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| #1degausserDec 27, 2007 1:38:35 | Let's face it, there are some cool things out there, but our future campaigns need some more weapons! So throw down a stat or two of a weapon, and feel free to critique (politely) others' work. To get things rolling: (Gambit from X-men) Telescoping staff: This is the natural progression of the collapsing metal baton. This weapon functions exactly like a quarterstaff except it can be reduced to Small size (for easy carying.) One end of the staff can be extedned to turn it into a club (as a free action.) Or, as a move action, both ends can be extended Telescoping staff, Simple weapon, dmg 1d6/1d6, Weight 4lbs, Purchase DC 6 PL 5-6 (Bad Guy in Johnny Mnemonic) Monofiliment Garotte: This small piece of cord is not actually mono, but it is charged with enough heat and energy to cut through just about anything. It is unusable as a weapon in standard melee combat (anyone trying to do so suffers a 50% chance to injure themselves for 2d6 damage) but it does have some benefits: -IF used to perform a coupe de gras, the subject instantly dies, and does not get any form of save whatsoever. -If used against an inanimate object, it ignores ten points of hardness and does 2d6 damage (Plus strength bonus) PL 6-7 Simple weapon, dmg *(special), Weight: .1 lbs, Purchase DC 10 (illegal +4) |
| #2roll8dnDec 27, 2007 2:55:55 | From Redliners, by David Drake: Electrical Grenade: PL 6 6d6 Slashing Damage 20-ft. Burst Radius DC 15 Reflex for Half Damage 10-ft. Range Increment PDC 15 Mil (+3) This small hand grenade runs an extremely high voltage through a frangible filament, causing it to detonate, fragment the casing around it, and send shrapnel over a 6m radius. It has an adjustable fuse, capable of being set from 1 to 15 seconds (immediate detonation to 2-round delay). Fuel-Air Grenade: PL 6 4d6 Fire damage 40-ft Burst Radius DC 15 Reflex for Half Damage 10-ft. Range Increment PDC 15 Mil (+3) This small hand grenade mixes atmosphere and a misted napthal-based fuel, then detonates it in a massive explosion. The shockwave and themal effects are lethal out to a 13m radius. It has an adjustable fuse, capable of being set from 1 to 15 seconds (immediate detonation to 2-round delay). Stinger: PL 6/7 2d10 Ballistic 20/x2 Crit 150 ft. Range Increment Semi/3-Burst/Full Auto 1,000 Box Mag Medium 10 lb. PDC 20 Res (+2) "The stinger's coils accelerated 15-grain projectiles to 10,000 feet per second. The pellet wasn't effective beyond 500 yards, but the strikers carried rockets to handle the occasional distant target. Stingers had the impact of a grenade on a target at short range. With thousand-round ammo packs containing both pellets and a fresh power supply, they were the weapon of choice for the sudden assaults in which C41 specialized..." Stingers are coilguns, utilizing magnetic acceleration to hurl small ferromagnetic projectiles at incredible velocities. |
| #3backstabbistDec 27, 2007 13:25:01 | "Whatcha got there Dave?" Oh, some damaged LasePistol packs the military returned. I'm gonna try to make a few good ones out of all these damaged ones. "Whoah! Careful there Dave, you touch the wrong bits of a charged pack and you'll ride the lightning." Heh, yeah, I'd be one crispy critter thats for sure... hard to believe each one of these lil guys holds enough juice to do 2dice damage 50 times. I'm fine, all I got to do is not touch that terminal there to avoid ... taking ... 100 dice... "..." Go get a test rat while I put a short conductor on the terminals "This is gonna be sooooo cooool" Zeus Stick PL6 Simple Melee Weapon, Single Use, Touch Attack Damage 20d8 Electrical Critical None Size Tiny Weight 1.5lb PDC 10 (+0) Barely larger than a standard LasePistolPack, the Zeus Stick is simplicity in the utmost: With one button & one LED to indicate its Active/Safe status, you just turn it on and touch it to something you want to Ride The Lightning. The entire engery store of the enclosed powerpack is dumped on target in that one zap, upsetting the internals of the pack to the point that it cant be recharged, making this a disposable weapon. When not needed just push the button again to make it safe, and... now this is important... verify the red Active LED is not lit before placing it back in your pocket. Like a hand tazer... for god |
| #4degausserDec 27, 2007 18:46:49 | 20d8 . . . while funny I think that weapon would be overpowering, as it does more than twice the normal damage of an LAW rocket. By the way, where is that story from? |
| #5kronos182Dec 27, 2007 19:34:58 | 20d8 . . . while funny I think that weapon would be overpowering, as it does more than twice the normal damage of an LAW rocket. it may do more than the LAW, but you have to get up close and personal with the target.. you basically have to run up and smack your target with the weapon. you have spend time and distance, which your target can use against to you shot your rear into next month. it's like backstabbist's mcdagger... i think that's what it was called.. it was a shaped charge attached to a stick designed to punch through the armour of tanks and the like, which it did well.. it also did damage to the wielder. |
| #6backstabbistDec 28, 2007 1:58:54 | Lets look objectively at it: 20d8, Electrical (no DR), TouchAttack, No save It may seem like a lot on the surface, like it was imballanced, but I ballanced it with a PDC10.... cause in d20 Future we balance with PDC. A LasePistol powerpack holds enough juice to send out 100 dice damage to far ranges. What happens when you get all of that on you at once.... we slap a 1/2 or 1/4 NERF on it, and we get 25d8.... I even went for a bigger nerf and gimped the draining of a 100d8 powerpack down to just 20d8. Oh, the story is an adaptation of something me & Rex did as a couple of late working mechanics in a 12B unit, at a motor pool working till 3am. It wasnt a rat for our tests/play, but rest assured, many of your tax dollars went kaZZZAAAMMMMFFF that night.... ahhh, good times Oh, the McDagger AT Handgrenade wasnt my idea, thank the russians for the AT handgrenade. Of course, those wimps didnt use it as a melee weapon, they had a parachute in the handle and you threw it in some kind of cowardly "I dont wanna die" fashion, thrown up in an arc & have it drop on the tank. ![]() My version, for troops not lacking in dedication to the cause, can be found here: McDagger / Fist of God If you guys like, I can drop the stat block for it here into this thread too |
