area of effect. High-explosive seekers/grenades create a destructive shock and heat wave.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "cc8ebfde-f74b-4ca0-8dc2-8fd2ab4383b3"
},
{
"category": "Ranged Weapons",
"subcategory": "Seeker/Grenade Ammo",
"name": "TMP Frag",
"areaeffect": "Centered (-2 DV/m)",
"damage": "3d10+6",
"damage_avg": "23",
"armor": "K",
"complexity/gp": "—",
"notes": "Knockdown (5 meter radius)",
"description": "<p>TMP devices can be set to detonate in either fragmentation or high-explosive mode. Fragmentation explosives spread a cloud of lethal flechettes over the area of effect. High-explosive seekers/grenades create a destructive shock and heat wave.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "ea85d28c-96c7-4e32-ba52-7f88eae25cd2"
},
{
"category": "Ranged Weapons",
"subcategory": "Seeker/Grenade Ammo",
"name": "TMP High-Explosive",
"areaeffect": "Centered (-2 DV/m)",
"damage": "3d10+10",
"damage_avg": "27",
"armor": "E",
"complexity/gp": "—",
"notes": "Knockdown (10 meter radius)",
"description": "<p>TMP devices can be set to detonate in either fragmentation or high-explosive mode. Fragmentation explosives spread a cloud of lethal flechettes over the area of effect. High-explosive seekers/grenades create a destructive shock and heat wave.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "6a3b4f75-ecac-490b-aa4e-2d1da3bd3498"
},
{
"category": "Ranged Weapons",
"subcategory": "Seeker/Grenade Ammo",
"name": "Thermobaric",
"areaeffect": "Uniform (10 m)",
"damage": "2d10+6",
"damage_avg": "16",
"armor": "E",
"complexity/gp": "Maj/R/3",
"notes": "Armor-Piercing, Knockdown",
"description": "<p>Thermobaric munitions disperse a cloud of aerosol explosive over an area and then ignite, literally setting the air on fire, generating a devastating pressure wave, and sucking the oxygen out of the area.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "1e314f8e-0847-475b-a01a-1e36ef90e226"
},
{
"category": "Ranged Weapons",
"subcategory": "Seeker/Grenade Ammo",
"name": "[Size] Standard Grenade",
"areaeffect": "x2 (Uniform)",
"damage": "+1d10 (Centered)",
"damage_avg": "+5",
"armor": "As above",
"complexity/gp": "Per 3",
"notes": "As above",
"description": "<p>This is an alternate size for seeker/grenade munitions. It modifies their stats accordingly.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "26792522-06c9-4548-a36d-8faa71379e10"
},
{
"category": "Ranged Weapons",
"subcategory": "Seeker/Grenade Ammo",
"name": "[Size] Minimissile",
"areaeffect": "x2 (Uniform)",
"damage": "+1d10 (Centered)",
"damage_avg": "+5",
"armor": "As above",
"complexity/gp": "Per 3",
"notes": "As above",
"description": "<p>This is an alternate size for seeker/grenade munitions. It modifies their stats accordingly.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "9e87547b-9d4c-49ee-99d5-5fda7a77a98b"
},
{
"category": "Ranged Weapons",
"subcategory": "Seeker/Grenade Ammo",
"name": "[Size] Standard Missile",
"areaeffect": "x2 (Uniform)",
"damage": "x2 (Centered)",
"damage_avg": "—",
"armor": "As above",
"complexity/gp": "Per 1",
"notes": "As above",
"description": "<p>This is an alternate size for seeker/grenade munitions. It modifies their stats accordingly.</p>",
"resource": "Eclipse Phase Second Edition",
"reference": "",
"id": "e7b74699-edbf-40f7-8ef9-35286148cddd"
}
]