F.U.B.A.R. Shuriken Launchers (and hand-flung shuriken)

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F.U.B.A.R. Shuriken Launchers (and hand-flung shuriken)

Yes, it was inspired by the Schlock Mercenary RPG's latest fluff excerpt. :)

You can read the original in the wonderfully formatted Google Doc I knocked together this evening here. I'll try to reproduce it below, of course, but tables just don't come across right on these forums, and are a stone bitch to format.

No, seriously. You'll be much better off clicking this link than trying to read these rules on this forums. Fairly warned ye be.

F.U.B.A.R. Arms. Co.


Funned-Up Beyond All Reason Armaments Combine

One day, in late 7 AF, a bored inhabitant of Locus was browsing the old archives for something to do. His muse suggested the idea of an RPG, and he told her he didn’t feel like a video game. Then she clarified that role-playing games originally were a cooperative (nominally) tabletop (again, nominally,) storytelling framework. After she explained this, she showed him some excerpts from an old role-playing game she found in an old archive, labeled the Gun-Toting, Maxim-Quoting, Space Opera RPG.

Unfortunately, excerpts were all that survived, at least in the archive his muse had access to, but one excerpt in particular caught his attention and aroused his interest far more than was reasonable.


Phubahr 75mm Shurikannon
If you want to hit your target like a metric truck-fun of drunken ninjas, hold tight and let loose with the 75mm Shurikannon from Phubahr. This pea-shooter launches 5-packs of 7.5cm “throwing stars” at roughly 200 meters per second, and can empty a 20-round magazine (that’s 100 shuriken) in two seconds.

But when we say “hold tight,” we mean it.The Shurikannon kicks with 8500 newtons of force for each sharp, starry cluster of joy sent downrange, and that’s almost exactly the force you got hit by that one time during sparring practice when you told your sensei not to hold anything back.

There have been worse ideas in the long history of bad ideas, but most of those ideas envy the Shurikannon for how cool it looks in the moments before things go pointedly un-cool. Of course, given the recoil, the stresses on the barrel, and the irregularities inherent in the projectiles, not to mention the failure-prone workmanship characteristic of all Phubahr weapons, “pointedly uncool” is a cute understatement. If your imagination has painted an unpleasant picture here, perhaps a bit of good judgment will prevent a 75mm Shurikannon from doing the painting for you. Or, frankly, with you.”


The idea hit him like a full-auto burst of throwing stars, and held on like an Extropian Novacrab who felt he owed her money. Why use railguns to shoot conventional bullets when you could use railguns to shoot ninja stars?!

As it turns out, there’s a lot of good reasons to use railguns to shoot conventional bullets, as opposed to shooting ninja stars, but thankfully for the defictionalization of the Shurikannon and its offshoots, not a single one of those good reasons was known to the Locus denizen who was inspired by these hundred-and-twenty-some year old words of fiction, as he was not in any way, shape, or form, an armaments engineer or a professional gunfighter. This didn’t stop him, however, thanks to the magic of easily-accessed education and nanofabrication. After a few completely useless prototypes, he decided to start small-scale, with a pistol version, and work his way up to the rotary Shurikannon of lore.

Game Rules


F.U.B.A.R. Shuriken Ammunition


The 75mm “throwing” stars shared in common as an ammunition source by all F.U.B.A.R. weapons are, ballistically speaking, quite suboptimal compared to your standard railgun fare. 200 m/s sounds pretty fast to someone who doesn’t know anything about armaments (after all, even a fairly small space rock impacting at a relative velocity of 200 m/s will render your habitat classically FUBAR), but it’s slow compared even to early-20th-century firearms, let alone the speeds which modern railguns can achieve. In short, they’re ballistically crap, possessing relatively short ranges and long flight times compared to bullets, and have poor armor penetration against any serious amount of armor.