| #7omnipotentsealDec 28, 2007 5:08:27 | A Note on the Following: I've been working on recently on adapting GURPS Sid Meier's Alpha Centauri for the d20 Modern system with interesting results. After seeing this thread, however, I wanted to test the Gadget System using an OICW Assault Rifle as a base weapon for an adaptation of Zorg's ZF.1 from The Fifth Element. I plan on using a version of the mini-flamethrower for the flame guns, used against mind worms, but the rest is just... shiny. Zorg's ZF.1 ![]() Voila, the ZF.1 The ZF.1 was developed by the CEO and owner of Zorg Industries, Inc Jean-Baptiste Emmanuel Zorg as prototype designed for quick tactical strikes. It features multiple weapons options in a compact shell designed to deceive most weapon's checkpoints, using a standard Federated Armed Forces' assault rifle as a base. The ZF.1 is protected by an auto-destruct button, which activates if the weapon is stolen by an unauthorized user. Currently less than one hundred are available in the Federated Territories, most of them are owned by Aknot's Mangalore Tribe and Mr. Zorg, himself. Base Weapon Stats (based off OICW Assault Rifle) Damage: 2d8 Damage Type: Ballastic Crit: 20 Range Increment: 70 ft. Rate of Fire: Single, Automatic Size: Medium* (compact design) Magazine: 60 box* (integrated expanded magazine) Weight: 13.5 lbs* (reduced weight) Purchase DC: 50+* (Zorg only!) Restriction: Res (+3) (prototype) ZF.1 Features Good for Righties and Lefties "It's light; handle's adjustable for easy carrying; good for righties and lefties; breaks down into four parts; undetectable by X-ray; ideal for quick discreet interventions..." The ZF.1 is designed to be light, collapsible, and undetectible to security scanners. It can be broken down into four parts, each containing one of the individual weapons that make up the weapon (see below), reassembly and disassembly both require full round actions. The firearm can be identified with a DC 20 knowledge (tech) check in it's diassembled state. Its weight has been reduced, allowing even the weakest soldier to utilize it on the field. Its handle is designed for multiple grips, allowing it to be held in one or two hands. While most arms are easily detected at security checkpoints, the ZF.1 uses a mix of alloys and plastics designed to reduce its signature when faced with metal and x-ray scanners, granting it a +4 bonus on checks made to conceal the weapon from security scanners. A Word on Firepower "A word on firepower. Titanium recharger; 3000-round clip with bursts of 3 to 300." The ZF.1 has an expanded 5.56mm magazine with 60 rounds allowing for 1,2, or 10 rounds to be fired in single, burst, and automatic fire modes. When the Burst Fire feat is used with this weapon, the penalty on the attack roll is lessened to –2 instead of –4. Also, the weapon fires only two bullets instead of five and can be used with only two bullets in the weapon. However, the weapon only deals +1 die of damage instead of +2 dice of damage. (In effect, using the Burst Fire feat with this weapon results in the effect of the Double Tap feat.) The ZF.1's advanced magazines prevent Burst Fire from being used with five bullets. An attempt to fire five rounds from the weapon results in a standard attack and wasted ammunition. In standard 10 round autofire mode with the Replay Button turned "off" (see below), a specific target cannot be selected, though a successful roll will result in all targets in a 10 foot by 10 foot radius taking the weapon's damage. It can be reloaded automatically as a free action using its titanium recharger, allowing the user to remain in the fight once a magazine has been emptied. The ZF.1's charger can hold up to six magazines of standard ammunition, which refill the emptied magazine, once rounds have been expended. Once these magazines have been emptied, reloading the rifle is a move action. The Replay Button "With the replay button, another Zorg invention, it's even easier. One shot... And replay will sends every following shot to the same location." All that firepower needs to go somewhere thats why the ZF.1 features one of Zorg Industries' greatest inventions, the replay button. When the replay button is "on" and a single round successfully hits the target, all successive rounds are sent to that exact location. Upon leaving the chamber, round immmediately detect the distance to the target, altering their course if that target moves. This grants a +1 on all ranged attacks as if seeker ammunition had been loaded into the magazine. In autofire mode, the square the target is in acts as the targeted area, so even if the subject moves rounds will always return to the location the first round hit. This reduces the target area's defense by 1 and increases the reflex save by 5. All creatures in the target area take damage, if the attack is successful, along with the target. Oldies but Goldies "And to finish the job, all the Zorg oldies but goldies. Rocket launcher... Arrow launcher with exploding or poisonous gas heads, very practical... Our famous net launcher... The always-efficient flamethrower, my favorite... And for the grand finale, the all-new 'Ice Cube System.'" Already a powerful rifle, the ZF.1 also features alternate weapons options and variable ammos, making it a versitile weapon for every situation. Utilizing advanced miniturization technology, the ZF.1 includes a mini-rocket launcher, a net launcher, a mini-flamethrower, and a new Zorg innovation, a mini-cryonic gun. When the weapon is disassembled it breaks into it's individual components, acting as four seperate weapons, including a standard rifle (with mini-rocket launcher), a net launcher, a mini-flamethrower, and a mini-cryonic pistol. When assembled switching between each weapon is a move action. It also features the option firing of poison darts, allowing the user to switch between standard rounds and darts as a free action. The stats for these weapons and ammo are expanded on below. The Mini-Rocket Launcher Damage: Varies Crit: 20 Damage Type: Varies Range Increment: 150 ft. Rate of Fire: Single Magazine: 1 int. Size: Small Weight: n/a The mini-rocket launcher uses ammunition that has been reduced in size to match the weapon. It does not make it any less deadly. The Net Launcher Damage: n/a* (entangles target) Crit: 20 Damage Type: n/a Range Increment: 10 ft. Rate of Fire: Single Magazine: 1 int. Size: Small Weight: n/a The ZF.1 features a net launcher which fires a net that entangles the target. In order to fire the launcher, a ranged touch attack is made by passing the targets equipment and natural armor bonuses. If the attack is sucessful, the target is entangled. Net launchers have a much greater range than a regular thrown net. It takes 10 minutes to reset a net that was previously fired or 1 minute to set the net launcher with a prepackaged net (purchase DC 6, 2 lb. per package). The Mini-Flamethrower Damage: 3d6 Crit: n/a Damage Type: Fire Range Increment: n/a* (see below) Rate of Fire: Single Magazine: 