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Mutants & Masterminds 3e - Gadget Guide - Heavy Weapons

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Mutants & Masterminds 3e - Gadget Guide - Heavy Weapons

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GadGet Guide: Heavy Weapons

When giant monsters or ram- target in it can be considered a


paging super-villains attack “target” for the purposes of the
the city, it’s time to pull out modifier, adding an additional
the big guns. This Guide looks –1 penalty. Some Multiattack
at the heavy weapons used by weapons have a limited arc of
military forces, from machine fire while others move freely
guns to missiles and beyond to enough to have a complete
nuclear weapons and planet- 360 degree arc.
busting bombs.
Indirect Fire weapons fire in
long arcs intended to increase
Heavy their range. They have 1 rank
of the Indirect modifier (Hero’s
Weapon Rules Handbook, page 141) allowing the
effect to “originate” from the height
Heavy weapons operate differently from of its arc, measuring line of sight of
personal combat weapons in a number of that point. This allows indirect fire weapons
ways, particularly how the weapon is aimed and to overcome cover, such as walls, between the
fired at its targets, and the effect it has on those targets, weapon and the target. Targets still benefit from conceal-
given that many heavy weapons have a blast radius or wide ment, however, unless a “spotter” is employed to help
area of effect. direct the weapon fire on-target.

taRGetinG effect
The range and radius of most heavy weapons mean they An attack with a heavy weapon with an Area modifier can
tend to be targeted differently from normal ranged attacks. have one of four possible outcomes:

Direct Fire weapons are targeted like regular ranged • Miss: The target is outside of the attack’s area,
attacks, so long as they are capable of a direct hit (see the and therefore unaffected by it, although collat-
following). Otherwise, they are area attacks and do not eral damage may have some incidental effect. For
require an attack check, unless the GM wishes to use the example, a miss with an incendiary weapon has
optional Scatter rules (see the sidebar). no direct effect on the target, but the weapon still
ignites fires, which may spread or otherwise affect
Multiattack weapons are direct fire weapons capable targets outside the initial area.
of “spreading” their effect over or across an area, or con-
centrating it on a single target. These weapons use the • Near Miss: The target is inside the attack’s area, but
Multiattack modifier (Hero’s Handbook, page 143). Per succeeds on a Dodge resistance check to reduce the
the extra description, a spreading Multiattack suffers a –1 effect’s rank (Hero’s Handbook, page 138). This rep-
penalty per target in its arc, making a single attack check resents diving for cover, hitting the ground, almost
and comparing the result against all targets. At the GM’s (but not quite) clearing the area, and so forth. Divide
discretion, any 30-degree portion of the arc without a the effect in half and round down for that target, with

scatteRinG aRea attacks


While standard area effects in M&M require no attack check to place them in the chosen area, some area effect weapons
suffer from “scatter,” particularly when using indirect fire. Gamemasters interested in implementing this in game terms can
use the following guidelines.
If a heavy weapon is used with indirect fire and no line of sight, an attack check is required to deliver the attack on-target.
For static targets, this is a check against DC 10 (an effective Dodge rank of 0). Moving targets use their normal Dodge
defense. With a hit, the attack is centered correctly. On a miss, each point less than the DC results in the center of the attack
shifting in a random direction (roll a d20 with 1–5 = North, 6–10 = East, 11–15 = South, and 16–20 = West) a distance rank
equal to the area rank , minus 2 (so about 6 feet for Burst Area 1, for example). A sufficient miss (two degrees of failure or
more on a standard Burst Area) may leave some targets out of the affected area altogether.
The scattering guidelines can also be used for direct fire attacks, in which case the GM may allow attackers to choose
between making a “safe” area attack that requires no attack check, but has a standard effect (and allows a Dodge resis-
tance check) or making an attack check, which allows all the usual attack check modifiers for a direct hit, including things
like aiming and power attack, but risking scatter if the attack check misses.

GadGet Guide: Heavy Weapons 1


a minimum of 1 rank. The Evasion advantage grants
a circumstance bonus to the Dodge resistance check
for a near miss.

• Hit: The target is inside the attack’s area and does not
succeed on a Dodge resistance check to avoid some
of the effect. The target is subject to the full effect
of the attack, but may make any other resistance
check(s) the attack allows.

• Direct Hit: Additionally, some heavy weapon attacks


may have additional ranks defined as a direct hit,
targeting only a single target, presumably one at
the center of the attack’s area. Scoring a direct hit
requires a normal ranged attack check against the
target, even if the rest of the weapon’s effect is area-
based.