F.U.B.A.R. Shuriken are honed to monomolecular edges impregnated with diamond coating, come in a variety of attractive styles and colors, and are devastatingly destructive when fired against bare flesh and light armor, but against increasingly sturdy armor, become very rapidly ineffective. Though they do have an armor-piercing value, their interaction with armor rules is complicated: First subtract the amount of armor that the listed armor-piercing value overcomes, then double whatever is left. Then deal damage as normal. If the weapon completely overcame the target’s armor, increase the number of Wounds inflicted on the target by +1. (Reminder: 0 + 1 is 1.) If the weapon failed to overcome the target’s armor, reduce damage by 1d10 before rolling. Attacks at Extreme range with FUBAR Shuriken suffer a -1d10 damage penalty, which is cumulative with the damage penalty for failing to completely overcome the target’s armor.

However, unlike the stars mentioned in the original RPG excerpt which inspired the F.U.B.A.R. Shuriken, these stars are not prone to flying off-course, thanks to the application of modern engineering and aerodynamics.

Note: Only those shuriken which are printed from F.U.B.A.R. open-sourced nanofabrication blueprints are guaranteed not to veer off-course or explode in the barrel. Use other forms of ammunition at your own risk, the designer will not warrant in any way, shape, or form, that it won’t boomerang back and kill you, explode in the barrel, or inflict damage to targets other than the one you wish to inflict damage to. As always, do your research into the designer’s @-rep before you fire nonstandard loads.

F.U.B.A.R. Shuriken Launchers


The guns you’ve been waiting to use to unleash ancient might on your enemies! You will be happy to know that, unlike the Phubahr weapons mentioned in the original excerpt which inspired these weapons, F.U.B.A.R. Arms. Co. weapons are not particularly known for the shoddiness of either their nanofactoring designs or the execution thereof, barring the person doing the nanofactoring trying to cut corners or using a seriously outdated cornucopia machine.

As with all modern weapons, F.U.B.A.R. Shuriken Launchers come equipped with standard smart safeties and smartgun systems. They are quite compatible with most weapon accessories, specifically extended magazines, gyromounts, imaging scopes, laser sights, shock safeties, and smartlinks.

All F.U.B.A.R. Shuriken Launchers use a custom range table, which is below the weapon damage table.

F.U.B.A.R. Ninja


The smallest in the F.U.B.A.R. line, the Ninja fulfills the role of a heavy pistol. With a short, wide, and flat barrel, and a cylindrical ammunition magazine housed above the grip, it could be mistaken for a paint-gun or nano-sprayer, or a similar tool if those doing the examination are unfamiliar with F.U.B.A.R. Arms. Co. weapons. Owing to the top-mounted magazine making overbarrel sighting impossible, the user is obliged to use the smartgun to aim the weapon accurately, or else make use of a side-mounted iron sight which is noted for being not reliable outside of close range. The use of a side-held “gangsta” grip is not advised in any environment with authentic gravity, as this makes the ballistics of the weapon classically FUBAR. [Moderate]

F.U.B.A.R. Sōhei


Filling the role of a machine pistol, the Sōhei is really more of a drastic modification of the Ninja, rather than an entirely new weapon firing the same ammunition. The firing part of the barrel hasn’t actually been elongated, it’s just been moved forward, to allow for a larger under-barrel magazine and a more classical SMG-style grip. It also allows for proper over-barrel sighting, but is not likely to be mistaken for an innocent tool except by very inexperienced searchers. You are guaranteed to look like either a badass or a dangerous lunatic if you attempt to dual-wield these, or your money back!* [Moderate]

*F.U.B.A.R. Arms. Co. is located on the Anarcho-Collectivist habitat of Locus, and neither wants nor needs your money, and the nanofactoring blueprints for the Sōhei have been released open-source. As such, F.U.B.A.R. Arms. Co. took no money for the blueprints, and will not issue refunds if the user attempting to wield Sōhei akimbo fails to look like a badass or a dangerous lunatic. F.U.B.A.R. Arms. Co. is not responsible if you paid someone else money for two Sōhei like an idiot, rather than nanofacturing your own.