10 box* (uses fuel cells) Size: Small Weight: n/a Zorg Industries pioneered the miniturization of flamethrower technology, utilizing fuel cells instead of clunky backpacks. The ZF.1's flamethrower shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all creatures and objects in its path. No attack roll is necessary, and thus no feat is needed to operate the weapon effectively. Any creature caught in the line of flame can make a Reflex save (DC 15) to take half damage. Creatures with cover get a bonus on their Reflex save. When the ZF.1's security mode is activated the flamethrower provides the fuel for the auto-destruct sequence (see below). Fuels cells have the hardness of 2 and 2 hp, holding enough fuel for 10 uses of a flamethrower. They can be individually detonated causing the damage described below in the auto-destruct entry. They have a purchase DC of 16. The Patented Ice Cube System, Zorg's New Mini-Cryonic Pistol Damage: 3d6 Crit: 20 Damage Type: Cold Range Increment: 20 ft. Rate of Fire: Single Magazine: 5 box* (prototype) Size: Small Weight: n/a At Zorg Industries innovation is always a high priority. The ZF.1 features a new invention from our Research and Development Department, the Ice Cube System. While previous forays into the miniturization of compressed cryonic gases have led to failure, Zorg Industries has been at the forefront in the race to reduce cryonic weapon systems. After the developments of ZF.6 and ZF.5, we are finally able to say that we have mastered cryonic technology, giving you the Ice Cube System! A cryonic pistol draws power from a canister of compressed mutagen, which is transmitted, via an energy beam into the target. The cryonic beam deals 3d6 points of cold damage. A target reduced to negative hit points by the weapon instantly stabilizes. Furthermore, if the ray deals sufficient damage to reduce the target to –10 or fewer hit points, the target instead drops to –9 hit points and stabilizes automatically (in other words, the target does not die). Cryonic pistols do not use ammunition, but are instead powered by special power packs that allow 5 shots each (purchase DC 20). The Poison Darts Along with firing standard rounds, the ZF.1 offers the user the option of firing poison darts, using an alternating magazine. The darts are fired at half the range increment of the standard rifle for 1d3 damage. If this penetrates the target's DR, then a muscle relaxant is injected into the target, dealing 1d4+1 Dexterity damage, which is reduced by half if the target makes a DC 14 Fortitude save. Switching between standard rounds and darts is a free action. Darts are bought at the price of standard rounds +4 to purchase DC. A Real Killer: The Little Red Button "A killer. A dyed-in-the-wool killer. Cold-blooded, clean, methodical and thorough. Now a real killer, when he picked up the ZF.1, would have immediately asked about the little red button on the bottom of the gun." Zorg Industries prides itself on security, offering users the ability to protect their weapons with an auto-destruct sequence that destroys the weapon (and anybody near the weapon) if it is stolen. It is the user's responsibility to authorize who may or may not use the ZF.1. When unathorized users pick up the ZF.1, the weapon instantly locks up, preventing use unless the user verifies his or her identity by pressing the little red button on the button of the rifle, releasing the safety. If the user is unauthorized the little red button activates the rifle's three-step auto-destruct sequence, ensuring the death of the intruder and the destruction of the weapon. The auto-destruct sequence begins with the activation of an integrated thermite explosive embedded within the rifle. This not only serves the purpose of perpetuating the auto-destruct sequence, but if there is no fuel in the fuel cells and no missiles loaded in the rocket launcher (see below), destroys the ZF.1, burning the unauthorized user for 6d6 fire damage (no save) along with anything else within a 5 foot radius (Reflex DC 12 for half-damage). This is the ZF.1's first and last line of defense against intruders. The thermite explosive then provides enough energy to detonate the flamethrower's fuel cells, if they are loaded into the weapon. The fuel cells detonate dealing 6d6 points of fire damage to the unathorized user (no save allowed) and 3d6 points of splash damage to creatures and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage). Subsequent damage is incurred when any creature or flammable object that takes damage from a flamethrower catches on fire, taking 1d6 points of fire damage each subsequent round until the flames are extinguished. (A fire engulfing a single creature or object can be doused or smothered as a full-round action. Discharging a fire extinguisher is a move action and instantly smothers flames in a 10-foot-by-10-foot area.) Currently on its default setting, the ZF.1 finally detonates the rocket launcher's missile if one is loaded into the weapon. Standard missiles explode doing 10d6 points of damage to all creatures within a 10-foot radius (Reflex save DC 18 for half damage). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, a standard missile ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the unathorized user, not to other objects within the burst radius. As a factory default, only Zorg Industries employees with Shadow Clearance and Mr. Zorg have authorization for this weapon. Zorg's Recommend Feats In order to get the most of the ZF.1, Zorg Industries recommends users take the following feats: Personal Firearms Proficiency, Advanced Firearms Proficiency, Exotic Firearms Proficiency (rocket launcher), Exotic Firearms Proficiency (grenade launcher), and Burst Fire. Zorg Industries also suggests users take Point Blank Shot and Precise Shot in order to maximize their enjoyment firing the weapon. Zorg's Gadgets The ZF.1 is not just a single assault rifle, but an intricate masterpiece composed of individually complex components. These components are listed below. Alternate Weapon Autofire Module Autoload Module Booby Trapped Chemical, Muscle Relaxant (for poison dart rounds) Collapsible Compact Expanded Magazine Miniturization (for alternate weapons) Sensor Baffling Reduced Weight Variable Ammunition Zorg's Research and Development Zorg Industries' ZF.1 was built using plans acquired from d20 Modern: Future Tech, d20 Modern, d20 Modern: Urban Arcana, and d20 Modern: Future SRD (and books). Quotes provided by Wikiquote. |
| #8degausserDec 28, 2007 10:18:00 | wow, you really went all out! Great job turning a gun that would have been crazy in the game into something still awesome, but not -quite- as broken! Good job, REALLY! |
