Rogue Stars
Rogue Stars errata spotted so far P.25 machine gun entry should have the Automatic and Infinite Rounds rules. The Miscellaneous equipment list is missing an entry for a medi kit (8xp, gives +2 to any first aid rolls). Yes getting the bonus from a medikit works for any character but getting it from a skilled medic is cheaper, point-wise. But the medikit has the advantage you can pick it up from the body of a knocked out friend and it gives a +2. The cost for Huge may seem wrong when compared with Big but it is correct. Huge has many minor advantages hidden in the scenarios. We just didn’t have the space in the book to repeat all the minor rules.
OK here are the promised Shotgun rules, let me know what you think of the costs, two profiles for shotguns are at the end of the description
Slinged Weapon 1XP per sling
The weapon is fastened to the user’s arm with a sling, retractable cord or strap. If the character drops the weapon, because he is disarmed or his arm is crippled or because he chooses to drop the weapon, the weapon becomes unready (it will need one action to be readied) but it does not fall to the ground.
Variable Ammo 1XP per ammo type
While most weapons can be fitted with slightly different types of ammunition, a weapon with this rule can use dramatically different ammo types. By default, the weapon comes loaded with one of the following ammo types, and may purchase more ammo type at a cost of 1XP per ammo type. The weapon is assumed to be fitted with variable selectors. Switching from one ammunition type to another takes one action and one free hand (the hand supporting the weapon is used to switch the selector). If the weapon goes out of ammo, it may continue to fire by switching to another ammo type.
Dragonbreath: Damage 4, Scorching, Maximum Range 10.
Antidrone: Damage 4, +1 to hit drones, ignores penalty for firing at Diminutive targets. Non-Penetrating against targets that are not Drones.
Leaf Cutter: Damage 4, target may not claim cover modifier from vegetation.
Buckshot: Damage 4, Non-Penetrating, +1 to hit if target is between 3 and 6 MU away.
Armour Shredder: Damage 4, Armour Piercing if target is up to 4 MU away.
Jolt: Damage 4, Maximum Range 10, +1 Damage against robots and drones.
Herbicide: Damage 3, Maximum Range 10, +2 Damage against Vegetable targets.
Flechette: Damage 4, if there is another target within 2 MU of the first target, shooter performs a secondary attack at -2, Damage 3 against that target. If more than one secondary target exists, determine randomly which one receives the secondary attack. Note that this includes friends and foes. If Flechette ammo is fired into a melee, the shooter chooses a primary target for his attack. The Flechette will perform a secondary attack against all models, friends or foes, in melee contact with the primary target.
Shotgun: Variable Ammo, Short Range, Two-Handed Cost: 6XP +1 per extra ammo type
Sawed Off Shotgun: Variable Ammo, Short Range, Maximum Range 8 Cost 6XP +1 x extra ammo
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Disposable Disentangler 1XP (C )
Using this one-shot item, you may perform a TN12 Tech roll to break free from being Entangled. You may also use this item to free an adjacent Entangled friend. You may purchase and carry as many as needed, at 1XP each.
Ok guys, please test these two new weapon upgrades when you can and let me know how they work. Overpowered, too expensive, too limited?
New Weapon Upgrades
Hotshot +3XP ( C)
This enhancement may be applied only to ranged energy weapons. The weapon is rewired in a way that increases its Damage by 1 against any target within 6 MU. Against targets that are more than 6 MU away, the bonus does not apply. Any critical failure on the weapon’s Shooting roll means the weapon is destroyed. The weapon is replaced as normal between games. Hotshotting may also be applied to Built-In weapons, but any critical failure also inflicts an attack with half the weapon’s Damage, rounded down, on the body part where the weapon is installed. This attack ignores that body part’s Armour score (just perform the Endure roll for the part affected).
Sniping Weapon +12XP (M, R)
This upgrade can be applied only to rifles (two-handed, non-Primitive ranged weapons). On an Aimed Shot or a Called Shot, the weapon ignores all range modifiers. The weapon, however, never gets a bonus for firing at point blank. This ability may not be used with Hail of Fire attacks.