P Scale Changelog

Soak Values

Soak Outlines
P-Scale soak values are a little more structured here in order to improve accuracy and inform weapon options.
Weight Class and Soak Value
Throughout this part, the term 'SV' (Soak Value) will be used. Soak Value just refers to the combined value of a unit's TB plus the AP of their body.
Units are, for sake of convenience, divided into four Weight Classes, based on their AV. Infantry >12, Heavy Infantry 13-20, Light Vehicles 21-30, Heavy Vehicles 30+.
Infantry refers to the most lightly armoured units, usually bearing AV of 4 to 12. These represent the majority of troops on the battlefield, especially generic hordes.
Heavy Infantry refers to powerful infantry and often heroes on foot, who have AV of 13 to 20. Iron Guard and many heroes fall into this category.
Light Vehicles refers to exceptionally heavy infantry, many AC Suits and often interceptor aircraft, with an AV of 20-30.
Heavy Vehicles refer to anything with an AV of 30 or higher, including tanks and the mightiest of monsters.
Weapon Kill Values
Throughout this part, the term 'KV' (Kill Value) will be used. Kill Value is the weapon's damage bonus added to its penetration.
MiKV (Minimum Kill Value) is the weapon's KV added to the result of an absolute minimum roll on their damage die.
MaKV (Maximum Kill Value) is inversely the weapon's KV added to the result of an absolute maximum roll on their damage die.
AvKV (Average Kill Value) is the weapon's KV added to the results of the damage dice, assuming they all rolled 5s.
Weapon Role Outlines
Weapons are, to match Weight Classes, divided into four roles: Infantry Killer, Heavy Infantry Killer, Light Vehicle Killer and Heavy Vehicle Killer.
Infantry Killers generally have high rates of fire and a MaKV of up to 15. Their role is to gun down masses of infantry.
Heavy Infantry Killers have low rates of fire, rarely breaching into full autos, but have MaKVs of up to 22; they shouldn't have MiKVs below 10.
Light Vehicle Killers often have very low rates of fire yet still might have Semi-Auto qualities, enough to kill really heavy infantry with some regularity as well as ruining light vehicles through dint of weight of fire.
Heavy Vehicle Killers are almost always single shot, have low ammo qualities and often other drawbacks, but have good range and enough power to kill almost anything in a single shot.

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P-Scale Ranged Weapons

General Weapons (Ranged)

General Weapons have been erased. Obselete, mo' like OBDELETE

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Bolt Weapons

Bolt Weapons are often issued to elite forces.
Bolt weapons are mid-tier heavy infantry killers, but their firepower and anti-horde options makes them favoured weapons for busting infantry hordes. All Bolt weapons have the Tearing quality.
The Bolt Pistol has a high calibre for a pistol with a MaKV of 20, albeit a limited clip and semi-auto capacity. Think of it as a shiny revolver.
Basic Weapons
The Bolter is the standard weapon for the Bolt class, with a MaKV of 20 and relatively decent semi-auto capacity; however, this makes it best for close range combat where range bonuses can buff its DoS.
The Bolt Shotgun is a close range weapon with a slightly lower MaKV of 18. Clever use of its talents make it good for breaking up lighter hordes or going after isolated Independents at close range.
The Stalker Bolter has an MaKV of 20, up to 30 when used with Accurate. With its Tearing quality, this makes it good for killing heavily armoured Independents and even, in a stretch, targeting light vehicles.
Heavy Weapons
The Heavy Bolter can do horrid damage against Independents through weight of fire, but its anti-horde abilities are unparalleled with the ability to deal 12 magnitude damage off a single volley.

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Flame Weapons

Flame Weapons have their use restricted under Protocol 3 of the Convention on Certain Conventional Weapons have made a comeback on the battlefield with the advent of massed Angelspawn. Angelspawn aren't people.
Flame Weapons are primarily used to kill Infantry hordes. They ignore cover and auto-hit, making them reliable horde-busters.
There will be opportunities to technologically upgrade Flame Weapons! Such as with special chemicals that mean they gain extra penetration against Natural Armour, or with special canisters that let them be used to unleash chemical attacks. Wait, that might be a war crime.
Basic Weapons
The Assault Flamethrower packs a MakV of 18 and automatically deal between 11-15 damage to Hordes if the attack deals damage, making them useful close-range Horde killers. Heavier foes won't be much bothered by them, however.
Heavy Weapons
The Heavy Assault Flamethrower brings a MaKV of 20 and great range for a close assault weapon. They automatically deal 21-25 damage to Hordes if they do damage, which is horrifying. I think they might already be a war crime.