F.U.B.A.R. Rōnin


The first successful attempt by F.U.B.A.R. Arms. Co. to engineer a shuriken thrower more powerful than the Ninja, the Rōnin occupies the niche of an assault rifle. Its longer, heavier barrel allows the shuriken to be accelerated to a greater velocity than the Ninja can achieve, affecting an increase in both damage and armor penetration, as neither the Ninja nor the Sōhei could really use the 7.5cm stars to full effect. The Rōnin has an underbarrel magazine and looks like a rifle with an unusual cylindrical magazine. [High]

F.U.B.A.R. Samurai


Essentially a modification of the Rōnin, the Samurai is the LMG version of the F.U.B.A.R. Shuriken Launcher line. It has a longer barrel and a larger magazine, and can shoot further. That’s about the only differences, really. The magazine is fairly clever, though, holding entire stacks of shuriken on spindle sticks which cycle into place to load the chamber when the last spindle is exhausted, thus allowing a magazine which can be reasonably handled by actual people. This does make a very slight, but noticeable pause, between spindles, which allows for a more tactile sensation as your ammunition depletes. [Expensive]

F.U.B.A.R. Ashigaru


The Ashigaru is the wholly unnecessary sniper-rifle variant of the F.U.B.A.R. Shuriken Launcher line. Released years after the Ninja was first successfully designed, the Ashigaru necessitated revolutionary aerodynamics design, barrel design, and novel implementation. The net result has superior armor penetration and damage even compared to the Samurai... And yet, it still makes a wholly subpar sniper rifle compared to a conventional sniper rifle. Still, as the slogan says, “If you wanted something practical, you wouldn’t come to F.U.B.A.R., where Form follows Fun!” [Expensive]

F.U.B.A.R. Shurikannon


When designing the Shurikannon, among many, many complex mechanical problems that routinely turned the F.U.B.A.R. testing labs into an hilarious shrapnel zone, one main problem that kept cropping up was that modern batteries simply were not up to a gattling rate of fire for any kind of rifle-sized weapon in any sort of emplacement smaller than a very large vehicle. This problem stymied the F.U.B.A.R. Arms. Co., as they proved wholly unable to advance power storage, until someone asked the silly question, “why not just reduce the power requirements?”

On Christmas Day of 9 AF, F.U.B.A.R. was proud to be Introducing the F.U.B.A.R. Shurikannon, a snub-barreled gatling gun which is actually man-portable for standard biomorphs, and capable of the excerpt-stated 3,000 rounds per minute firing rate. For when you absolutely, positively have to hose every motherlover in the landing bay with high-velocity ninja stars. It does, however, have some notable drawbacks: the range and damage are no greater than that of the F.U.B.A.R. Ninja, it can’t fire at anything less than full auto, and it is both very heavy and despite the best efforts of rheological recoil compensation, one hell of a kick to crank up to full and fire. You need to hold tight, or more likely, you need to use a gyromount. On the other hand, the flat barrels make a fantastic sound when they’re spinning, so there is that. Expensive

F.U.B.A.R. Shuriken Launcher Damage Table


Weapon AP DV* Average DV* Firing Modes Ammo
Ninja -6 3d10+6 (2d10+6) 23 (17) SA, BF, FA 10
Sōhei -6 3d10+6 (2d10+6) 23 (17) SA, BF, FA 20
Rōnin -8 3d10+8 (2d10+8) 25 (19) SA, BF, FA 30
Samurai -8 3d10+8 (2d10+8) 25 (19) SA, BF, FA 60
Ashigaru -10 3d10+12 (2d10+12) 29 (23) SA 10
Shurikannon -6 3d10+6 (2d10+6) 23 (17) FA 200

*Number in parenthesis is the damage dealt at Extreme range or if the weapon fails to entirely penetrate the target’s armor.

F.U.B.A.R. Shuriken Launcher Range Table


Note that FUBAR Shuriken launchers are ballistically complex. They have comparatively short Short, Medium, and Long range categories, and comparatively long Extreme range categories, thanks to their slow speed but aerodynamic lift.
Weapon Short Medium (-10) Long (-20) Extreme (-30, -1d10 DV)
Ninja, Sōhei, Shurikannon 0-10m 11-40m 41-60m 61-250m
Rōnin 0-20m 21-50m 51-100m 101-500m
Samurai 0-25m 26-75m 76-150m 151-750m
Ashigaru 0-50m 51-100m 101-300m 301-1,000m

F.U.B.A.R. Throwing Shuriken


Naturally, with their entire intended line of products devoted to the asinine manipulation of throwing stars by magnetic acceleration, someone was bound to learn how to actually throw shuriken by hand. FUBAR strongly discourages the practice of unpacking Shuriken Launcher munitions for hand-propelled use, as they are purpose-engineered for mechanical manipulation and aerodynamic stability at railgun speeds and spin, neither of which can be imparted upon them by the hands of any known biomorph. Further, they are designed in such a way that manipulating them by hand is almost certain to cause significant cuts, even if you have bioweave armor. FUBAR strongly encourages you to manufacture all magazines in one piece, and recycle the empty magazines or at least let a purpose-built ammofabber reload them for you.