| #9omnipotentsealDec 28, 2007 18:29:16 | Next to a lightsaber, I always wanted a ZF.1, and I don't even like guns! ;) |
| #10kronos182Dec 28, 2007 23:14:24 | Repost from the Coreline Welcome to the Bunker thread The Devastator The Devastator is a heavy squad support weapon with two barrels in an over and under configuration. The idea was to allow a high rate of fire by alternating barrels to keep them cooler in a prolonged fight. Damage: 2d10 Critical: 20 Damage Type: Ballistic. Range Increment: 90 ft Rate Of Fire: S, A Magazine: Two belts Size: Large Weight: 19 lbs Purchase DC: 37 Restriction: Mil (+3) NOTES: The Devastator has a special firing system that alternates firing each barrel on automatic fire. The user can choose the option to fire both barrels at the same time, which basically grants the benefit of double tapping without actually double tapping, thus adding one additional die of damage. When using both barrels at once it increases the Reflex Save for autofire by 2 and increases the penalty to attack by another -2, and uses 10 rounds from both belts, or 5 from each with burst fire feat. The Devastator also comes in 5.56 with the following stat changes: Damage: 2d8 Range Increment: 80 ft Weight: 15 lbs Purchase DC: 35 A recent development in propellant technology has lead to a use of plasma. These new electrothermal rounds use a plasma burner to accelerate the projectile rather than convention chemical powder chargers. This provides much increased muzzle velocity and greatly reduced ammunition weight. The plasma burner builds up a jet of superheated plasma behind the projectile forcing it out at far higher speeds. Almost every component of the weapon is far more expensive, especially the barrels as they must be made from strong material to handle the power of the rounds. Ammunition weighs two-thirds of that of normal ammuntion. Increases weapon damage by one die type, so d8 becomes d10, d10 to d12, etc, and increases range increment by 30 ft. This increases the cost of rounds by +6 PDC So far only the Devastator ET (Electrothermal) is available with this round in mind, coming in 5.56mm only. Devastator ET changes Damage: 2d10 Range Increment: 110 ft Weight: 21 lbs Purchase DC: 40 I guess making a weapon that can use electrothermal rounds would increase the purchase DC by +7 and increase weight by 1/3rd for the weapon. I also had a pistol that I used the nerf Maverick for reference, but I can't find the post in the archives. It was originally posted as firing 50BMG rounds through either normal hammer action, or new magnetic acceleration with special recoil countering system. Then with Backstabbist's help it became something of a handheld machinegun using stacked ammo in barrels (or cylinders, as it had a large revolver section in the front) and had high rate of fire. |
| #11Cyber-DaveDec 29, 2007 19:39:34 | First of all, I submit my Starship Weapons and Semi Realistic Space Nukes thread to this thread. And, to highlight my one favorite weapon from that thread: SINGULARITY MISSILE (PL 9) This missile uses the technology of a singularity stabilizing power core to intentionally cause a black hole to come into existence for a short period of time. The weapon causes massive devastation on a nova burst scale, but allows for far more control then that exerted over an exploding star. A singularity missile can be set to explode after a certain amount of time, or upon entering a particular location. Upon exploding a singularity missile will destroy everything within a 10 AU radius of the explosion. To observing astronomers it appears as if a portion of space is suddenly cloaked in shadow, and when the shadow dissipates everything that once existed in that area of space is gone. Singularity missiles will destroy starships, planets, and stars. A singularity missile will not destroy another black hole. Singularity missiles can only be fired by the largest of warships (Superheavy), and take up a full 900 hit dice worth of weaponry. Singularity missiles suffer from one defect, stabilized singularities are often anything but stable. There is a 1% chance that a singularity missile will turn into a permanent black hole centered around the point of detonation. There is also a 1% chance that a singularity missile will turn into a permanent wormhole to a distant part of the universe. |
| #12backstabbistDec 30, 2007 1:16:34 | We had a lot of fun making some really neat stuff in the Coreline Bunker thread, I dont wantto flood with copy but I do love getting some more milage from old ideas. Here is a snip from the Bunker Index I put on page 6 of the Bunker 5 militon SlugNuke (12ga cartrige) -Backstabbist XM88 DoubleGun xm8 -Backstabbist 10mm PulseRifle System (gun set) -BackstabbistThe pic is a thumbnail, but the text is to the stats for the whole set of gun based on the Aliens m41a 10mm PulseRifle/GL. Why make a gun when you can make 5 or 6 in a set, AMR/Sniper/Carbine/SMG/HeavyPistol/Pistol |
| #13kronos182Jan 06, 2008 17:33:28 | FN P180![]() Capitalizing on the success of the P90 years ago, and with advances in caseless ammunition over the years, FN created a replacement to the aging P90: the P180. Using 5.56mm x 28mm instead of 5.7mm x 28mm that was in the P90, with the newer XZ propellant. Due to its light weight and high magazine capacity, the P180 is a favourite among tank crews and even secret service members. Due to the smaller size and light weight, the P180 is easier to conceal than the old P90 XZ propellant was discovered to have a much cleaner burn and can easily be shaped, and hold a shape for caseless rounds, leaving no unused residue in the chamber to cause jams 99.5% of the time. XZ has slightly improved performance over the most common used propellants used from the the time of the release of the P90 to present (about 10% increase for a comparable round), which allows for a slightly smaller projectile to have the same damage and range of a slightly larger caliber, even with a shorter barrel. Using a feeding system almost identical to the P90s, lighter frame, and the same features as the P90, allowed for easy training for those familiar with the aging P90. Damage: 2d6 (or 2d8, depending on what your 5.7 stats are) Critical: 20 Damage Type: Ballistic. Range Increment: 50 ft (ultramodern firearms put the p90 at 70 ft, but i've seen people quote the range at 40ft, so i'm putting this at 50 ft as the round is lighter, with somewhat greater power behind it due to the propellant) Rate Of Fire: S, A Magazine: 55 box Size: Small Weight: 4.5 lbs Purchase DC: 20 Restriction: Mil (+3) Note: The P180 gains a +1 bonus to sleight of hand checks to conceal the weapon. |
