Rule Changes
Range modifiers are adjusted from 0\-10\-20\-30 to a custom range modifier for each sighting system. Example: A weapon with iron sights uses the iron sight range brackets below; a weapon with a reflex sight would use the reflex sight range brackets below, etc. etc.
Called Shots
A successful called shot reduces the target's armor by half [rounded down], instead of completely nullifying it. Exception: Melee attacks completely bypass armor with a successful called shot.
Suppression
Suppressed targets suffer a -20 on all actions; Two free attacks against up to three targets not behind cover or not immediately moving behind cover and within 3 meters of each other.
Firing Modes
Semi-Automatic (SA): Two separate attacks may be made with one complex action but both suffer a -10 penalty to hit; Expends 1 round per attack
Burst-Fire (BF): +10 bonus to hit; Two separate attacks may be made with one complex action but both suffer a -10 penalty to hit; -20 Suppression modifier against up to one target; Expends 3 rounds per attack
Full Automatic (FA): +10 bonus to hit; Suppresses all targets in a cone with a diameter of 30 meters; Expends 20 rounds per attack
New Equipment
Range Modifiers for the various sighting systems replace the base range modifier. e.g. firing with iron sights incurs a -70 penalty at the weapon's extreme range.
Mounting up to two sighting systems and using them instantly and interchangeably is entirely possible, and does not count as a quick-action.
Smartlinking a weapon automatically allows you to use it as if it had a Reflex Sight in addition to any other sighting systems.
No Sights: -10\-20\-60\-100 [Price: None]
Summary: Any weapons that do not have iron sights, for whatever reason, making it very difficult to properly sight in a target and accurately hit it.
Ironsight: 0\-10\-50\-70 [Price: Low]
Summary: Basic sighting system for all firearms. Iron sights are the backup sights and work in conjunction with the Mark I Eyeball. Unless otherwise noted, all weapons come with iron sights as standard.
Reflex Sight [1x-2x mag.]: +10\0\-40\-70 [Price: Moderate] Summary: A reflex sight is a holographic reticule display, with marginal magnification properties, that can be adjusted manually or automatically based on ambient conditions [such as temperature or light]. The aiming reticule appears as a floating, glowing crosshair.
Mid-Range [4x-8x mag.] Optical Scope: +0\+10\-10\-30 [Price: Moderate]
Summary: Most often used on Assault Rifles and Battle Rifles today, Mid-Range Optical Scopes provide a decent compromise in field of view and magnification, and greatly assist in quick, long-range shooting. You cannot gain the benefits of a Mid-Range Optical Scope while firing Full Auto, iron sight range brackets are used instead. Does not benefit pistols.
Long-Range [10x-20x mag.] Optical Scope: -10\+10\+10\-20 [Price: Moderate]
Summary: Typically only mounted on long-range Battle Rifles or Sniper Rifles, Long-Range Optical Scopes sacrifice field of view for magnification. While this makes long range shooting much easier, at short range the intense magnification actually makes it MORE difficult to keep sighted on a target, as the slightest movement in the shooter can wildly throw off their aim, and basic movement like walking can quickly and easily take the target out of view if the shooter is not paying attention or following them. You cannot gain the benefits of a Long-Range Optical Scope while firing Full Auto or Burst Fire, iron sight range brackets are used instead. Does not benefit pistols.
Multiscope: [Price: High]
Summary: Essentially an all-in-one sighting system. This smartlinked kit allows the user to switch magnification on the fly, from Reflex Sight to Long Range Optical and features an electronic computer and camera system to allow users with obstructed vision to continue using the rifle [Functions as a smartlink, cannot be stacked with a smartlink upgrade]. Magnification adjustment [e.g. from long range to mid range] is a quick-action. Penalties for full auto or burst fire still apply for the given magnifications
Enhanced Imaging Upgrade: [Price: High] Summary: Enhanced Imaging allows any of the aforementioned sights to use up to one additional alternative vision mode [X-Ray, T-Ray, Thermal, etc.]. This technology is essentially porting what used to be mounted on large aircraft and vehicle systems, onto the average infantryman's rifle. Compatible with smartlinks.
TITAN AI Equipment
TITAN Equipment is as much a plot device as it is usable technology. Corporations and governments will pay a lot of money to get their hands on it, keeping a sharp eye out on the black market and other channels. Actually purchasing TITAN artifacts is basically impossible for your average Transhuman. You pretty much either break into a government lab, or kill a TITAN warmachine and loot the corpse. Ownership of TITAN artifacts is highly illegal.
Adaptive Optics: [0x-30x mag.] Optical Scope: +10\+10\+10\+10 [Price: Expensive, Extremely Rare]
Summary: Adaptive Optics change the shape of the mirror and optical material on the fly, allowing not just perfect focus at every range, but the ability to change magnification smoothly through the entire range of vision by thought alone. While Human technology can match this in a limited fashion - a few degrees of magnification change, Transhumanity has no proper equivalent, although similar albeit less effective technology has been achieved in research labs. Adaptive Optics use an electronic computer and camera system to allow users with obstructed vision to continue using the attached weapon. It also functions as a smartlink, and changing magnification does not count as a quick-action. Additionally, the system comes with an enhanced imaging upgrade that allows two additional vision modes. There are no drawbacks to this technology - It can be used with every weapon and every mode of fire.
