Ranged Weapons

H4. Ranged Weapons

The Baton is capable of being used as a firearm or ranged weapon, in fact it can produce a number of weapons and effects for use in ranged combat. Note: Unless otherwise specified only one weapon (melee or ranged) can be used at a time.

1. Bio-Energy Burst: The Baton can be configured to fire shots or ‘bursts’ of bio-energy from one end. The raw energy is drawn from the wilder themselves, and weaponized by the Baton into a burst that is both energy and solid mass, yet neither as well.
Range: 50 ft. per P.E. point of the wielder.
Damage: 1D6 points of damage for every 3 P.E. points of the wielder (to a maximum of 3D6x10 damage), damage is S.D.C. in such Realms, and Mega-Damage in M.D.C. Realms. Damage can be regulated in increments of 1D6 from 1D6 up to the maximum available. A unique property of the Bio-Energy Burst is that it also affects/damages all Supernatural Beings and Creatures of Magic, including animated dead, zombies, golems, vampires, werewolves, demons, dragons, godlings, etc. Also damages superbeings who are Invulnerable. Due to the unique properties of the burst being both energy and a solid mass those that have resistance to either energy or physical blows find that resistance only half as effective, and those immune to either energy or physical attacks still take half damage.
Payload: Effectively unlimited, can fire one shot/burst per P.E. point per hour, but firing more blasts per hour than the user has P.E. points, will weaken the wielder of the weapon (loses two melee attacks/actions, and half of all combat bonuses for the next 1D6 minutes, for each additional shot fired).
Rate of Fire: Single Shots only, each shot counts as one melee attack.
Note: This can be combined with either the Cudgel or Staff configuration.
Programming Point Value: 12 points.

2. Plasma Blast: The weapon draws ambient energy from its surroundings to produce Plasma Blasts. The energy needed to initiate and maintain the process is provided by the wielder, but is negligible.
Range: 75 ft. per P.E. point of the wielder.
Damage: 6D6 points of damage, which is S.D.C. in such Realms, and Mega-Damage in M.D.C. Realms. Damage can be regulated to do less damage, but is limited to 2D6 or 4D6 only, each reduced power shot still counts as a full shot where the payload is concerned.
Payload: Can internally store enough energy for 50 Plasma Blasts, and regenerates 1 blast every minute.
Rate of Fire: Single Shots only, each shot counts as one melee attack.
Note: This can be combined with either the Cudgel or Staff configuration.
Programming Point Value: 5 points.

3. Smart Bullet/Effector: An Effector is a tiny smart bullet that can be created by and fired from a Baton. Effectors are capable of self-propulsion as well as target recognition and acquisition after they are fired. These smart bullets are a relative on nano-technology that some theorize is the basis of how the Baton works. This is not intended for use in close or heavy combat but is a precision long-range weapon. When fired within line-of-sight the Effector locks onto the target it was fired at, but can be also dumb-fired, or fired on search-and-destroy settings. At long range where there is no line-of-sight targeting may be acquired through use of the Sensor and Personal Organizer functions, a variety of targeting information can be used including but not limited to Bio-Scan, Picture or Holo-Image, location coordinates, or audio sample. The wielder can also fire Effectors on a ‘search and destroy’ setting, that can be heat, motion, or otherwise activated. Once a target is acquired and locked the Effector will follow that one target until it hits the target or its energy is expended (reaches the end of its range), in which case it Derezes in the same manner as all other Baton constructs. The Effector can move and dodge to get around or avoid obstacles on its journey to deal death. The Effector is ‘+5 to strike, ‘+3 to dodge, and has 4 melee attacks/actions to deliver its message of destruction. If it hits an obstacle or barricade (like a force field, or someone jumping in front of it) that it is unable to avoid it deals it’s damage to that target instead. Dumb-fired Effectors do not have these bonuses, but rely on those of the shooter instead, and fire straight, do not dodge or otherwise avoid obstacles.
Range: 250 ft. per P.E. point of the wielder.
Damage: 1D4x10 points of damage, which is S.D.C. in such Realms, and Mega-Damage in M.D.C. Realms.
Payload: One Effector for every 3 P.E. points of the wielder per hour, before requiring 1 hour of rest before another Effector can be created.
Rate of Fire: Single Shots only, each shot counts as one melee attack.
Note: This can be combined with either the Cudgel or Staff configuration.
Programming Point Value: 6 points