| #14backstabbistJan 06, 2008 20:30:02 | Oh, bravo Sir.![]() Good show putting the how & why in the text. Due to the future place of it, and the inheirant betterness of stuff in the future (like your improved XZ propellant), I would have no problems with that P180 getting 2d8 no mater where you have the 5.7 in your games. I dont know if it is small or medium, but it is a good gun, and folks can always make a slight tweak to fit their campaignverse |
| #15kronos182Jan 06, 2008 21:07:03 | thanks backstabbist. i tried to make it believable. i just couldn't think of a good name for the propellant, not that i can remember the name of the stuff we use today. besides, someone eventually will make a better propellant that can be used in caseless rounds. hmm.. if we take this XZ propellant and made it work in other weapons, they'd probably enjoy a little boost in range increment, or a +1 to damage for established calibers like 9mm and the like. |
| #16backstabbistJan 07, 2008 0:38:42 | For my chats on better gunpowder in the future, check these posts Gun Toting Char Idea# Pocket Machinegun I discussed how there would need to be a different, better, future gunpowder to make Miniaturization work at full damage... but then, what happens if we use that miniaturization powder in standard sized guns. Mostly it was an attack on the Miniaturization Gadget getting used on guns What you did is sound, and you even recognizes right off the bat the XZ Propellant would find its way into a lot of 'standard' guns too. ![]() |
| #17xmatchJan 07, 2008 0:49:40 | Palladin Arms MRM-21b "Enyo" Launcher How to Fire Like most shoulder mounted anti-air launchers of the late 20th and early 21st Century a soldier only need to place the launcher on his shoulder with the weapon aimed away from the ground he stood on. The weapon does most of the complex work, like plotting the target's intercept course. After a few moments with the weapon trained on the sky (this is made easier with the recent addition of a laser engraved arrow pointing in the correct firing direction) available targets will appear on the launcher's HUD. If IFF is being used it will denote which ship is friendly (if any) and after the user selects his target they may fire when ready by holding down the thumb safety and then pulling the trigger. Effect When the missile is fired, an inertial motor on an external casing takes effect for Stage 1 of the flight. This was designed to carry the missile a good distance away from the fire team before it's actual motors went live. The reasoning behind this was because most starships in orbit could trace the rocket back to point of origin and demolish anything within a hundred square miles before the fire team could evacuate. The inertial motors will carry the rocket a good 20 miles into orbit in high gravity situations before the external motor and casing is ejected revealing a smaller, but still deadly package within, where Stage 2 begins. The rocket at Stage 2 resembles long dull black cylinder. On either end one can see a dull blue glow inside of what appears to be vents which are in actuality micro-thrusters for course correction. At this stage the Enyo only needs a round or two before it's charge cycle is complete and its ready to begin a mini-ftl jump into its target nearby which is Stage 3. Stage 3 is relatively a simple matter. After the rocket has made it's mini-jump utilizing its Mass Effect Power Plant (which depletes in the process) it will jump either within the proximity of the ship or "sometimes" into the ship itself. If a direct hit is established the damage is often catastrophic. Often the rocket will explode within proximity to the target which in of itself is often a ferocious amount of damage. Side Effects to People An explosion within proximity (500') of an Enyo exposes characters to Severe amounts of radiation. That's a bad thing. Side Effects to Ships The after effects of the Enyo often leave trace elements of Gamma Radiation whcih are easily detectable on most sensor systems (-10DC when using Comp Use on Sensors to Detect a Vessel that been hit with this Rocket; unless the ship has already been decontaminated of the offending radiation) ....................... Its been a while since I've posted anything.. feels good to see some old faces. |
| #18kronos182Jan 19, 2008 23:46:39 | Tornado 6 Sabot Gun PL6 Damage: 2d8 Critical: 20 Damage Type: Ballistic. Range Increment: 80 ft Rate Of Fire: S Magazine: 6 box Size: Small Weight: 4.4 lbs Purchase DC: 25 Restriction: Mil (+3) Note: Uses 15mm sabots, but the slug itself is only 10mm. The sabot has a 40% chance of being recovered and reused if one was to make their own ammunition or get a 10% discount upon returning spent sabots when making your next purpose of 15mm sabot rounds. The Tornado 6 Sabot Gun uses superconducting technology to power a discarding-sabot slug through a magnetic accelerator that runs the length of the barrel. After the slug clears the muzzle, the sabot falls away, and a scramjet engine ignites, propelling the slug to extreme velocities, allowing for excellent range and damage from a pistol. Tornado 12 PL6 Damage: 2d10 Critical: 20 Damage Type: Ballistic. Range Increment: 180 Rate Of Fire: S, A Magazine: 25 box Size: Medium Weight: 8.8 lbs Purchase DC: 27 Restriction: Mil (+3) Note: Uses 15mm sabots, but the slug itself is only 10mm. The sabot has a 40% chance of being recovered and reused if one was to make their own ammunition or get a 10% discount upon returning spent sabots when making your next purpose of 15mm sabot rounds. The Tornado 12 is essentially a rifle version of the Tornado 6, with greater range and also an automatic setting. |
| #19kronos182Jan 26, 2008 16:05:02 | Links to a couple more I put into the Coreline Bunker Azer Line Buzz Line |
| #20marcoasalazarmJul 23, 2008 1:35:26 | A lot of nasty gadgets. |
| #21tema69Jul 23, 2008 3:56:44 | Have you guys seen the black box? You should look at it. It's filled with d20 Future homemade stuff, including primitive mechas, power armour and loads of weapons. I almost wish I played Future so I could get to use that stuff. :P |
| #22nix4Jul 23, 2008 8:37:47 | The black box is really good...I have my own treatment on it located here: http://sites.google.com/site/d20futurecampaign/Home/files I'm currently working on restoring the d20 Mecha rules. An older copy can be found here: http://sites.google.com/site/d20futurecampaign/Home/files My latest copy has a cover and is formatted properly (just a bit more tweaking to do on the copy), and adding some color and art. |