So, to prevent people from cutting themselves by unpacking ammunition and throwing it, FUBAR has provided blueprints for a line of purpose-built hand-thrown shuriken, that are far more suitable for use as a handheld shuriken anyway.

As with classical shuriken, F.U.B.A.R. Throwing Shuriken are not particularly devastating to flesh, let alone bone or armor, however, as with classical shuriken, F.U.B.A.R. Throwing Shuriken are damn good for making called shots to soft, exposed vitals. Within Short range, the penalty for making called shots is negated, and this stacks with the bonus to make called shots to the head imparted by the Murder Simulator Addict positive Trait. Very experienced users can even throw more than one shuriken with one Complex Action, taking a -15 penalty for each successive throw.

Most people are very protective of their eyes, instinctually, even if they may know intellectually that they can be easily replaced in a few hours in a healing tank. Besides the usual benefits of putting out one or both of an enemy’s eyes, a successful called shot to the eyes with one of these weapons will force the target to pass a WIL x 2 check or instinctively cover their eyes and seek cover or hit the deck for the duration of the combat turn, rendering them vulnerable for a follow-up strike... Or giving you a chance to run away. If the target’s eyes are inaccessible, such as being behind a helmet visor, this can still make them flinch and attempt to cover them with a successful called shot to the eye area, in which case they must pass a WIL x 4 test to act normally.

Mini-sized Shuriken can be concealed in the palm and a skilled user can hold up to five at once in one hand, dispensing them rapidly or carefully as they see fit. Small shuriken can only be held in one hand, but tend to make up for it with their size. Both sizes (available in a plethora of stylish forms to fit your personal needs and certified by F.U.B.A.R. Arms. Co. to meet all eye-disabling needs,) can be used to make called shots as above. They are all hardened to a diamondoid monomolecular point or cutting blade, and are all designed for reasonably safe handheld use. Both forms may also be used for stabbing, slashing, and other melee use, with the Blades skill, in a pinch. The category of “Small Shuriken” includes the Kunai, among other improbably large shuriken-looking weapons.

And, of course, because some asshole is going to want to do so anyway, F.U.B.A.R. designed some ridiculously large shuriken, for all your anime cosplay needs. Don’t expect to throw them very far or effectively, however. A [Low] purchase procures you 100 Mini Shuriken, 10 Small Shuriken, or one Medium Shuriken.

Thrown Shuriken Damage Table


Weapon AP DV Average DV
Mini Shuriken -4 1d10 + (SOM ÷ 10)
5 + (SOM ÷ 10)
Small Shuriken -4 1d10 + 3 + (SOM ÷ 10)
8 + (SOM ÷ 10)
Medium Shuriken -4 2d10 + 4 + (SOM ÷ 10)
15 + (SOM ÷ 10)

Thrown Shuriken Range Table


Weapon Short Medium Long Extreme (-30)
Mini Shuriken To SOM ÷ 2 To SOM To SOM x 2 To SOM x 3
Small Shuriken To SOM ÷ 5 To SOM ÷ 2 To SOM To SOM x 3
Medium Shuriken To SOM ÷ 5 To SOM ÷ 2 To SOM To SOM x 2

New Traits


Ninja Throw (Ego) [15 Points]


You are particularly adept at the combination of legerdemain and the flinging of miniature-sized objects. You may be one of the few remaining masters of the ancient Japanese art of Shurikenjutsu, you may be of the dying breed of professional circus performers or carnival folk, you may be self-taught from a bored childhood where seeing how far, how accurately, and how quickly you can throw miniature objects was the most entertaining thing you could find to do, or maybe you really, really like minigrenades, and like to acquaint your enemies with them as rapidly as possible.

