The BlackHammer Conversions
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The contents of these pages have been collected from the Quake II
html manual and from DuvalMagic's Quake 2 Weapons And Combat FAQ by Flint Shrubwood for the
BlackHammer Cyberpunk Project site.
Also check out Quake,
The Universe and Everything, home of Quake Haiku! And there is a
Quakagotchi game!
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The Armory |
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Blaster Pistol:
This is the standard issue rechargeable energy side-arm. Using
State Of The Art capacitors and batteries, it does not require ammunition.
Useful for taking down Plebes as well as exploding barrels and setting
off shootable buttons and secret doors. Keep one on you at all times.
The Blaster Pistol reloads itself at a rate of 1 shot per round
(This weapon is somewhat beyond the tech level of CPunk 2020)
PST +1 J R 1d10 1 1 VR 50m $2,000
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Shotgun:
This auto-loader based on a more rugged frame striker shotgun
uses 12 gauge shotshells for ammunition. The spread of the
shotgun blast makes close combat more damaging, but long range
attacks easier. Perfect for the less than proficient marksman.
SHG +0 N P 12g 20 2 ST 50m $900
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Super Shotgun:
This is the uncompromising big brother to the
Shotgun. Choose your shots effectively. The slow firing rate may
only give you a few chances to bring down the enemy before he’s
able to engage you up close. It eats far more expensive shells
than the Shotgun, but the show is well worth it.
This weapon fires 10gauge shot from both barrels simultaneously
and holds 6 shells internally (3 shots). Recoil Factor is 7.5.
SHG +0 N R 10g 3 1 ST 50m $1,500
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Machine Gun:
Although this weapon is easy to use, its light
weight allows for considerable kickback that will push your gun
up. Fire in short burst until you can effectively steady your aim.
This weapon gets no autofire bonus at short range and doubles autofire
penalties at medium / long ranges. Stats assume the folding stock is
extended, otherwise decrease accuracy by 1 and increase concealability
to Jacket.
SMG +1 L P 3d6(5.7mm) 40 20 ST 200m $950
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ChainGun:
The chain gun makes mince meat out of your
enemy, but requires an insane amount of ammunition. The long
spin up and spin down time makes the chain gun most effective
for sustained attacks. Because of the spin-up time, for the
first round of fire the ChainGun only has ROF:10. Recoil Factor
in full ROF is a mere 9!
HVY +1 N R 3d6(5.7mm) 200 100 ST 300m $4,000
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Grenade Launcher:
The grenade launcher is useful for
delivering firepower into hard to reach areas or clearing out
potential ambushes. We do not recommend using the grenade
launcher in confined areas. This weapon fires standard Grenade
Launcher 40mm Grenades from a small capacity 5 round drum magazine.
HVY -1 N R (special) 5 1 VR 100m $700
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Rocket Launcher:
The rocket launcher delivers heavy fire
power to your target. Be careful not use this weapon in close
combat. Standard 66mm Rockets deal 7d10 damage with a 5m burst,
and are also available in HEAT round format (1/2 SP, full damage,
no burst effect).
HVY +1 N R 7d10 4 1 VR 400m $2,550
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Hyper Blaster:
A hyper blaster is an energy chain gun with no
spin up delay. Its high rate of fire is incredibly effective at
destroying the enemy and depleting your energy cells. A magazine
for this beast is only rechargeable at a special facility and costs
$2,750
HVY +1 N R 2d10 100 50 UR 300m $10,000
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Rail Gun:
The Rail Gun fires depleted uranium coated ferrous slugs at super
high velocities. Take note of the distinctive blue corkscrew trail of
smoke caused by the projectile – or better yet, see how many
scumbag Stroggs it goes through before it hits concrete.
RIF +2 N R 3d10AP 10 1 ST 500m $8,000
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