Example: A missile is Ranged Burst Area Damage


8 with Ranged Damage 2 (direct hit). If the missile
scores a direct hit, the target resists Damage 10
(the base Damage, plus the direct hit). If the attack
check fails, the target resists the missile’s Burst Area
Damage normally (including rolling a Dodge resis-
tance check to halve the effect).

The direct hit ranks of a weapon cost the same as a single-


target version of the weapon’s effect (without any area
modifiers). Direct hit weapons can have modifiers to their
attack bonus (such as Accurate) and can trade-off accuracy
for effect, but are limited by power level like normal attacks,
and their area modified ranks cannot exceed power level,
as usual.

MacHine Guns
Machine guns start out with relatively crude hand-cranked
mechanical versions like the 19th Century Gatling gun
(and its “steampunk” equivalents): a cluster of rotating
barrels which each feed, fire, and eject a round as they
turn, fed ammo from a connected drum or bin. Operated
properly, such a gun fires with the Multiattack extra on its
Damage. Mechanical machine guns must be mounted,
at least on a tripod, more often on the deck of a vehicle
like a carriage, wagon, or ship. Mechanical machine guns
are prone to various complications, particularly jamming
or even exploding, and may be considered Unreliable
(although these problems were generally not common
enough for a flaw, and are better handled as complica-
tions or possibly a Quirk).

Modern automatic machine guns are single-barrel weapons


using automatic fire for Multiattack. They generally use
belt-fed ammo and can fire as long as they have ammo and
the weapon’s barrel does not overheat (a common compli-
cation).

Light machine guns (LMGs) fire rifle rounds and are light
enough for a single gunner to fire from a bipod or shoul-
der stock. Their traits are similar to an assault rifle (Ranged
Multiattack Damage 5) but with a greater ammo capacity.

Medium machine guns (MMGs) use a tripod or permanent


swivel mount to provide additional stability, making them

2 GadGet Guide: Heavy Weapons


“only a buRstinG sHell...”
Heavy weapons rarely have or need the Penetrating modifier, since their sheer Damage rank allows them to overcome all
but the highest-ranked Impervious Toughness. Even rank 20 Impervious Toughness does not protect absolutely against
artillery or air-to-air missiles (and other modern military weapons), altough it may make succeeding on Toughness resis-
tance checks against those weapons relatively easy. For true “invulnerability” to even heavy weapons, take the Immunity
effect—particularly Immunity to Toughness effects for 80 ranks. Otherwise, simply add on higher ranks for Toughness to
handle the “big guns”.
The primary exception to Penetrating Damage heavy weapons is anti-tank weapons, using shaped explosives specifically
designed to punch through armor. These weapons often do have Penetrating ranks, allowing them to inflict at least some
Damage through even the heaviest armor. This makes them fairly effective weapons against giant armored monsters and
invulnerable super-beings as well.

Accurate (and therefore more likely to inflict greater Multi-


attack damage).
Guidance
Heavy machine guns (HMGs) use higher-caliber ammo, A missile has one of three types of guidance: aiming,
giving them Damage 6 or even 7. They are otherwise similar remote, or homing.
to medium machine guns, including the need for a fixed Aiming guidance points the missile at a particular target
firing mount. Some heavy machine guns use depleted but, if the initial attack misses, the missile continues fol-
uranium or other types of armor piercing ammo, giving lowing its trajectory until it hits something or it is remotely
them ranks in Penetrating to overcome vehicular armor. destroyed. This is essentially the same as a normal ranged
attack with a single attack check against the target’s Dodge

aRtilleRy defense.

Remote missiles are guided by a “pilot” who controls the


Artillery begins with cannon, guns with a bore larger than
missile remotely. This gives the missile the benefit of the
20 mm, initially firing heavy metal balls using a charge of
pilot’s skill in hitting its target, and typically also gives it the
gunpowder. They’re mounted on wheeled carts or other
Homing extra, since a pilot can have a missile that misses
vehicles, including the decks of ships.
its target change course to pursue or swing around for
Eventually, artillery pieces include mortars, used for indirect another attack. The primary drawback of remote missiles is
fire of explosive rounds, and breechloading weapons with jamming or interference with the remote connection used
hydraulics to absorb the shock of recoil. to guide the missile, which leaves it with no guidance.