You may conceal and hold up to five objects which are two size categories smaller than yourself (Miniature for standard human-sized Biomorphs, Small for Large morphs because I know that someone out there is going to want to combine a Bruiser and the art of Ninjutsu,) in the palm of a hand, and throw them with extreme rapidity. You may throw as many of these objects as you wish and have in-hand at one time, as one Complex Action, taking a cumulative -15 penalty for each successive throw. These successive throws may be called shots, with no additional penalty.

In addition, even if you do not already possess the Ambidexterity trait, you never suffer from off-hand penalties when using the Thrown Weapons skill. Do be reasonable, however; you cannot combine the Ninja Throw talent Multithrow with multiple limbs all holding weapons. Five Shuriken in one Complex Action ought to be enough for you.

Gatling Weapon rules


Known to those who lack a sense of historical majesty as Rotary Cannons, Gatling-style weapons are machine guns used when single-barreled weapons just don't give you a high enough rate of fire. First invented almost three centuries ago, the purpose of a rotary barrel was and is simple: enable a higher rate of fire than any one barrel can tolerate individually by using three, four, or more barrels.

Gatling weapons can be machine guns or heavy machine guns, or even larger weapons. They can be propellant or mass driver weapons, but not even the generators and supercapacitors you can cram into a Large morph or a vehicle can cope with the voracious demand for power that a Gatling machine railgun demands... But Large vehicles/morphs can handle a propellant Gatling Gun just fine. (Theoretically you could make a rotary cannon firing a pistol-sized round... Why would you?) All modern designs, of course, use electric motors and tend to have counterbalancing gyros to prevent unwanted torque from rotating you if you're in microgravity, which means you're perfectly free to keep the barrel spinning continuously on most designs, but there is no practical reason whatsoever to do so, as contrary to popular video game depictions, Gatling weapons do not typically require any kind of spin-up time before firing. There is no way to make this stealthy in any kind of an atmosphere, but one could argue that the time for stealth is past when you're breaking out these cannons anyway.

Rotary Cannons fire in fully-automatic mode only, and consume a voracious 25 or 50 rounds per shot. Like semiautomatic weapons, they may be fired twice with the same complex action (using the same rules.) A normal shot (directed at one person and everybody unfortunate enough to be in his general vicinity) consumes 25 rounds and may be focused on the one target, using normal rules for either focusing your fire for increased damage, or spreading the shots out for increased chance to hit. Anyone unfortunate enough to be within three meters on either side of your target is affected as if you'd used a normal machine gun's full auto to hose down the area.

An expanded shot, using the higher rate of fire, hoses down an entire area with fire. Pick a dramatic direction (such as "everybody on the left side of the street," or "anyone on that rooftop") and hose 'em down.

Notably, Particle Beam Bolters can be manufactured as miniguns whose power requirements meet the power budget of a small vehicle or synth, which provides a significant amount of relief to those on a budget who need the firepower of a minigun - or those who need to engage vast numbers of extremely weakly-armored and soft but determined targets, like swarming people whose brains have been hijacked by hostile nanotech.

Gameplay Examples


Shuriken Launchers

Ninja vs. light armor


F.U.B.A.R.Fan05 is armed with a F.U.B.A.R. Ninja, and finds himself in the situation of attacking an energy weapons fanboi. The energy weapons fanboi is a Splicer, has no innate armor and is wearing an unmodified light vacsuit, which provides him with a Kinetic Armor value of 5.

F.U.B.A.R.Fan05 wins initiative, and being the sort of person who lacks all sense of restraint (hence getting into a physical altercation with lethal weapons over whether pew pew lasers are better than mass-driven shuriken,) opens fire with a full-auto long burst at close range.

The Ninja’s Armor Penetration is 6, overcoming the AP of the energy weapons fanboi’s vacsuit completely. The resulting kinetic armor of 0 is multiplied by 2, with a result of 0. F.U.B.A.R.Fan05 is taking average damage on his shot. His Ninja has a base damage value of 3d10+6, which was increased to 6d10+6 by the full-auto shot. He deals 39 damage instantly, which is significantly higher than the Splicer’s DUR, but still below its Death Rating. The Splicer takes seven wounds instantly, six from the raw damage of the attack and one more from the Shuriken Ammunition’s property that any attack which overcomes AP completely increases the number of Wounds dealt by 1. The energy weapons fanboi is down and bleeding to death rapidly, or possibly in medical stasis, assuming he has medichines.