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Fusion Weapons

Fusion Weapons are still in their infancy on the P-Scale battlefield.
Fusion Weapons are heavy infantry and vehicle killers- they're frankly terrible at anything else. The current crop of Fusion Weapon is a prototype, but better weapons can be unlocked.
Basic Weapons
The Prototype Fusion Gun has poor range, a bevy of drawbacks, and the 'faulty' quality means it doesn't gain to-hit bonuses from range. It is, however, in the hands of a specialist, still a viable anti-armour weapon.

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Maser Weapons

Maser Weapons are popular with the Australian and American militaries.
Masers are divided into 'Masers' and 'Hellguns'.
Masers are long-ranged, reliable, with sizeable clips and decent burst capacity. They are primarily for utility and anti-infantry. They also have good anti-air capabilities.
Hellguns make for decent anti-heavy infantry weapons, with a higher rate of fire than other anti-heavy infantry weapons, but lower damage. This may be offset by their Hellgun quality, which also makes them good for sapping cover.
The Maspistol is the most reliable pistol going, with a sizeable clip and decent rate of fire.
The Hellpistol strikes a balance between the power of heavier pistols such as the bolt or positron, whilst being more reliable and longer-lasting.
Basic Weapons
The Hellgun is a main-line weapon, very good against infantry and acceptable against heavy infantry. It has a MaKV of 18, 21 with their Hellgun mode on; thanks to Proven, their MiKV is 13.
The Mas Carbine has long range for a carbine-type weapon, and its Burst quality makes it good for tight combat and mobile forces.
The Masgun is the standard maser assault weapon, but it has great range, a reliable clip and reasonable damage. With a MaKV of 16, it is more suited for taking down the top end of infantry moreso than heavy infantry.
The Mas Longrifle is a Maser sniper rifle, and the only rifle with the Longshot ability. With the Felling setting and a skilled marksman, the Longrifle is excellent as an Iron Guard hunter.
The Tactical Maser is primarily a support weapon, and its longshot quality lets support characters stay far away and still remain useful.
Heavy Weapons
The Hellstorm is a great illustration of the versatility of Hellguns. On its normal setting it can be a decent heavy-infantry and infantry killer, but on its Hellgun setting it reaches MakV 24, giving it great capabilities against Iron Guard and the like.
The Maser Cannon is likely to be a mainstay anti-vehicle weapon. With a MaKV of 33 and a MiKV of 21, the Maser Cannon is a reliable weapon with a good clip size that can put the hurt on vehicles. The 'Bulky' Quality means it has to be fired by a team, and the 'Ungainly' Quality gives it a penalty to hit units beneath a certain size.
The Multi-Maser loses out on hit reliability to the Rail Vulcan but makes up for it with a great anti-air quality, Devastating, and higher damage; there's a distinct chance of cutting down lighter types of heavy infantry through massed fire.

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Positron Weapons

'True' Positron weapons are used in limited numbers in all militaries as a specialist weapon, but only the UN deploys Pulse weaponry en masse.
Positron Weapons are divided into 'Positron' and 'Pulse'.
Positron Weapons serve two roles: one, as anti-AT Field weapons, and secondly as one of the most powerful weapons a soldier can wield, being primarily anti-heavy infantry.
Pulse Weapons are a reasonably powerful anti-infantry weapon that's good for weakening AT Fields.
The Positron Pistol is shiny expensive officer bait the most powerful pistol going. It has a small clip, but packs a huge punch and is excellent for dual-wielders looking to hole a Guard.
The Pulse Pistol is a good hold-out weapon for a line trooper, with reasonable offensive ability and decent rate of fire.
Basic Weapons
The Positron Gun is a dedicated anti-heavy infantry weapon with a MaKV of 23, 27 on Max Pen mode and 33 on Max Power mode Its single-shot only nature makes it poor at killing infantry, however.
The Pulse Autorifle has a good rate of fire, making it good at sapping AT Fields; its MaKV of 17 also makes it good at hurting infantry and winging Heavy Infantry.
The Pulse Blaster's qualities make it useful as a close-range assault weapon against enemy AT Field users- at point blank range it can deal many hits, with a MaKV of 19.
The Pulse Carbine is a favoured weapon for forces on the move, especially ones who might have to fight AT Field users.
The Pulse Sniper Rifle is a reliable sniper weapon whose long range and positron qualities make it good for sniping imprudent AT Field users.
Heavy Weapons
The Burst Cannon is great for whittling down AT Fields, but its high rate of fire, good damage and Devastating quality makes it good for pulping many types of hordes, too.
The Positron Cannon is a very powerful weapon, with a MaKV of 36 and the capability for Maximal Mode. However, it carries a risk of overheating and it has a limited ammo clip.
The Pulse Railcannon is a little weak for an anti-vehicle weapon, but has greater range, reliability and clip size than the Positron Cannon.