Artillery weapons are nearly always Ranged Burst Area Homing missiles are self-guided, locking onto the target
Damage effects, sometimes with extra Ranged Damage using some type of sensor, and then tracking to follow
ranks for direct hits (see Direct Hit, previously). They range the target until the missile hits. This gives the missile the
in rank from 7 (for the lightest artillery pieces) to 13 (for Homing extra based on a particular sense, typically infravi-
massive shipboard gun batteries). sion for “heat-seeking” missiles and accurate radio for radar-
guided ones.
The key element of artillery weapons is Indirect fire, launch-
ing projectiles in a high ballistic arc to hit targets great dis- Targets may be able to “fool” homing missiles by providing
tances away. Artillery typically has 5–7 ranks in Extended a different target or masking the original target from the
Range as well: a Damage 9 howitzer has a long range of missile’s sensors so it loses the target-lock. Decoys and chaff
about 57,000 feet (Extended Range 6). are used to distract or overwhelm homing missiles.

As described under Indirect Fire, unless there is a spotter or


forward observer feeding information back to the gunnery WaRHeads
crew, targets of artillery benefit from concealment, since
the attacker is too far away to see them! Artillery fire can Missiles are equipped with a warhead, a payload of explo-
target specific areas or map coordinates, but not highly sive material, chemical incendiary, gas, or other effect that
mobile targets. Still, Dodge resistance checks are required is delivered upon impact. The missile’s warhead determines
when passing through artillery fire, and taking cover is the what effect it has. See the tables on page 187 of the Hero’s
best defense against it. Handbook for some additional useful ranks.

Explosive warheads are the most common, providing a


Missiles Burst Area Damage effect, typically rank 8–12, often with
additional ranks of Area to increase the radius. Missiles with
Missiles are self-propelled weapons, usually chemical explosive warheads may have non-Area ranks of Damage
rockets, equipped with their own guidance systems to for a direct hit effect as well, as described under Heavy
direct them to a target. Indeed, the presence of some type Weapons Rules.
of guidance is the difference between a missile and a rocket
Gas warheads create a Cloud Area of gas or other chemical
(which is also self-propelled, but cannot change course in
agents, typically an Affliction effect of some type, although
flight towards its target).

GadGet Guide: Heavy Weapons 3


some poisonous or corrosive gases may simply be Damage it, or be in front of the missile, in which case a failed grab
as well, perhaps with Resisted by Fortitude, and possibly a check results in a direct hit against the diverting character!
Secondary Effect in some cases.
Disarming a missile is a challenge with a DC of 25–30,
Incendiary warheads release a Burst Area of chemical ac- requiring at least five degrees of success before three
celerants for fire Damage with a Secondary Effect, as well of failure. Traits used may include Strength, Damage, or
as setting combustible materials in the area ablaze. Like Technology to gain access to the internal mechanisms and
explosives, they may have extra ranks of Damage for direct Expertise, Technology, or Dexterity to manipulate and dis-
hits as well. connect those mechanisms. A degree of failure may cause
a complication, like speeding up a timer or breaking an
Biological warheads also release Cloud Areas, similar to important part, while complete failure on the challenge
gas, but carrying a biological agent like a pathogen. This is sets the warhead off. Success disarms the missile so that
typically a Progressive Affliction effect, sometimes Limited it has no effect other than its impact. At the GM’s option
to less frequent resistance checks (from an hour to a day or it may also reduce the impact to a negligible amount.
more between checks). The disarming process requires the character to be able
Nuclear warheads are the most powerful and dangerous to access the missile during the entire time, meaning it
of modern weapons. See Nuclear Weapons (following) for must be stationary, the character must be keeping pace
details. under his or her own power, or the disarming character
must be riding the missile, providing plenty of incentive
to succeed!
defeatinG Missiles
Given their speed, a close range attack with a missile is toRpedoes
handled just like a regular ranged attack: if the attack check
succeeds, the missile hits, if it fails, it misses. Since missiles Torpedoes are essentially missiles designed to function
often have explosive warheads, they may use the direct under water and hit aquatic targets. Apart from this, they
hit guidelines from the Heavy Weapons Rules section, work in essentially the same way, and can use the same
with the caveat that most missiles do not have a Near Miss rules, including means of fooling, outrunning, diverting,
degree unless the missile impacts another target (includ- and disarming them (substituting aquatic movement for
ing the ground) near the original target, but still within the aerial or ground movement).
radius of the missile’s Area of Effect.