Samurai vs. Heavy Armor


The entire hab is shocked as F.U.B.A.R.Fan05 has just gunned down someone with a lethal weapon over a pointless argument. Needless to say, folks mobilize immediately to go and pound the snot out of him and confiscate his guns and probably his morph.

Being the sort of person with poor impulse control, who loves railguns that shoot shuriken, and has just killed someone, F.U.B.A.R.Fan05 runs back to his cabin and takes down the Big Daddy: his F.U.B.AR. Samurai. Bring ‘em on, he thinks, he has the weapon of the ancient ninja powered by the most modern science known to man! He’ll show them all, and then they will have to acknowledge the superiority of the Shuriken!

The first comer is an Arachnoid vacworker upgraded with Industrial Armor. He has an Armor rating of 22/22. Once again, F.U.B.A.R.Fan05 wins the initiative, and once again, opens up with a long burst at close range. He succeeds on his attack roll. The Armor Penetration of the Samurai is -8, reducing the Arachnoid’s armor value to 14. The remaining armor is then doubled to 28 by the normal property of the Shuriken ammunition.

F.U.B.A.R.Fan05 takes average damage again. The Samurai has a damage code of 3d10+8, but this is reduced to 2d10+8 owing to the fact that he failed to completely penetrate the armor. Under normal full-auto rules (discounting my own house-rules, which would make this much, much less effective than it is going to be here, which is saying something,) his full-auto burst increases the damage to 5d10+8. The average damage of this is 35. Armor reduces this greatly, to 7, which is below the Arachnoid’s Wound Threshold.

The Arachnoid Vacworker has taken very minor damage from the mighty F.U.B.A.R. Samurai, not the complete and total devastation that F.U.B.A.R.Fan05 was hoping for. F.U.B.A.R.Fan05 is fucked as the Arachnoid proceeds to shoot him with Zap rounds and apprehend him with a pair of zap cuffs, leaving him with plenty of time to consider his poor life choices, or at least to find his faith in the almighty ninja star shaken, stirred, and shattered.

Shurikannon vs. the crowd


F.U.B.A.R.Fan05 has somehow escaped from custody and escaped detection, while the habitat was debating whether to remove him from his morph and exile him entirely, or call for outside mediation. He’s managed to reach his secret bolt-hole, where he had a F.U.B.A.R. Shurikannon with an enlarged ammo drum stored. Now he’s pissed, and now it’s clear to him what he must do. He must right the wrongs, he must prove the might of the Shurikannon. He’ll just fight everyone and take over the habitat! It’s what an ancient Ninja-Diamyo would have done!

He hauls his Shurikannon down to the habitat’s main meeting area, where people are gathered to debate his fate. Nobody is arguing that he should just be let go, their only questions are how hard to screw him over. They are all targets. He would kick in the door, but it’s a sliding bulkhead door, so he simply opens it. There are about thirty people packed into a relatively small room. It’s a perfect killing field. He’s launched a surprise attack, and he makes the most of it.

F.U.B.A.R.Fan05 uses the Shurikannon’s Gatling rules to their maximum effect; this is, after all, a target rich-environment. He uses his Complex Action to launch two full 50-round attacks on literally everybody in the room. The GM decides that the average range of his targets is Short, but again, F.U.B.A.R.Fan05 makes his attack roll. Not that he could hardly miss, doing this. He has a +30 bonus to both of his attacks, which nets to a +20 bonus, and he makes both of his attack rolls.

The GM decides to settle this matter with some reasonably simplicity, since he doesn’t want to stat out 30-some people and determine their armor values. The Shurikannon’s nominal damage from this banzai attack is two hits of 3d10+6: two separate hits of 22 damage (17 if armor is not completely overcome). Even with some light armor, that’s going to put most people down for the count. So he only bothers to determine an armor value for the heavily-armored people in the room.

Namely, the same habworker from before, a militarized Takko, and a Reaper. The Shurikannon’s AP is -6. The GM quickly starts doing math with a calculator.