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Rail Weapons

Rail Weapons are a common standard arm for many armed forces now.
Primarily, Railguns lean towards being infantry killers with strong support options.
The Rail Pistol is a standard pistol. It is an infantry-killer, with a relatively high clip and high rate of fire.
Basic Weapons
The Rail Carbine's primarily a close-range combat infantry killer, less effective against the heavier scale of infantry but should still cause some damage due to its volume of fire.
The Rail Assault Rifle has excellent rate of fire and a MaKV of 14, making it good against most infantry but requires work to be useful against heavy infantry.
The Rail Battle Rifle, like its E-Scale brother, is a fairly weak sniper rifle but makes up for it with the Snapshot quality.
Heavy Weapons
The Rail Autocannon's main defining trait is its ability to fire semi-auto shells; it is otherwise a rather weak anti-vehicle weapon with an MaKV of 27 and a MiKV of 9.
The Rail Minigun's main strength is its Storm quality, allowing it to score lots of hits off low Degrees of Success.

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Shuriken Weapons

Shuriken Weapons are exclusive to Phantoms, based on First Federation designs as seen through the debased lens of the Lilim understanding. They rapidly propel razor-sharp hypercooled discs that slice through armour and flesh; they then begin flash-melting, releasing a vicious anticoagulant into the bloodstream.
Shuriken Weapons are infantry and heavy infantry murderers. Their damage is invariably low, and the nature of the shurikens in question mean the weapons are short range before the discs begin melting into liquid, but they have an excellent collection of qualities and a high penetration.
The Shuriken Quality no longer treats TB as lower if the attack's penetration exceeds the target's AP. Instead, if a Shuriken attack hits you and does damage, and its Penetration was at least one point higher than your AP, then you now must test Toughness or suffer from Blood Loss.
Pistols Weapons
Shuriken Pistols have decent rate of fire and a MaKV of 15; with a few Degrees of Success however it becomes MaKV 20, 22 against Unnatural Toughness 2 or more.
Basic Weapons
The Bane Rifle has had a Penetration upgrade, but is more or less the same. With a max MaKV of 30 (32 vs Unnatural Toughness 2), a well-placed Bane Rifle shot can take many targets out of the fight easily. Unfortunately, it has to reload after every shot. Idly, the Bane Rifle dart isn't the anticoagulant that most Shuriken weapons use but instead the neurotoxin that the Phantoms used to kill Washington, Ms. Simonides, Emma, etc.
The Shuriken Rifle has lost Reliable quality, its damage has dropped by 2, its range is poor for a mainline weapon and Shuriken no longer can ignore TB on high Pen attacks. However, it has gained a point of Penetration and the Rapid Fire Quality, making it a great weapon for rapid attacks.
Heavy Weapons
The Shuriken Cannon brings violent death to any hordes or anyone in general, with a horde-slaying quality second only to the Heavy Bolter. Its qualities allow it to scathe down Iron Guard in the right circumstances too. All in all, a nasty weapon.

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Explosives and Launchers

Explosives is the definition for a wide variety of tools including grenades, mines and missiles. Generally they are quite diverse as a weapon category.
The Blind Grenade has been unchanged, and still fills the role of an advanced screening grenade to shield forces from ranged attack.
The Death Blossom is a high-powered grenade now fully sporting the Maser and Proven (3) qualities. It's a little more reliable than a Frag, and more capable of busting heavy infantry.
The Flashbang remains unchanged.
The Frag Grenade is unchanged, but the reduction of AP and the creation of a semi-auto grenade launcher makes it a little more viable.
The Hallucinogenic Grenade is unchanged.
The Incendiary Grenade is unchanged, but its qualities make it good for setting hordes on fire and denying natural cover such as trees.
The Frag Mine has gone unchanged.
The Claymore now has the Spray and Scatter qualities both, allowing it to deal heavy damage to incoming infantry.
The Frag missile has been unchanged.
Generic Launchers
The Grenade Launcher has poor range, but it can fire up to two grenades at once and load a full six inside, making it good for close combat.
The RPG Launcher is longer ranged than the Grenade Launcher, but lacks its capacity and rate of fire.
The Missile Launcher can be loaded with a single missile, which are quite powerful, and has good range.
Purpose-Built Launchers
The Anti-Tank Launcher is a reliable anti-vehicle missile weapon with Tearing and Indirect giving it its own unique edge.
The SAM Launcher fires an anti-air missile with enough firepower to damage most aircraft. However, it has the Ungainly Quality, making it poor at hitting small targets.

