| Post/Author/DateTime | Post |
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| ArgulFraster07-22-07, 09:25 PM | I drew it the other day during class, and I need damage dies and rules for its use. I figured I'd post it here due to the plethora of oversized weapons in anime. MISC. INFO The Tippettech HAW-00 "Assault Cannon" Superheavy Shotgun is not a weapon for the weak of arm, weak of will, or feeble of arm. Fully six feet long and easily two and a half feet in width in places, it uses shells the approximate size of a soup can loaded with shot the size of ball bearings. Its shells are triggered with a stripped-down impeller cannibalized from a jackhammer, itself powered by a miniature compressor mounted to the bottom of the gun. The chamber/barrels of the gun (they're one piece, I know the difference) are spun by an electric motor of the type used to power heavy power tools (yannow, about a foot long, 8 inches tall, plugged in, uses a belt). RELOADING To reload the Assault Cannon, one mut slide the forward barrel assembly out and manually pull out the shells, then replace them with six more. I think this is a gun requiring a STR score of AT LEAST 18, plus a high Con to make sure you don't rip your arms off when using it. It's a Large weapon, and it's gonna cost you some serious moolah-say about 5000 gold classic D&D, as I don't have D20 Modern to work from. Plus, you'd have to flatter your friendly Gnome Artificer something fierce to get him to make something he could never use without mounting it on something else first. Basically, if a regular gun is a boomstick, this is a Greater Dire Boomstick. |
| Viatos07-25-07, 02:55 AM | Large weapon, requiring a feat to wield. Even so, every point of Str below 20 adds a -2 penalty to accuracy. Range increments of 30ft. Damage 6d8. Critical x3. Weight, I don't know, 25 pounds sounds about right. Con 18 minimum, or take 1d4 nonlethal damage per shot. Reloading is a full-round action provoking attacks of oppurtunity. I'm using the DMG shotgun to base some things off of. I was thinking of suggesting a much higher pricetag, but I thought about it, and 5K is alright. DC will probably be upsetting, depending on your tech-level. I'd say 30 in a Steampunk setting, 50 in Greyhawk DnD. 35-40, maybe, in Modern. And Gnome Artificers love mounting weapons on things. Mine doesn't even make magic items he can't use as parts for his XATM-092 anymore. That's a boss from Final Fantasy 8 statted out as a customized Homunculus, if you're curious. |
| mato_hibiki07-25-07, 08:41 PM | I feel like stretching my literary muscles a bit mind if I take a stab at the fluff? Tippetech HAW-00 'Assault Cannon' super heavy shotgun, sometimes referred to as the 'soup can gun', not only for the size of the shells, but for the container used to transport the remains of anyone dumb enough to get in the way of the wielder. Roughly two meters in length and a half meter in diameter, this twenty-five pound beast sports six barrel/chambers, using a barrel shroud loading system very similar to an M203. The firing rods (as firing pins would barely dent the over-sized primers used to fire the shells) are driven by compressed air, with a compressor unit aligned at the base of each barrel assembly. Originally, a design for a minigun-like set of rotating barrels was planned, but was deemed unnecessary, since the feeding mechanism was operated manually. The ammunition itself is equally frightening, 3.25 caliber shells painted dark green, packed with half inch steel shot, or 3.00 caliber slug rounds painted bright yellow. The weapon itself is powered by ceramic encased ethanol-alcohol fuel cells stored in the stock, which drive the compressors and firing mechanism. Running along the top and bottom of the stock is a pair of wide levers, when the unload lever is pulled, it shunts the compressors airflow along a second path. When the exhaust lever is pulled, the barrel shrouds are forced open at once, tripping the extractors and ejecting the spent rounds, making the reloading process that much quicker. Once the barrel shrouds have been manually closed, the mechanical reset trips, and the reloading levers snap back into place, the exhausts returning to firing position. Assault cannon, exotic weapon Size: Large Weight: 25 pounds Capacity: Six shells Range increment: 40 feet, 60 feet if using slug rounds Damage: 4d8 Critical: x3 Cost: 10,000 gp (or $3 million) shells are purchased in groups of six for 600 gp (or $180,000) Reload time: One full round per shell, or a move action per shell with the rapid reload feat, and reloading provokes attacks of opportunity as normal Special requirements: Str 22, Con 20 For each stat requirement the user does not meet, he takes 1d4 damage per shot fired, thus having a character with 18 in Str and Con would take 2d4 nonlethal per shot fired Well, that's that. As you can see, I did away with the spinning barrel idea. Because if you've got to reload by hand, and each chamber is attached to a barrel, there is no reason mechanical or otherwise, why anything should be spinning. As for damage, there is no reason for a shotgun to be outdoing a fireball, or an anti-material rifle, no matter how big it is. I pulled a bit of a twist, probably making this thing a little more high tech than it needed to be, but oh well... |
| Viatos07-26-07, 09:56 PM | Well, I really just took normal shotgun damage and tripled it. |
| Master_Vega07-27-07, 06:14 PM | D20 Modern shotgun damage is a bit larger than one-third of what's been posted if I recall correctly. *goes to the MSRD* Alrighty, I was half-wrong. 12-gauge shotguns deal 2d8, 10-gauge deal 2d10. If your 6-barreled soup-can-sized round of death only deals 4d8 or even 6d8, you're firing a lot slower projectiles than the ordinary shotgun. Double-barreled shotguns allow you to fire both barrels at once, which adds +1 die to damage. Assuming each barrel is firing at the same time, and upping the damage for one shot to 2d12 (at least -you just might want to stack another d12 on there for good measure, or have the gun deal 4d8 per round-), the weapon should deal 7d12. |
