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Chameleon Rifle

Technology Level III

Description: The Chameleon Rifle is made primarily of high impact, transparent plastic, and light metal alloys. Not only is it lightweight, but the mechanism and ammunition can be seen inside. The magazine holds 40 plastic slugs. It can also fire 22 millimeter tail grenades. The slug-thrower rifle-type weapon was designed on the popular "bull pup" style; that is, the clip and feed mechanism are located in the stock behind the firing mechanism, there is a grip in front of the firing handle for easier control, and the barrel, while maintaining its length, is set farther back in the weapon, making it appear short and squat. It has a handle/telescope on top that allows the user to fire at full range.

Background: The Chameleon Rifle was the last rifle manufactured in the U.S. in any quantity before the holocaust. It is called a Chameleon Rifle because it has interchangeable barrels that allow it to fire as a rifle, a semi-automatic rifle, or as a fully automatic rifle.

Rules:

Rate of Fire

This is the number of shots an attacker may take for his action, up to the Rate of Fire. However, each subsequent shot after the first shot decreases the die they use to roll their attacks by -1d. A firearm with multiple RoFs may fire once and only during the surprise round. Automatic weapons are indicated by a number that indicates the number of rounds used followed by an 'A'. A rate of fire that is expressed as a fraction like x/y means that the attacker may make x number of attacks before reloading for y uninterrupted rounds.

Automatic Weapons

Weapons with a RoF that indicates an (A), instead of separate attacks, automatic weapons can affect multiple targets in a 10-foot square area. An automatic fire attack uses 10 rounds of ammunition. The attacker makes a single attack roll that’s compared to the AC of each target in the area. A hit causes 3 dice worth of damage, DC 10 Ref save for half. A critical hit on the to hit roll by the attacker (natural 20) does 6 dice of damage, DC 10 Ref save by the defender will save for for half of the damage rolled.

Type Name TL Comp Range Dmg Power Ammo Rate of Fire
Rifle Semi-Auto 3 2 60 1d8 N/A 40 3
Rifle Assault 3 3 100 1d8 N/A 40 10A
Rifle Bolt/Lever Action 3 2 120 1d10 N/A 40 1

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Critical Table

Roll Effect Rules
1 Kickback sends the weapon flying. You inflict half damage (rounded down) and are disarmed.
2 The bullet goes cleanly through the target’s shoulder. Do an additional +1d4 damage.
3 The shot grazes the opponent’s head. Inflict +1d3 damage and the opponent loses next action.
4 The target takes a bullet in the abdomen. Add +1d6 damage and the opponent loses an action on his next round.
5 The target is shot in the rib cage. Bone fragments splinter off internally, dangerously close to vital organs. Inflict +3d4 damage.
6 The target takes a bullet in the shoulder and drops his weapon. Add +1d4 to the damage and the target is disarmed.
7 The target takes a bullet in the chest and is staggered. The target takes +1d6 damage and has movement reduced by half and loses one action per round until the end of combat.
8 The target takes a bullet in the leg. Add +1d6 damage and the target takes a -5’ penalty to movement until healed.
9 The target dodges a headshot only to have his ear blown off. Add +1 d6 damage and the target takes 1d3 damage to Personality.
10 The target is shot in chest. Add +2d6 to damage.
11 Gut shot. Unless the target receives medical treatment, he will die. Death in in 1d6 hours.
12 The target takes a bullet in the leg, blasting apart his femur. Add +2d6 damage and the target takes a -10’ penalty to movement until healed.
13 Bullet punctures the target’s lung. Add +2d10 damage.
14 The target is shot in the face. His jaw is dislocated. Add +1d10 damage and the target takes 1d4 Personality damage.
15 Bullet blasts the target’s primary attack hand. The target has a -4 penalty to all future attacks, unless magical or high tech surgery is used to rebuild the hand.
16 Force of bullet knocks the target to the ground. Add +2d6 damage and the target falls prone.
17 A bullet gets lodged in the spinal column. Add +1d6 damage. The target loses next action, suffers a -2 penalty to AC and a -10’ penalty to movement until healed.
18 The target takes a bullet in the head. Add +1d6 damage and the target takes 1d4 points of permanent Intelligence and Personality damage.
19 Bullet blasts through the target’s chest, shooting bloody chunks from the exit wound in his back. Add +2d6 damage and the target must make a DC 1 3 + PC level Fort save or die.
20 The target takes a bullet to the groin. Add +2d6 damage and the target must make a Fort save (1 0 + PC level) or lose consciousness and fall to the ground.
21 The target’s spinal column is blown apart. Add +3d6 damage and the target must make a Fort save (DC 1 5 + PC level) or become paralyzed.
22 Blood gushes out of the target as the bullet severs a major artery. The target takes +2d6 damage and must make a Fort save (DC 13 + PC level) or die in 1d4 rounds.
23 The target takes a bullet to the throat. Add +2d6 damage and the target must make a DC 10 Fortitude save or die.
24 The target takes bullet in the eye. A dd +3d6 damage and the target must make a DC 10 Fortitude save or die. The target is blind in one eye.
25+ The target takes a bullet in the chest and coughs up blood. Add +3d6 damage and the target must make a DC 15 Fortitude save or die.

Fumble Table

Roll Effect Rules
1 Your shot misses everything by a good ten yards. There are no rules for you, you lucky bastard!
2 The bullet ricochets wildly off multiple surfaces in the environment -- trees, cavern walls, dungeon walls, the ground. Everyone in the scene must make a DC 5 + your level Reflex save or take 1d4 damage, including you.
3 The weapon alarms you almost as much as your target. Make a DC10 Reflex save or drop the firearm.
4 The kickback from the firearm causes you to lose hold of the weapon. You take a -2 to your next attack as you struggle to regain your grip.
5 A bad round explodes in the chamber! The firearm isn’t much use at the moment. You can try to get it working again with about 10 minutes of effort spent towards repairs.
6 This round is a dud. You lose your turn reloading the firearm or rotating the cylinder to remove the dud.
7 The kickback from the firearm sends the weapon flying. You drop it and are disarmed. You must spend an action picking the firearm up again and another to rearm it.
8 The weapon fires a bit too close to your ear canal, making your ears ring loudly. The next enemy that attacks you gets a +2 on his Attack Roll.
9 The firearm discharges smoke that burns your eyes. You take a -4 to your next attack roll.
10 The bullet ricochets and hits an ally. Roll damage for one randomly chosen ally.
11 You leave your finger on the trigger and discharge the firearm into the air before the attack. Take 1d3 points of damage as a bird, squirrel, bat, or rock from the ceiling falls on your head. Roll a DC 13 Agility check or fall prone as well.
12 The weapon explodes in your hand. You take 1d4 points of damage from powder burns and the weapon is rendered useless. It would take a gunsmith a week or so to fix it. Additionally, you are at -2 to Attack Rolls with the hand that was holding the weapon until you have healed.
13 You have difficulty maintaining hold of the weapon and it falls the ground. The fall causes the firearm to discharge and you take the brunt of the attack. Roll damage.
14+ The firearm fails to discharge and you do what you should never ever do. You look down the barrel to see what happened. The firearm discharges after you shake the weapon with the weapon pointed straight at your face. Roll under your current Luck score with a DC20 or take 30 points of damage.