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P-Scale Melee Weapons

All Melee Weapons are made with the following assumptions: that they will be wielded by characters, mostly, with SB values between 4 and 6, and that the most common Ablative value for P-Scale is 2.
The SB note is important because it makes pinpointing MaKVs and the like difficult, so that's why the above assumption has been used.
A note on Ablatives: Ablatives have an Ablative Value. Let's say it has an AV of 2 as noted. Any attacks with a Pen equal or below the AV are negated and the Ablative is not burned, so attacks with a Pen of 1 or 2 would be negated without burning Ablative.
Any attacks with a Pen above the AV are negated, but the Ablative is burned. This means an attack with a Pen of 3 or 4 would be negated but burn the Ablative.
Any attacks with a Pen more than double (ie. Double plus one) of AV are not negated but burn the Ablative at the same time. This means an attack with a Pen of 5 would not be negated but would burn the Ablative.
The upshot of all this is this: Melee Weapons are likely to have, compared to ranged weapons, lower damage codes, with more focus being on penetration.

General Weapons (Melee)

For Melee, General Weapons fit into the mould of "Weapons that don't fit anywhere else". They mostly consist of the 'generic' surovite weapons.
Most General Weapons have no damage bonuses and rely on penetration to narrow the gap. These generic weapons will often have trouble dealing real damage to heavily-armoured units however.
One-Handed Notes
The Surovite Shortblade is notably built for infantry Hordes to use as a bayonet. Hordes get no benefit from knives' higher Fury rates.

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Pneumatic Weapons

Pneumatic Weapons use internal motors to add extra force to their impact.
As per the norm for P-Scale Melee, Pneumatic Weapons have low damage codes, but they have very decent penetration and their Pneumatic quality makes them great for busting armoured foes. However, as a weapon class they're horribly slow.

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Positron Weapons (Melee)

Positron Melee Weapons consist of highly reinforced metal housing which contains magnetic field generators and positron emitters, that generate second-long bursts of positron in a halo around themselves near impact, shearing through almost any surface without pause.
Positron Weapons have the highest penetration values for a P-Scale melee weapon, meaning they shine at penetrating AT Fields as well as Ablatives.

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Progressive Weapons

Progressive Weapons support social advancement and equity use a blade that vibrates at a very high frequency, creating intense cutting power which slices easily through metal, flesh and bone.
Progressive Weapons have high damage values for melee weapons, and often high enough penetration values to force at least an Ablative burn. All things being equal, Prog Weapons are the best weapons for dealing damage.

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Armour Changelog

Basic Armour

Basic Armour refers to more generic style armour that is often in wide circulation.
Basic Armour Notes
Agent Suits are new; they represent barzilite suits that look like a professional suit. They have the Nondescript trait, meaning the armour won't be recognised as armour; furthermore, Compact equipment hidden in the armour is harder to find through searches.
Carapace Armour no longer has Ablative.

Power Armour

Power Armour is excellent but rare armour that often increases the wielder's strength and provides excellent protection.
Fed. Power Armour Notes
The new Federation Armours unlocked due to 5th Gen Armour research (Cerovite and Shadowline) have been added in.
Fortress Armour now has Ablative (3), Dreadnought and Recoilless, making it a watered down version of full Dreadnought Armour.
Light Armour has lost Ablative.
Heavy Armour has Ablative (2), and its Heavy quality has been dropped to 40 to make it easier to access.
Shimmer Armour has lost Ablative.
UN Power Armour Notes
Stormtrooper and Vanguard Armour have both lost Ablative.

Crafted Armour

Crafted Armour refers to special armour that for whatever reason, must be handmade and so is not purchaseable through RP; they must be produced one at a time through crafting.
Often this is to limit the proliferation of certain items that might be a little too powerful if open for easy purchase.
Rules for how this will be done exactly will be up soon (most of the rules are already there, they just need to be adapted to the Campaign Turn format.)
Blueprint Templates
These represent the generic template of a Crafted Item, before any modifications are made during the process.

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Unique Armour

A big list for unique armours.
Michael's Armours
Armour for Michael; it's all new.
Raphael's Armours
Basically unchanged except now they have Ablative (X) Values. Paladin Armour gains Sentinel and the Red Shadow Cape gains unlimited Chameleon.
Unique Enemy Armours
Phantom and Solomon Adept armour lose Ablative and Empowering; Chameleon mode is unlimited.

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