The Habworker from before still has the 7 damage he suffered, but no wounds. His armor remains 22. 22 - 6 = 16, 16 * 2 = 32. Both hits completely fail to deal damage.

The Takko has a base armor of 8/8, but he’s been upgraded with Heavy Combat Armor. His armor value is 24. 24 - 6 = 18, 18 * 2 = 36. Both hits completely fail to deal damage.

The Reaper has a base armor value of 16/16, and he’s been upgraded with additional Heavy Combat Armor. His armor is 32/32. 32 - 6 = 26. 26 * 2 = 52. Both hits completely fail to deal damage.

As the squishy biomorphs around them die, or at least are mortally wounded, in droves, the hail-storm of rail-propelled shuriken bounce off the armor of the three synthmorphs in the room. They are all hovering together, and all of them turn to stare at F.U.B.A.R.Fan05 in utter shock. They are so dumbstruck, in fact, that they let him get in another round!

F.U.B.A.R.Fan05 fires a focused spray of ammo at the trio of synthmorphs, all of them standing together, and thus easy targets. This pair of focused attacks has a nominal damage value of 6d10+6, or 5d10+6 if armor is not completely overcome, yielding a nominal average damage of 39/34 respectively. Again, he makes his Kinetic Armor roll to make the two shots, and 100 monomolecular-edged, diamond-hardened ninja stars hose down the trio of synthmorphs.

Again, the GM does some maths:

The Habworker from before still has the 7 damage he suffered, but no wounds. His armor remains 22. 22 - 6 = 16, 16 * 2 = 32. He takes 4 damage over the course of two shots, increasing the total amount of damage he’s taken to 11, without any Wounds.

The Takko has a base armor of 8/8, but he’s been upgraded with Heavy Combat Armor. His armor value is 24. 24 - 6 = 18, 18 * 2 = 36. Both hits completely fail to deal damage.

The Reaper has a base armor value of 16/16, and he’s been upgraded with additional Heavy Combat Armor. His armor is 32/32. 32 - 6 = 26. 26 * 2 = 52. Both hits completely fail to deal damage.

Only the habworker takes any damage whatsoever from the storm of shuriken, and less than he did before. The Reaper simply pops out its mounted weapons, and blows F.U.B.A.R.Fan05 away in a less-awesome conventional hail of gunfire.

Thrown Shuriken


Shuriken in their Intended Role


Shadow the Ninja is well-known in Aarhus as a Ninja fanboi poser. He dresses up habitually in a kabuki stagehand-type black pajama outfit, wears a monomolecular-edged Katana and Wakizashi on his hips, and always has ninja stars secreted about his person, as well as a large gourd full of the finest nanofabricated sake. He is largely dismissed as a poser fanboi, a harmless and somewhat funny cosplayer.

Then Rada Čustović’s throat is cut by an infuriated Oligarchs member. Everyone in Aarhus begins searching for her murderer, and Shadow the Ninja finds her first, with her bloody vibroblade still in hand. He confronts her and tells her to stand down and wait for the police. She’s at short range and charges at him; Shadow doesn’t have time to clear his wakizashi or katana from their scabbards. What he does have, however, are shuriken, always, always, in the palm of his hand.

Shadow the Ninja has both the Ninja Throw and Murder Simulator Addict positive traits, as he spends uncountable hours practicing his shuriken throws at target dummies. He’s actually at a +10 bonus over a regular Thrown Weapon attack to make his called shot for the vibroblade murderer’s eyes, and he makes a double-throw, one for each eye, the second throw at a -15 penalty.

The first shot connects, and the last thing the murderess sees of her left eye is an object screaming towards it. She won’t take much damage - Shadow’s SOM of 20 gives his Mini Shuriken a damage value of only 7, but she is blinded in that eye, and must immediately make a roll against WIL x 2. This she succeeds on thanks to having a huge WIL score and some good luck, and so she doesn’t drop her vibroblade or clutch for her eyes. This proves to be a mistake, as the second shuriken finds its home in her other eye. She must make another WIL x 2 save, which she fails, dropping the vibroblade, clawing frantically at the sharpened metal embedded in her face, and trying to blindly leap into cover. She is now totally blind, and Shadow the Ninja has bought himself enough time to clear his swords from his hips. In other words, she’s toast.

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