| #23kronos182Jul 23, 2008 21:33:16 | kinda bored while at work and this idea popped in my head HK 102LPR With the advancements in laser technology and weapons, it was only natural for H & K to expand into this field. The HK 102LPR is H & K's first Laser Pulse Rifle, with the body modeled after the G36, only about 6 inches shorter, and the forward grip a bit larger to allow for the larger heat sinks. The 102LPR functions like other laser rifles, capable of semi or full automatic firing, but what makes it unique is its pulse setting. When set to pulse mode, instead of the normal single pulse fired, it releases three pulses so close together that they seem like one large pulse. Unfortunately, when in pulse mode, the rate of fire changes to single, so users can't make use of automatic fire or feats like double tap or burst fire. So far, only the 102LPR has the pulse feature. Depending on its popularity, H & K might start incorporating it into other future laser weapons. Damage: 3d8 Critical: 20 Damage Type: fire Range Increment: 75 ft Rate Of Fire: S, A Magazine: 50 box Size: Large Weight: 4.1 lbs Purchase DC: 23 Restriction: Mil (+3) Note: Has pulse mode. Pulse mode uses 5 rounds of ammo, and locks the weapon in a single rate of fire, dealing 6d6 points of damage. Due to the quality of the construction, the HK 102LPR is considered mastercrafted and grants a +1 bonus to attack rolls. HK 101LS The 101LS is H & K's premier laser sniper rifle, and so far there is only three dozen in existence, 12 in the States, 21 in Germany, 1 in England, and the other two in private hands. The body is modeled after the popular PSG1 sniper rifle, but has a larger barrel, thicker frame and the foregrip is also taller than the PSG1. Using experimental synthetic crystals in the focusing chamber, H & K have managed to get unsurpassed range from the 101LS, and as an added bonus, the discharge from the 101LS is nearly undetectable visually and on sensors designed to detect laser discharges (like heat, infrared and whatever other means). However, this also makes the 101LS a bit delicate. Game Note: While being carried, and the user takes more than 10 points of damage from blunt or concussion sources, there is a 45% chance that the internal mechanisms become misaligned and require a repair check DC 25 and 30 minutes of work (for every 2 points of damage above 10 the chance of misalignment increases by 5%). Due to the power requirements to get the range that the 101LS enjoys, a standard power pack only allows for 10 shots. (For custom power packs if you have them, the 101LS uses 5 times the normal amount of shots for a single blast. Part of this power is also used in the process to make the discharge invisible to the eye and sensors. The discharge is on such a frequency and spectrum that it doesn't register properly on sensors and doesn't fall into the normal visual, infrared and barely noticeable in ultraviolet spectrums.) Damage: 3d8 Critical: 20 Damage Type: fire Range Increment: 275 ft Rate Of Fire: S Magazine: 10 box Size: Huge Weight: 4.4 lbs Purchase DC: 35 Restriction: Mil/Experiment (+4?) Note: See game note above about how delicate the weapon is. Considered a mastercrafted +3 weapon, granting +3 to attack roles. Trying to detect the discharge by visual or sensors increases the spot DC by +15, although the 101LS has the same audio levels as other laser sniper rifles. so there's a couple of weapons for you folks |
| #24kronos182Nov 19, 2008 0:52:58 | Thread necro-ing :P Slammer Hammer "Dammit man! The alarm's gone off, we don't have time crack the safe's code." Billy whined as the security alarms wailed. Fixer Joe walks up to the safe bearing a large sledge hammer, "Then we'll crack the safe itself...." Last bit of conversation recorded by the sensors on the safe door of the TD Bank in Calgary, Alberta before it was destroyed along with half the door to the safe. With the raise of use of melee weapons in the future, with the return of bladed weapons in the form of vibro blades and beam swords (aka light sabers), it was inevitable that someone found a way to resurrect other weapons. The Slammer Hammer was one of the first first to see popular use, especially with body guards and thugs where intimidation can help prevent a fight. A large warhammer with a 5 foot handle, although shorter or longer ones are available. The large square tapered head is reinforced and treated to withstand a great deal of heat at it's striking side. This is done because the striking surface has an opening which exposes a shaped charge when loaded for use against armoured foes, like someone in power armour, or for those times you just need to smash in the security doors or when you don't have the time to pick the lock on the safe. The smaller end is designed to be opened to reload the shaped charges, which are primed by a button on the handle. When a charge is primed, the explosive's contact trigger is exposed from the opening in the striking face and detonates upon contact. It is highly advised that you disengage the primer button before putting the weapon away if you end up not hitting something. Many thugs love the Slammer Hammer and it is also quite popular for those in the mob as it makes an excellent leg breaker. Some people even refer to the Slammer as 'Safe Crackers', 'Gut busters' and other similar terms. Damage: 1d10 hammer, 5d6 ignores 5 points of hardness/DR charge Critical: 20 Damage Type: bludgeon hammer/ explosive Range Increment: melee Rate Of Fire: Semi for the explosive charges Magazine: 5 shaped charges Size: Large Weight: 16.5 lbs Purchase DC: 24 Restriction: Restricted (+2) Note: Could get away with using only the simple weapons proficiency as it's a large sledge hammer basically, although archaic weapons proficiency would work just as well. Due to it's large and imposing size, the Slammer Hammer grants a +2 bonus to Intimidation checks. When the charge is primed, a free action that the player must announce is doing as there is a limited amount of charges held, the damage of the charge is rolled first, then the hammer itself is done to the target. |