4. Pulse Fire: This feature can be combined with the Plasma Blast feature; it allows the wielder to fire Plasma Blasts in rapid-fire pulses, as well as a spray of fire to an area instead of a single target. Can fire 3-shot pulses, 5-shot pulses, and the spray counts as 10 shots. Aside from the addition of the pulse and spray capabilities the range, single-shot damage, and payload remain unchanged.
Prerequisite: Plasma Blast
Damage: The 3-shot pulse does 1D6x10+10 damage; The 5-shot pulse does 3D4x10 damage; The spray does 6D6 damage to 1D6+4 targets in a 10ft. area.
Rate of Fire: 3-shot pulse, 5-shot pulse, 10-shot spray. The Pulse shots each count as one melee attack, the spray counts as 2 melee attacks.
Note: This can be combined with either the Cudgel or Staff configuration.
Programming Point Value: 4 points.

5. Stunner: This is a long range version of the Stun Stick. The same settings and effects as listed under the Stun Stick are available. In this configuration the Baton fires a bolt of energy that can stun an opponent, see the settings under Stun Stick for details. A wielder cannot accidentally stun themselves while using this feature, intentional use… well that is another matter.
Range: 25 ft. per P.E. point of the wielder.
Payload: Effectively unlimited, can fire 5 bolts per P.E. point per hour before requiring 1 hour of rest before the Stunner feature can be used again.
Rate of Fire: Single Shots only, each shot counts as one melee attack.
Note: This can be combined with either the Cudgel or Staff configuration. Further, possessing this feature does not automatically grant either the Stun Stick or Bio Lock capabilities.
Programming Point Value: 4 points.

6. Auto-Fire: This setting can only be used in conjunction with the Bio-Energy Blast, Plasma Burst, Smart Bullet, Pulse Fire, or Stunner features (but only one at a time). In this configuration the Baton is left in position, and can be set to fire automatically, either constant fire in which case it will constantly fire at regular timed intervals, or motion activated. In this configuration the Baton has 5 actions/attacks per melee round, and is a ‘+6 to strike. Range, Damage, Payload, Rate of Fire, and the such, are all as per the feature this has been combined with. In this configuration no other features can be used. This is one of the few instances where the Baton will continue to function when separated from its wielder.
Prerequisite: Bio-Energy Blast, Plasma Burst, Smart Bullet/Effector, or Stunner.
Duration: 1 minute per P.E. point of the wielder, or until the payload is expended. When the duration or payload expires the Baton goes dormant until retrieved.
Programming Point Value: 3 points (applies to all ranged weapon attacks, does not have to be added to each separately).

7. Enhanced Capacity: This is an add-on to the Bio-Energy Blast, Plasma Burst, Smart Bullet, or Stunner features. Each configuration must be reprogrammed (enhanced) separately. What this does is double the available Payload of the configuration it is attached to.
Prerequisite: Bio-Energy Blast, Plasma Burst, Smart Bullet/Effector, or Stunner.
Programming Point Value: 3 points per weapon configuration to be enhanced, must be purchased for each separately, and can only be purchased once for each.

8. Enhanced Range: This is an add-on to the Bio-Energy Blast, Plasma Burst, Smart Bullet, or Stunner features. Each configuration must be reprogrammed (enhanced) separately. What this does is double the range of the configuration it is attached to.
Prerequisite: Bio-Energy Blast, Plasma Burst, Smart Bullet/Effector, or Stunner.
Programming Point Value: 2 points per weapon configuration to be enhanced, must be purchased for each separately, and can only be purchased once for each.