| ArgulFraster07-28-07, 08:15 PM | Holy shrimp! Not bad. But I have to insist on the rotating barrel. They give it some of its considerable, death-dealing charm. Also, allow me to make a few modifications/corrections/suggestions Tippetech HAW-00 'Assault Cannon' super heavy shotgun, sometimes referred to as the 'soup can gun', not only for the size of the shells, but for the container used to transport the remains of anyone dumb enough to get in the way of the wielder. Nicely put. Roughly two meters in length and a half meter in diameter, this twenty-five pound beast sports six barrel/chambers, using a barrel shroud loading system very similar to an M203. Also good. However, I forgot to mention-the whole barrel assembly is one piece, to allow it to take more of a beating than a usual shotgun. The firing rods (as firing pins would barely dent the over-sized primers used to fire the shells) are driven by compressed air, with a compressor unit aligned at the base of each barrel assembly. Well explained! But only one impeller for the six barrels. Originally, a design for a minigun-like set of rotating barrels was planned, but was deemed unnecessary, since the feeding mechanism was operated manually. Thank you, but no-me like sixbarrel minigun boomstick. The ammunition itself is equally frightening, 3.25 caliber shells painted dark green, packed with half inch steel shot, or 3.00 caliber slug rounds painted bright yellow. I was going to go with red, but that's just a matter of preference, I suppose. The weapon itself is powered by ceramic encased ethanol-alcohol fuel cells stored in the stock, which drive the compressors and firing mechanism. I think I prefer this to my original idea. Of course, my original idea was something from FallOut. Running along the top and bottom of the stock is a pair of wide levers, when the unload lever is pulled, it shunts the compressors airflow along a second path. When the exhaust lever is pulled, the barrel shrouds are forced open at once, tripping the extractors and ejecting the spent rounds, making the reloading process that much quicker. Once the barrel shrouds have been manually closed, the mechanical reset trips, and the reloading levers snap back into place, the exhausts returning to firing position. I was thinking, instead, that pulling the seconday handle for this thing would cause the barrel assembly to split from the chambers, whereas tilting it forward would allow the barrels to slide forward, while the spend shells are held in the chamber. to be dropped off by another pull of the trigger. Of course, if you made it only one lever for the two functions, it beats the hell out of my idea. Assuming each barrel is firing at the same time, and upping the damage for one shot to 2d12 (at least -you just might want to stack another d12 on there for good measure, or have the gun deal 4d8 per round-), the weapon should deal 7d12. You don't usually fire all six barrels at once-you want to maximize the damage you inflict over a number of targets. But in the case that you do- Six Barrels You can use this option only when the Assault Cannon is fully loaded. As a move action you may release the speed control for the weapon and fire at several times the normal rate, releasing all six rounds in the time usually required for just one. Afterward, the motor for the gun will turn off for three rounds to cool. The barrel assembly of the gun will be too hot to touch for an additional round, and in addition there is the chance that the plastic parts of the shells may melt, causing a jam. Repairing a jam takes two rounds and requires a DC 20 Knowledge-Firearms check. Assault cannon, exotic weapon Size: Large Weight: 25 pounds Capacity: Six shells Range increment: 40 feet, 60 feet if using slug rounds Damage: 4d8 Critical: x3 Cost: 10,000 gp (or $3 million) shells are purchased in groups of six for 600 gp (or $180,000) Reload time: One full round per shell, or a move action per shell with the rapid reload feat, and reloading provokes attacks of opportunity as normal Special requirements: Str 22, Con 20 For each stat requirement the user does not meet, he takes 1d4 damage per shot fired, thus having a character with 18 in Str and Con would take 2d4 nonlethal per shot fired. This will do nicely. Here's a way to get the feat. Tippettech offers free training to those who buy an "Assault Cannon" to lower the number of pesky lawsuits from those who might shoot their eye (and the majority of their head) out. This training requires two months of the buyer's time and an incidental for care of and ammunition for the Assault Cannon. |
| mato_hibiki07-30-07, 04:52 PM | Heh, I please to aim. I'm a huge Fallout fan myself, and can't wait for Bethesda to finish Fallout 3. As for the gun, well I just used personal preference. Feel free to change what you don't like. I just think the idea of spinning the barrels makes it a little complex in the action for my tastes. Red shells... I'll be honest, I was going to use that idea, then I thought, hey, flame rounds. Turns out I forgot to add the third type. :( And the idea of a belt power source... I'd end up getting myself tangled in the cord :D so I changed that. I wrote this to the tune of 'reasonably balanced for D20 Modern' even though I could write it as more futuristic if somebody really needs me to. So, yeah, if you want it done in a more advanced method, just ask. And, remind me to use dual mounted ammo drums, ok? :D |
| ArgulFraster07-30-07, 09:21 PM | Whoa! Dual ammo drums...awesome! I must admit, though, when I designed this, I had a sort of "giant revolver" in mind, advantages and flaws in one. Still, a full-auto version would be fun to use. "Hey TARRASQUE!" "Urr?" "EAT BALLBEARINGS!" -thoomthoomthoomthoomthoomthoomthoomthoom thoomthoomthoomthoom- Say goodbye to Mr. Tarrasque, hello big new trophy. |
| ArgulFraster12-11-07, 12:23 AM | Bumpity. Didn't know this was still around! If anyone has any additional ideas, I'd appreciate them. |