CALENGIL SHOTWEAPONS [SPECIAL RULES]
CALENGIL SHOT-WEAPONS AT RANGE – For every 10 squares a target is away from the firer of the weapon, the attack suffers a -2 penalty to damage.
CALENGIL SHOT-WEAPON CHOKES – Calengil shot-weapons all have adjustable chokes. Chokes are set on standard by default, but can be set to Open or Full with 1 minute of work and a DC 10 mechanics check.
FULL CHOKE: Instead of the normal penalties for range, attacks with the weapons suffer a -1 penalty on damage for each 10 squares of range to the target instead of a -2.
OPEN CHOKE: +1 circumstance to attack, but 1/2 range increments.
CALENGIL SHOTWEAPON SPECIAL AMMUNITION
Boomyshot (Hardshot+Explosive)
Burnyshot (Incendiary, available in flappyshot, hardshot, and runnyshot)
Breakyshot (Armor Piercing, available in flappyshot, hardshot, and runnyshot)
Fancyshot (Anti-Shield+Hardshot)
Flappyshot (NEW [Birdshot] (same cost)) – Similar in design to Runnyshot, Flappyshot is designed for taking out aerial prey. The shot pellets are smaller and more numerous. Attacks with Flapshot suffer a -2 penalty on damage but gain a +1 bonus to attack.
Funnyshot (Gel+Hardshot)
Hardshot (NEW (same cost)) – Makes the weapon function like a standard slugthrower that does the damage equal to the non-adjacent damage. Attacks made with Hardshot do not suffer from the range increment damage penalty. Hardshot can only be used in weapons with an open choke.
Mobbyshot (Hardshot+NEW (x3 cost)) – Functions like a standard slugthrower but does 2d4 nonlethal damage if fired at a target. On the round that it is fired, the shell fills the four squares adjacent to it with a cloud of irritant that causes eyes to fill with tears. On the following round, the cloud fills all squares within a 2-square radius. The cloud disperses after 10 rounds, though a moderate wind disperses the smoke in 4 rounds, and a strong wind disperses it in 1 round. Anyone caught in the cloud is subjected to an attack vs Fort defense of +5, failure renders them stunned for 1d6 rounds. This counts as a gas-based attack, and some armor makes you immune to it. A wet cloth held over the eyes, nose, and mouth provides a +2 bonus to Fortitude defense.
Runnyshot (Standard Ammunition)
Safeyshot (Frangible, available in flappyshot, hardshot, and runnyshot)
Shockyshot (Shock Rounds)
Shrappyshot (NEW (x4 cost)) – +1d4 stacking bleed damage, +1 CON damage if the target is moved down the condition track by the attack.
Stabbyshot (Flechette, available in flappyshot, hardshot, and runnyshot)
Stickyshot (Adhesive + Hardshot)
WEAPONRY
Calengil Autoshot-Rifle [Rifle]
Cost: 4000 Calengil Blood-Markers
Medium Rifle
3d8 or 2d8 Piercing Damage
Rate of Fire: Semiautomatic, Automatic
Ammo Capacity: 10 rounds [removable magazine]
Weight: 6 kg
Availability: Restricted, Common (Sirius [Trade Station 01] or anywhere else where the Calengil have a presence) or Rare (everywhere else)
A rifle version of the Shot-Pistol, this weapon is capable of fully automatic fire. Automatic fire with a shotgun acts differently than normal automatic fire. When adjacent to a target, automatic fire adds +4 dice of damage to the attack instead of making the attack an area of effect attack. When firing at nonadjacent targets, the autoshot rifle targets a 4×4 area instead of a 2×2 area.
Calengil Heavy Autoshot-Cannon [Heavy Weapon]
Cost: 6000 Calengil Blood-Markers
Large Heavy Weapon
4d8 or 3d8 Piercing Damage
Rate of Fire: Automatic
Ammo Capacity: Belt-Fed
Weight: 10 kg
Availability: Military
Representing the upper end of Calengil soldier-portable weapons technology, the Heavy Autoshot Cannon is a larger, meaner, version of the Autoshot Rifle. Firing a larger caliber round, it functions the same as the Autoshot Rifle, but is only capable of full-auto fire and does more damage.
Calengil Shot-Pistol [Pistol]
Cost: 900 Calengil Blood-Markers
Small Pistol
3d8 or 2d8 Piercing Damage
Rate of Fire: Single
Ammo Capacity: 3 rounds [internal magazine, breech loading]
Weight: 3.1 kg
Availability: Common (Sirius [Trade Station 01] or anywhere else where the Calengil have a presence) or Rare (everywhere else)
Lacking any real predators, Calengil weapons technology never really needed to develop into self-defense forms until they developed gunpowder and began to use it to war with each other. Even then, the weapons still slanted towards ones that could be used to quickly and efficiently harvest food – so Calengil firearms technology has always leaned towards firing shot rather than bullets. The Shot-Pistol packs all the power of a standard human shotgun into a compact pistol form, easily wieldable by the Calengil’s smaller frame. It is a breechloading firearm, with three individual barrels in a triangular layout. Calengil weapons designers continually argue over whether putting the third barrel on top of the two barrels or below the two barrels is the superior design, but everyone agrees that stacking all three in a line is stupid. Calengil Shot-Pistols do 3d8 damage to adjacent targets or 2d8 damage to a non-adjacent 2×2 square area within range. When the choke on the Shot-Pistol is altered, it only affects one of the three barrels, allowing for each barrel to have its own choke settings.