| #25nadakaNov 19, 2008 2:32:57 | Multistage Detonation Projectile (PL6) The core of the design of the multistage detonation weapon is an advanced high density propellant that is under normal circumstances both incredibly strong and stable. It is only under the direct application of an electrical charge that this propellant destabilizes and detonates. The ammunition consists of a sequence of 4 copper jacketed propellant charges behind a 25mm steel armor piercing slug. Inside the slug is a tiny shock hardened battery and programmable embedded processor. This processor controls the timing of the detonation of four propellant stages and is fed data from the weapons targeting system and the users settings. It can detonate all charges at once for a massive burst of armor piercing speed, one to propel the other 3 charges at a low speed and then detonate at a prescribed range or on impact, or somewhere between. This weapon has a 4 position safety switch and a 4 position acceleration switch. The safety switch can be set to: S, safe, weapon will not fire. N, normal, any unspent charges are inert and do not detonate. I, impact, any unspent charges are armed and detonate on impact. R, range, any unspent charges are armed and detonate at a specific range/fight time. The acceleration switch can be set to: 1: one charge spent accelerating. (2d6 ballistic on impact. 6d6 fire, reflex 15 for half in 15ft radius) 2: two charges spent accelerating.(2d8 ballistic on impact, ignore hardness 4. 4d6 fire, reflex 15 for half in 10ft radius) 3: three charges spent accelerating. (2d10 ballistic on impact, ignore hardness 8. 2d6 fire, reflex 15 for half in 5ft radius) 4: all charges spent accelerating. (2d12 ballistic on impact, ignore hardness 12.) This weapon comes in a variety of platforms: *25mm single shot under-barrel accessory for assault rifles (1). *25mm belt fed heavy machine gun (auto). *25mm 10 round anti material rifle (semi). *25mm 4 round OICW style combination weapon with auto carbine (single). Note that if you use higher dice for your .50 BMG (many of us use 2d20). the damage should likely scale at 2d6->2d10->2d12+2->2d20. |
| #26tema69Nov 19, 2008 5:21:50 | Good updates guys. I had totally forgotten about this thread. :P |
| #27iron_stomachNov 19, 2008 14:27:10 | Moley Whip PL 8-9 Exotic Weapon This weapon is a molecule thin strand of an incredibly hard substance is small, light, and deadly making it a favorite of assassins. the "blade" of the whip can cut through things as if they weren't there, including most conventional armors and even mechas, and is all packed up into a case that looks like a wristwatch. This is a reach weapon that can hit target up to 10 feet away but can still threaten adjacent squares. Damage: 2d6 cannot apply strength. ignores 10 hardness Critical:18-20 Damage Type: slashing Range Increment: melee reach Size: tiny (diminutive when put away) Weight: .25 LBS Purchase DC: 22 special rules Proficiency:a moley whip can only be used by a person that has taken the proper feat as well as having a dexterity of 14 or higher with out penalty. Failure: a person that is not proficient with a moley whip that misses on an attack roll has a chance of hitting his or her self. A person that is proficient with the weapon only risks hitting his or her self on a roll of a natural one. To hit: when attacking with a moley whip the user ignores the target armor and natural armor. (Either it hits and it cuts or it misses and does nothing) Inspired by Jugger Grimrod. |
| #28tema69Nov 19, 2008 14:55:34 | The 16.5 lb. weight seems off? Or is it just me? :D |
| #29iron_stomachNov 19, 2008 15:18:38 | whoops... sorry about that used on of the other weapons to keep me focused on what I needed to write down.:embarrass |
| #30tema69Nov 19, 2008 15:26:05 | That was my guess too. :P ...from the SlammerHammer? |
| #31iron_stomachNov 19, 2008 15:46:15 | yep... still thats gotta be one dense wristwatch... |
| #32kronos182Nov 19, 2008 22:46:35 | Oh damn.. I gotta put up a PDC for the shaped charges in the Slammer Hammer.. which needs a better name ![]() |
| #33Master_VegaNov 20, 2008 13:37:09 | Hammer of Dawn (PL6-7) The threat of this weapon lies not in the man-packable tagging device itself, but in the satellites high above the planet's surface. In fact, both the tagger and the satellite are referred to as the "Hammer of Dawn". Damage: 20d6 Critical: N/A Damage Type: Fire Range Increment: 50ft Area: 5ft Size: small Weight: 5lbs Purchase DC: 32 (+3Mil) (or none, priceless) Special rules: The Hammer of Dawn is perhaps the most powerful ally any soldier can have. It is also, unfortunately, one of the more unreliable ones at the same time. The Hammer of Dawn is absolutely useless unless a satellite component is overhead. That said, many heavily-attacked bases have satellites maneuvered into geosynchronous orbit in order to make the best of their firepower. Either the GM decides when a satellite is within range, which the players should be aware of (unless other circumstances are at play), or a percentile die may be rolled at the beginning of an encounter. If the percentile die is in the 90-100% range, the Hammer of Dawn may be used for as many minutes as the difference between 100 and the number rolled (minimum of 1). If it is any lower, the Hammer of Dawn is not accessible for a number of minutes equal to the difference between 90 and the number rolled. Painting the Target: The Hammer of Dawn does not get an immediate response from the satellite, as it has to find the target first. The user of the Hammer of Dawn must first paint the target as a ranged touch attack, and keep the laser trained on the target (attack action) for three rounds in order for the satellite to fire. When the satellite finally does fire, it deals 20d6 per round (reflex DC10+painter'sBAB for half) to anything within the 5' radius it effects. The Hammer of Dawn satellite can only fire for three rounds before spending 2 rounds cooling for each round spent firing. The painter may choose to "guide" the Hammer of Dawn, moving the area at a speed of 10' per round. Whether or not the Painter chooses to guide the Hammer of Dawn, he must spend his attack action every round that the satellite is firing. GM advisory: This is a plot weapon, something the general himself assigns to the party when the enemy's mecha legion or star port must be wiped out by yesterday, and the PC's are the only guys able to carry out the job... don't give to disruptive players. >_> In the even that your entire party consists of disruptive players, it may be necessary to rule that the Hammer of Dawn system also incorporates IFF systems and fail-safes to stop the satellite from slagging a friendly structure or vehicle. Blech... I'll need to clean that sucker up later. Anyhow, that's from Gears of War. |
| #34tema69Nov 20, 2008 15:42:20 | Sweet piece of orbital bombardment, there. :D |
| #35doomsoughtNov 22, 2008 17:35:23 | EMP shotgun shell: a explosive device that creates an EMP burst, the explosive power is enough to shove the remnants of the device out the barrel Damage: 2d4 Critical: 20 Damage Type: p Range Increment: 10' limited Purchase DC: 17 secondary: EMP, 60' cone. Fusion burst gun: A primitive energy weapon, It is simply a Ferguson reactor the can open a hole, and vent part of the reaction with a em pulse. damage: 5d8 type 1/2 fire, 1/2 concussion area: 30' line reflex: 12 half dc: 25 (+3 mil) WMD's (template) Ground Zero (radius of total destruction) Inner Radius: Damage: Fallout: (instantaneous)/(prolonged) Mid Radius: Damage: Reflex: Fallout: Outer Radius: Damage: Reflex: Fallout: gravimetric bomb: the inheritor of the nuclear bomb, this device greats a gravitational pulse so strong that Iron fuses near the core of the blast. Ground Zero: 500' Inner Radius: 1 mile Damage: 100d6 fire, 200d8 concussion Reflex: 40 Fallout: Severe/moderate Mid Radius:30 miles Damage: 25d6 fire, 100d8 concussion Reflex: 20 Fallout: High/nil Outer Radius:1000 miles Damage: 5d8 concussion Reflex: 15 Fallout: nil/nil |