Fooling a remote or homing missile requires giving the nucleaR Weapons


target concealment from the sense(s) the missile uses. Nuclear weapons are the ultimate “big guns” in the
This applies the usual effects of concealment: a –2 cir- modern world, and amongst the ultimate weapons in
cumstance penalty for partial concealment, –5 for total comic book settings as well. They rely on nuclear fission or
concealment and, if a totally concealed target changes lo- fusion to release tremendous energy in the form of light,
cation, the missile cannot get a positive “lock” and misses heat, ionizing radiation, and a powerful concussive blast.
unless the target’s location is re-acquired. These modifiers This means, in M&M game terms, a nuclear blast has four
take effect once the concealment is in place, modifying separate effects.
any subsequent checks involving the missile.

Outrunning (or at least outmaneuvering) a missile is an


flasH
option for targets with the right movement effects. Most
The initial flash of a nuclear explosion releases light bright
missiles have speed rank 9 (with actual speeds falling in
enough to cause permanent blindness for anyone looking
the range between ranks 9 and 10). Treat outmaneuver-
in the direction of the blast without sufficient visual shield-
ing the missile as a challenge with a DC of (10 + missile’s
ing or protection. This is a Visual Range Dazzle Affliction
speed rank) requiring five degrees of success before three
(Hero’s Handbook, page 103) with the addition of a fourth
degrees of failure. Appropriate traits for checks include
degree effect, where the Visually Unaware condition
movement ranks, Agility, or skills like Acrobatics or Ve-
becomes permanent unless treated with a power such as
hicles. Winning the challenge means the missile attack
Healing or Regeneration. The GM may wish to treat flash-
misses, while losing it means the character takes a direct
blindness as an Incurable condition as well, requiring Per-
hit from the missile.
sistent effects to treat it.
Diverting a missile requires successfully grabbing it (see blast Wave
Grab, Hero’s Handbook, page 196) using the missile’s speed
rank as its Strength for resistance. Once grabbed, the char- The flash of a nuclear blast is followed (at a comparative
acter can make another opposed check (Strength versus snail’s pace) by a wave of heat and concussive force. The
Speed rank) to redirect the missile. Of course, remote or heat wave can vaporize nearby objects, leaving nothing
homing missiles may be able to adjust their course and but charred “nuclear shadows” behind, while the blast
get back on-target, unless they’re diverted into another wave can blow apart virtually any structure or object in
target (including the ground) that sets them off. Divert- its path. This is a pure Damage effect, with the heat and
ing is difficult and dangerous because the character either impact descriptors, and plenty of the Burst Area modifier;
has to match the missile’s speed to catch up to it and grab even a “tactical” nuclear blast has at least 10 ranks of Burst

4 GadGet Guide: Heavy Weapons


Area, giving it a radius of about a mile. More powerful
weapons have even more ranks, each doubling the blast planet-bustinG
radius. The truly “heavy weapons” in the comic books can
destroy targets as large as entire planets! While it is often
electRoMaGnetic pulse easier to simply treat such massively powerful attacks
as plot devices, sometimes it’s fun to consider the limits
The explosion produces a powerful electromagnetic pulse of the game system in terms of modeling them. Case in
(EMP), affecting unshielded electronics within a line-of- point: how many ranks of Damage would you need to
sight to the blast. This is a Visual Range Weaken Electronics destroy an Earth-sized planet in MUTANTS & MASTERMINDS?
effect with the Broad and Simultaneous modifiers. Elec-
A lot of it depends on how we define “destroy.” For the
tronic equipment affected by the EMP does not regain lost sake of discussion, let’s stipulate the following:
ranks until it is repaired, and some equipment may be per-
manently damaged or in need of replacement parts. • The Earth is an “object” in game terms (albeit a
big one). So it is subject to the rules for damaging
Radiation objects.
• While made of a wide variety of materials, we’ll
Lastly, a nuclear blast releases ionizing or “hard” radiation, consider the Earth’s base Toughness around rank 8.
a Progressive Affliction effect (Resisted and Overcome by • The “thickness” of the Earth is its diameter: 7,901
Fortitude; Fatigued, Exhausted, Incapacitated) with Extra miles. That’s technically a distance rank of 20, since
Degree (Dead) and the Limit of one resistance check per it’s shy of the 8,000 miles value of rank 21. Since an
day. So even managing to survive the blast may only result object’s Toughness equals its base rank + (distance
in slower death by radiation poisoning. rank + 7), that would make Earth’s Toughness rank
8 + (20 + 7) or 35.
In the case of a groundburst, where part of the blast
touches the ground (rather than an airburst), there’s also • Let’s say the Earth’s Toughness is also Impervious,
so nothing less than Damage 17 even has a chance
the matter of radioactive “fallout” where irradiated matter
of damaging the planet as a whole. Anything else
is thrown high into the air to drift on the winds and settle might mess up the landscape, but that’s all.
across an area extending downwind from the blast site.
This radioactive material has a similar Affliction effect and So, the minimum Damage rank (17) has a resistance DC
makes the area near the blast dangerous for quite some of (17 + 15) or 32, less than the planet’s Toughness value,
meaning the resistance check can’t fail. A Damage rank
time thereafter.
of 21 (DC 36) is needed for there to even be a chance.