Weapons
Pistol, Caseless [Price: Low | Size: Compact | Weight: Light] AP: -4 / DV: 2d10 / SA, BF, FA / Ammo: 20 / Range: 0-20\50\100\250 Summary: Compact, lightweight, and easily concealable. Decent armor-penetration is due to a smaller, faster round. Pistols are an under-powered and compact weapon designed for concealment, compactness, and use in emergencies. Typically used by security and police forces.
Heavy Pistol, Caseless [Price: Moderate | Size: Compact | Weight: Light] AP: 0 / DV: 2d10+4 / SA / Ammo: 15 / Range: 0-20\50\100\250 Summary: Larger than the above pistol, but still easily concealable. Typically used by private military company's [PMC's] and military forces.
Submachine Gun, Caseless [Price: Moderate | Size: Compact | Weight: Light] AP: -6 / DV: 2d10+2 / SA, BF, FA / Ammo: 38 / Range: 0-20\50\150\350 Summary: Submachine guns are designed to fire pistol cartridges, the ammo for this weapon is interchangeable with sidearms. Greater accuracy, and thus range, and slightly improved penetration are afforded by the longer barrel. Submachine guns are a step up from pistols, meant to be used in close quarters combat [CQB] where compactness and rate of fire [RoF] are more important than accuracy and power.
8 Gauge Cased Automatic Shotgun [Slugs Only] [Price: Moderate | Size: Moderate | Weight: Moderate]
AP: -2 / DV: 2d10+12 / SA, BF / Ammo: 10 / Range: 0-20\50\150\350
[Haven't done the rules for buckshot]
Summary: Shotguns are powerful weapons, but have limited range [much further than you typically find in video-games however] and ammo. In military or security settings they are more often used for breeching than anything else. More typically shotguns are used as a good all-around self defence weapon by civilians. 8 gauge is one of the largest shotgun calibers. [12 gauge is smaller than 8 gauge, 4 gauge is larger.]
Assault Rifle, Caseless [Price: Moderate | Size: Moderate | Weight: Moderate] AP: -6 / DV: 2d10+6 / SA, BF, FA / Ammo: 42 / Range: 0-100\300\500\800 Summary: Assault Rifles fire an intermediary cartridge and are designed for military conflict. These weapons are relatively lightweight, and allow the operator to accurately hit targets well past 500 meters. Despite this range, most infantry combat actually takes place within 500m. As previously stated, rifle and pistol ammo are not compatible.
Squad Automatic Weapon, Caseless [Price: High | Size: Large | Weight: Moderate] AP: -8 / DV: 2d10+6 / BF, FA / Ammo: 200 / Range: 0-100\300\500\900 Summary: Throughout all of modern warfare, perhaps the most dangerous and lethal weapon in the hands of the infantryman has been the light machine gun. While inaccurate at long range, the light machine gun remains the most effective weapon for killing fast-moving infantry, and is very effective at suppressing dug-in infantry so maneuver elements can take them out with enfilade fire. The slightly longer and heavier barrel affords this weapon increased range and penetration over its assault rifle counterpart, both share the same type of cartridge.
Designated Marksman Rifle, Caseless [Price: High | Size: Large | Weight: Moderate] AP: -9 / DV: 2d10+10 / SA / Ammo: 20 / Range: 0-100\300\800\1200 Summary: Designated Marksman Rifles [DMR] are typically high-powered, accurate Battle Rifles, designed to supply rapid and accurate fire on enemy targets at long range. DMR's are similar in ways to sniper rifles, but are generally not as accurate. These rifles serve as an intermediary between conventional Assault Rifles, and Sniper Rifles.
Sniper Rifle, Caseless [Price: High | Size: Large | Weight: Heavy] AP: -15 / DV:2D10+10 / SS / 10 / Range: 0-100\300\1500\2000 Summary: Designed for hitting targets accurately over long distances, sniper rifles excel in an anti-personnel role.
Anti-Materiel Rifle, Caseless [Price: High | Size: Very Large | Weight: Heavy] AP: -20 / DV: 2d10+25 / SS / Ammo: 7 / Range: 0-100\300\1500\2300 Summary: Anti-Material rifles are so named because they serve to eliminate lightly armored equipment on the battlefield. Contrary to popular belief it is not because such powerful weapons are banned from use against infantry. Targets commonly eliminated or disabled by anti-material rifles include advanced jets [on the ground], communications equipment, and light vehicles. In Eclipse Phase it is very likely this weapon would also have been used to eliminate autonomous robots and cyborgs, due to their greater capacity for armor over a typical human.
Glossary
A full list of all articles in the wiki can be found here: The Wiki Index

