Modern Exalted: Bring back the Light
Revised Firearm Rules
Assault rifles, Machine Guns, and SMGs gain the FA tag, and the Assault Rifle and the SMG gain the Br tag.
Br – Burst Fire Weapons with this tag are capable of spitting a three-round burst every time the trigger is pulled. Depending on if the character is firing wide or focused bursts, the attack has different effects. Each burst attack uses up 3 bullets.
Wide burst boxes in a foe, adding +1 die to hit. Focused burst, due the difficulty of keeping the gun on target, suffers a -1 internal penalty to the attack roll, but adds 1 to the raw damage of the attack, as three bullets impact close together.
FA – Full Auto Weapons with the Full-auto tag are capable of spitting a storm of lead, filling an area with hot metal. This provides several options.
The most simple of these is walking fire, allowing you to make up to three burst fire attacks on foes, as long as all the targets are within 1 yard of the last target. Due to the un-aimed nature of this attack, it suffers an additional -3 internal penalty.
The next option is a full-auto attack. Similar to burst fire attacks, these attacks come in two forms. Wide full-auto attacks add +3 to hit; focused full-auto attacks add +3 to the raw damage of the attack and suffer a -5 internal penalty on the attack. Should the shooter have some sort of mount or brace, such as the kind found on vehicles, the penalty drops to -3.
The final option, and the most complex, is suppressive fire. With this option, you empty a storm of ammo over an area of the battlefield, forcing the opponent to either keep their head down, or get hit with flying lead. This attack covers an area of approximately 20 sq yards and creates an environmental hazard, with a damage of (Base Weapon Damage) and a Trauma equal to the number of successes generated on the attack roll. This effect is resisted with a reflexive (Dexterity + Dodge) roll, with all the modifiers that would normally apply to your DV.
So, in the modern age you want to make things go boom. That’s understandable. Cool Exalts don’t look at explosions, they just turn their back and walk away.
So, explosive attacks. I’m going to crib from NWoD and Abberant. But mostly NWod.
Explosive attacks have a few new stats. Those are Blast Radius and Explosive Rating. When an explosive goes off, it rolls an attack pool equal to its explosive rating vs. the DV of everything within twice the Blast Radius. Within the base Blast Radius, it adds a number of automatic success equal to its Explosive Rating. Yes, grenades are going to hurt you. With grenades, roll 1d5. That’s how many ticks later the grenade explodes at. Explosives cannot be parried without a charm or stunt.
|Type||Accuracy||Damage||Blast Radius||Explosive Rating||Cost||Tags|
|Frag Grenade||0||4L/2||10||5||••••||Kn, O|
|Heavy Frag||-2||5L/3||5||5||••••||Kn, O|
Grenade Launchers and Ammo
|Grenade Launcher||0||Grenade||5||150||1||Str 3||•••••||2h|
|Generic GMG||2||Grenade||5||300||50 (Belt)||Str 4||•••••||FA, 2h|
|Type||Damage||Blast Radius||Explosive Rating||Cost||Tags|
|Generic GPMG||2||9L||5||150||100 (Belt)||Str 5||•••••||FA, 2h|
|Generic HMG||2||12L/2||5||300||100 (Belt)||Str 4/8 (unmounted)||•••••||FA, 2h|
|Antimaterial Rifle||3||12L/2||1||300||10 (Box)||Str 5||••••||2h|
|Anti-Tank, HEAT||-1||10||5||3||500||3||P, 2h|
|Disposable, Light HEAT||-3||8||2||3||125||3||P, 2h|
|Disposable, Heavy HE||-2||6||7||4||250||3||2h|
|Disposable, Heavy HEAT||-2||14||5||4||250||3||P, 2h|
|Light Autocannon||2||13L||5||1000||500 (Belt)||•••••||Fa, V|
|Heavy Autocannon||2||16L||5||300||100 (Belt)||•••••||Fa, V|
|Light Cannon||3||12L/2||1||300||10 (Box)||••••||2h, V|
|Heavy Cannon||2||9L||5||150||3000||•••••||Fa, (2h, V)?|