effect Rank Of course, a planet is a pretty large target, so it seems


unfair to allow anything less than an area effect to work
against it, perhaps a very large area effect! That limits
A “tactical” nuclear blast should be rank 20, with larger the options, since area effects do not require attack
nukes up to rank 30. Needless to say, few targets are going checks, and are not subject to modifiers like critical hits
to be able to resist effects at this rank without some form or maneuvers like power attack. They’re also subject to
of Immunity. The Gamemaster may wish to allow for an power level limits, meaning a planet-buster has to have
“impossible” resistance check: where a natural 20 rolled on serious power, above PL20. The area may not need to
the check allows the character to survive. The same may be encompass the whole planet, but the radius or range
should span at least its mantle, about 10–20 miles on
allowed for a hero point spent for on a re-roll, in which case
Earth, which is 13–14 ranks of Burst Area.
a natural 10 or 20 allows for survival (doubling the odds).
At Damage 21 (DC 36), the planet only needs to roll a 1 for
Surviving—or even being killed by!—a nuclear blast is also no significant damage (although targets on the surface of
an excellent opportunity to redesign a character from the the planet are likely devastated). Even a failed check only
ground up (Reallocating Power Points, Hero’s Handbook, means a Toughness reduction. It takes at least Damage
page 26). 25 before two degrees of failure become possible: the
attack blows a hole through the crust of the planet! While

supeR-science Weapons that wouldn’t shatter the Earth in one strike, it probably
means the end of life as we know it, as the planet’s molten
core bursts out and floods the surface. At a truly massive
MUTANTS & MASTERMINDS settings may offer super-science Damage 35 (DC 50), the planet needs a die roll of 15 or
weapons of mass destruction far greater than anything better to avoid damage altogether. A roll of 10 or less
that exists in the real world, from alien planet-busters to means a hole punched through the mantle, while a roll of
mad science doomsday machines. 5 or less shatters the entire planet!

As these weapons are often far greater in their destructive


potential than even fusion bombs, they tend to be best Dealing with these weapons may use many of the same
handled as plot devices which have whatever effect they guidelines found under Defeating Missiles, particularly
are stated to have—whether that is blowing up a planet disarming, although fooling or diverting are also possibili-
or melting the polar ice caps—in the unlikely (and unfor- ties if the weapon uses guidance or a projectile of some sort
tunate) event that the heroes do not manage to stop the or is carried as a warhead onboard a missile.
weapon from being unleashed!

GadGet Guide: Heavy Weapons 5


cRedits & license
MUTANTS & MASTERMINDS GADGET GUIDE: HEAVY WEAPONS that material. Mutants & Masterminds, Super-powered by
M&M, Green Ronin, and their associated logos are trade-
Writing and Design: Steve Kenson
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Art Direction: Pauline Benney The following is designated as Product Identity, in ac-
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Playtesters: Leon Chang, James Dawsey, Nathan Kahler, their associated images, descriptions, backgrounds, and
Jack Norris, Aaron Sullivan related information are declared Product Identity.
Publisher: Chris Pramas
Green Ronin Staff: Pauline Benney, Bill Bodden, Joe The following text is Open Gaming Content: all game system
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Lindroos, Hal Mangold, Jack Norris, Chris Pramas, Evan Green Ronin Publishing
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the License itself. No other terms or conditions may be 11. Use of Contributor Credits: You may not market Copyright 2013, Green Ronin Publishing, LLC; Author
applied to any Open Game Content distributed using or advertise the Open Game Content using the name Steve Kenson.
this License. of any Contributor unless You have written permission
from the Contributor to do so.

6 GadGet Guide: Heavy Weapons

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