9. Sonic Pulse: In this configuration the Baton can emit a narrowly focused blast of concentrated sound waves. The range is much less than the other weapon features, and the rate of fire is slower for this weapon, due to a short charge up time, but it also allows for an unlimited payload.
Range: 10 ft. per P.E. point of the wielder (doubled underwater).
Damage: 1D6x10 points of damage, ‘+15 points when used underwater. Damage is S.D.C. in such Realms, and Mega-Damage in M.D.C. Realms.
Payload: Unlimited
Rate of Fire: Single Shots only, can only fire once every other attack/action, requires an action to produce the next pulse (but the wielder may perform other actions during that time).
Note: This can be combined with either the Cudgel or Staff configuration, and cannot be used in a vacuum.
Programming Point Value: 4 points.

10. Weaponized Grapnel: This is a weaponized function of the Light Rope & Grapnel civilian features. A new bladed grapnel replaces the original in this configuration (but the original can still be used), and it is fired from the Baton at incredible velocities designed to inflict damage, but more importantly to penetrate or impale targets (but only does so on a critical strike). Targets in full EBA (excepting Living or Bio-Armours like Lemurian creations or Splicer Host Armours, etc.) or protected by a Force Field (including Psychic Body Field) are completely protected from penetration, unless the armour has been damaged to the point of breach. However depending on the opponent the wielder may choose the use a multi-pronged Grapnel Weapon, which had grabbing functions like the normal grapnel, to grasp their opponent on Critical Strike or a successful Aimed & Called shot (unless protected by a larger Force Field or other type of shield or cover that is too large to grasp). Subjects that weigh more than the Light Rope/Cable has weight tolerance cannot be reeled in and further subjects that have a greater lifting capacity than the rope has weight tolerance can actively resist being reeled in if they are able to successfully dig-in or otherwise anchor themselves. Otherwise reel-in rate is as per the cable/rope, and an unattached Weaponized Grapnel takes only one action to be reeled in (instead of the normal two). A target can try and pull an impaled blade out of themselves, or a third party can try and dislodge the blade, this will inflict damage, and take 4 combined actions/attacks, this process can be reduced down to one action/attack, but for each action it is reduced by the damage inflicted is doubled (x2 to reduce by one action, x4 to reduce by two actions, x8 to reduce by 3 actions). The wielder can pull at the blade for a ‘Yanking Attack’ that inflicts damage for each action such a yank is performed (cannot be dodged or parried, no strike roll is needed). Yanking attacks also throw the target off balance, causing them to be at a -4 on their next defensive action or attack (-20% if a skill roll), this secondary effect can also be used on non-impaled but grasped opponents (a successful Maintain Balance roll as a parry, or Sense of Balance Skill roll [requires use of an action] can negate this penalty), the only defence against the yanking attack is to free oneself, or be freed by others. The wielder can also remove the blade out at any given time and if they choose can inflict no further damage, or to inflict the standard yank attack damage. The Bladed Grapnel and Rope can be extended and used as a whip as well to either slash or entangle opponents. This feature can be combined with the Stun Stick or Stunner weapons, and an impaled, grasped, or entangled subject can be hit with a stun attack of any setting, there is no strike roll needed, the only defence is to free oneself (or be freed), impaled subjects are at a -3 to save vs. the stun attack.
Range: As per the length of the Light Rope/Cable.
Damage: All damage is S.D.C. in such realms, and Mega-Damage in appropriate realms.
• Basic Strike: 6D6 damage
• Intentional Grasping Attack: No Damage
• Impaled Blade removed by victim: 3D4 damage (with x2, x4, or x8 multiplier as appropriate)
• Yank Attack: 4D6 damage
• Whip Slash: 5D6 damage
• Stun Attack: As per the settings under the Stun Stick
Payload: Special: One, but reusable if retracted. If the Light Rope/Cable is severed the remaining portion will automatically retract, the rest will Derez, and it will take 1 hour before the Baton can recreate another Weaponized Grapnel head (whereas the rope/cable is available after only one round.
Rate of Fire: Single Shots only, once the Grapnel is extended it must be retracted to be fired again (normally taking at least an action).
Note: This can be combined with either the Cudgel or Staff configuration, as well as the Stunner or Stun Stick feature.
Prerequisites: Light Rope/Cable, Grapnel.
Programming Point Value: 6 points. For an additional 2 points (and if the feature is possessed) this feature can be combined with the Stun Stick or Stunner weapon features.

Ranged Weapons

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