Fuzion Powered.
Bubblegum Conundrum

Setting
Characters
Mecha
Garage
Articles
Links

Evil Schemer

E-mail

Machineguns, Vulcan Cannons, Railguns, and Knucklebombers

Weight= 1 kg per hit (based on 1 unscaled ton per 2 unscaled KIlls)

Weight for Movers= .1 ton (100kg) per 20 hits (based on 1 unscaled ton per 2 unscaled Kills)

Hardsuits, Battlesuits, and Boomers
Hits Cost Range Weight Spaces
5 .2 150 5kg 1
10 .4 200 10kg 2
15 .6 250 15kg 3
20 .8 300 20kg 4
25 1.0 350 25kg 5
30 1.2 350 30kg 6
35 1.4 400 35kg 7
40 1.6 400 40kg 8
45 1.8 450 45kg 9
50 2.0 450 50kg 10
55 2.2 500 55kg 11
60 2.4 500 60kg 12
65 2.6 550 65kg 13
70 2.8 550 70kg 14
75 3.0 600 75kg 15
80 3.2 600 80kg 16
85 3.4 600 85kg 17
90 3.6 650 90kg 18
95 3.8 650 95kg 19
100 4.0 650 100kg 20

 

Movers and Vehicles
Hits Cost Range Weight Spaces
10 .6 300 .05 ton (50kg) 1
20 1.2 400 .10 ton (100kg) 2
30 1.8 500 .15 ton (150kg) 3
40 2.4 600 .20 ton (200kg) 4
50 3.0 700 .25 ton 250kg) 5
60 3.6 700 .30 ton(300kg) 6
70 4.2 800 .35 ton (350kg) 7
80 4.8 800 .40 ton (400kg) 8
90 5.4 900 .45 ton (450kg) 9
100 6.0 900 .50 ton (500kg) 10
110 6.6 1000 .55 ton (550kg) 11
120 7.2 1000 .60 ton (600kg) 12
130 7.8 110 .65 ton (650kg) 13
140 8.4 1100 .70 ton (700kg) 14
150 9.0 1200 .75 ton (750kg) 15
160 9.6 1200 .80 ton (800kg) 16
170 10.2 1200 .85 ton (850kg) 17
180 10.8 1300 .90 ton(900kg) 18
190 11.4 1300 .95 ton (950kg) 19
200 12.0 1300 1.00 ton (1000kg) 20

 

 

Range Mod 0% 25% 50% 75% 100% 125% 150% 175% 200% 250% 300%
Cost x0.5 x0.62 x0.75 x0.88 x1.0 x1.12 x1.25 x1.38 x1.5 x1.75 x2.0

 

Range cost = (#change x .005) + .5

Accuracy -2 -1 +0 +1 +2
Cost x0.6 x0.8 x1.0 x1.5 x2.0

 

Multi-Feed 1 2 3 4
Cost x1.0 x1.2 x1.4 x1.6

 

BurstValue 5 10 20 40 80 160 320
Cost x1.5 x2.0 x2.5 x3.0 x3.5 x4.0 x4.5

 

Specials:
Long Range x1.33
Phalanx x0.5
Anti-Personnel x1.0
Anti-Personnel/Phalanx x1.6
Hypervelocity x1.25
Variable x1.4
Variable x1.8
All-Purpose x2.6

 

Ammunition:

Ammo cost= Cost of Weapon x .01 per shot x Ammo cost multiplier

Type Cost Notes
Paintball x0.5 Practice Rounds +3 Awareness/notice on victim per hit
Foam x0.5 Fire-retardant foam
H.Explosive x1.0 Standard Ammo
Tracer x3.0 +1 WA
Kinetic x3.0 Normal damage, double knockback
Tangler x3.0 Grappling attack w/ escape difficulty of 3x Kills
A-P x4.0 Armor-Piercing, All armor/shields counted at 1/2 SP
Disruptor x4.0 All energy shields counted at 1/2 SP
Incendiary x4.0 Napalm/Flamethrower
Shock Only x4.0 Shock roll vs 1d10+BOD - Kills. Result < 10 see book
Shock Added x6.0 Same as above, but target takes kill damage as well
Scattershot x5.0 Hits all locations at once
Blast I x6.0 1-hex blast radius (3m/15m)
Blast II x8.0 2-hex blast radius (6m/30m)
Blast III x10.0 3-hex blast radius (9m/45m)
Blast IV x12.0 4-hex blast radius (12m/60m)
Blast V x14.0 5-hex blast radius (15m/75m)
Nuclear x1000.0 Atomic Ammo
     

  Wxamples

Examples WA Range Damage Cost Ammo Weight
K-11 Caseless MG, ROF=15 +0 450m 12d6
(45 hits)
3.6 CP AP ammo, 15 bursts = 2.16 CP / magazine 45 kg
K-12 S 12.7mm MG -1 400m 10d6
(35 hits)
2.8 CP ammo, 12 burst = Blast 1 ammo, 20 shots = 0.336 CP / magazine 35 kg
GPS Dual Gun +2 500m 60 hits 4.8 CP each 5.76 CP / magazine 60kg
Priss's Railgun,
ROF = 2
+0 350m 50 hits 2.376 CP each Railgun ammo, AP, 3 bursts = 0.285 CP / magazine 5 kg
Mackie's Bazooka -2 600m 75 hits 1.8 CP Bazooka ammo, Blast 1, 4 shots = 0.36 CP / magazine 75 kg

 



 

Return to Top