| #36kronos182Jan 09, 2009 19:20:05 | As the popularity if melee weapons increases, other weapons besides the high frequency sword and chain sword have been created. Spears became a popular weapon used in gladiator arenas and in hunting big game. High Frequency Spear A future take on the classic spear. Using principles from the high frequency swords, the blade vibrates at high speeds giving the spear head more power. As an added bonus, the shaft of the spear can collapse shortening the weapon for easy storage. High Frequency Spear Damage: 2d6 / 1d8 non powered Critical: 19-20 Damage Type: Piercing Range Increment: melee Size: Large (extended, small retracted) Weight: 6 lbs Purchase DC: 16 Restriction: - Swarm Spear The swarm spear is like a normal spear, except that the shaft actually holds multiple spear heads which can be launched or used as a normal spear head. Swarm Spear Damage: 1d8 spear / 1d6 launched or varies Critical: 20 Damage Type: Piercing or varies Range Increment: melee / 20 ft up to a max of 100 ft Size: Large Magazine: 15 spear heads Weight: 9 lbs Purchase DC: 19 Restriction: Restricted (+2) Spear Heads Special spear heads deal 1d4 piercing before releasing their bonus damage. So an explosive spear head will do 1d4 piercing + 3d6 fire Explosive: 2d6 fire, 5 ft radius Shrapnel: 3d6 slashing, 10 ft radius Shock: 3d6 electrical AP: 2d6 fire, ignores 5 points of DR/hardness HEAP: 4d6, ignores 8 points of DR/hardness HE: 5d6 fire, 5 ft radius Dissolver: 2d6 acid, 5 ft radius Flechette: 2d6 piercing, 30 ft cone Reflex DC 17 for half. Ultimax Spear, aka Swiss Army Spear The Ultimax spear is a tool designed for use on colonial worlds. The Ultimax looks like a normal high frequency spear normally, but with a spear head that measures 18 inches and designed to slash as well as pierce. The shaft does shorten but only enough to allow it to be used in a similar manner as a machete. Inside the shaft is a small first-aid kit, compass, two flares and a stun module to allow the butt be used as a stun baton. Below the spear head, about a point 3 inches down the shaft, when twisted and pulled out, a small lantern is exposed. Ultimax Spear Damage: spear 2d6 / 18d non powered, baton 1d6 + special Critical: 19-20 Damage Type: spear Piercing/slashing, baton bludgeoning Range Increment: melee Size: Large (extended, medium retracted) Weight: 11 lbs Purchase DC: 20 Restriction: - Special: When the stun module is activated, the butt end of the Ultimax can be used as a stun baton. Any creature hit by the stun module takes 1d6 points of bludgeoning damage and must succeed on a Fortitude save (DC 10+ damage dealt), or be stunned for 1d4 rounds. |
| #37akodoJan 10, 2009 11:41:25 | Lets look objectively at it: I am going to agree with these guys on that one backstabbist. what goes hinky is the damage output per timeunit. While you are correct that it matches 100 shots with an actual laspistol, a better comparison would be 100 guys shooting once with a laspistol. Yes, I realize it is a bit more difficult to use as you got to get into touch range and that can be dangerous...but only if the target sees you as a threat. I think it would be easy to abuse if a character was carrying 20 of these and was in a non-war zone where you can't assume everyone approaching you is a target. Also, I don't think it makes sense to upgrade based on damage in that fashion. Take a look at the 9mm handgun vs a 44 magnum handgun. If there weren't stats for the 44 magnum already, you could easily 'create' stats by citing the 9mm handgun, cite the 9mm handguns normal capacity of 15 (roughly twice that of the 44 magnum deagle) and cite the 44mags power as roughly twice as much. Hence, it should do TWICE as much damage per shot, and you get half as many shots as the 9mm pistol, hence the are balanced. Of course, I've never seen a gaming system where the 9mm does 2d6 and the 44 mag does 4d6. |
| #38backstabbistJan 10, 2009 15:34:19 | MetalStorm Mathematics vs d20Modern (DD3+) Gimpapaloosa Lets pick a MetalStorm 12x12 multibarrel .35 that can fire 144 slugs equal to a 9mm According to Gimpapaloosa 1 = 1x 2 = 1.5x 4 = 2x 8 = 2.5x 16= 3x 32 = 3.5x 64 = 4x 128= 4.5x meaning the 144 9mm shots hit just for 9d6 Maybe just knocking out a medium level PC, not really a dependable Mankiller I dont see that as reasonable. Sure, its has plenty of AGB (Artificial Game Balance), but that dont make it right. And if it aint right, I am more than ready willing & able to fix it. Also, I don't think it makes sense to upgrade based on damage in that fashion. Take a look at the 9mm handgun vs a 44 magnum handgun. If there weren't stats for the 44 magnum already, you could easily 'create' stats by citing the 9mm handgun, cite the 9mm handguns normal capacity of 15 (roughly twice that of the 44 magnum deagle) and cite the 44mags power as roughly twice as much. Hence, it should do TWICE as much damage per shot, and you get half as many shots as the 9mm pistol, hence the are balanced. Wow, that is soooo not the way I stat things. That puts emphasis on all things being equalized by nerfs, whereas we know that not all things are equal. The kinetic energy of a caliber has nothing to do with if and how soon a second or more shot can be fired. A 9x19 TC Contender is not as powerful as a 44mag Contender. Along that line, a 2" 44mag derringer is not as powerfull as a 10" 44mag TC. A good game system should examine those differences.... a great one might get the velocities of different variants of 1911 and rate projectile stats in regard to balistic gel permanent crush volumes and depths for Penetration and DamageClass stats to use in hit loacation tables that breakdown by depth vs anatomical items (bones/organs). But if we had all that, we'd be playing LEG: PCCS But this really boils down to you'd like to see more AGB in your games, whereas I like to see less physics breaking in the name of making it simpler for folks. Considering the genre of Science Fiction, I dont see why we have to eliminate science fom out SciFi. 2+2 does not equal 2, unless we bring the science of d20 Gimpapaloosa in to replace the science of Science. |
| #39akodoJan 10, 2009 22:27:41 | Wow, that is soooo not the way I stat things. To my eyes it is the same thing. You look at the total potential carnage in weapon A's ammo reserve {15 x 2d6(9mm) = 30d6} and convert that same carnage into different size bites for weapon B {30d6 becomes 7x4d6(44 magnum)} Or step to weapon C, lets say a 375 H&H which, when oyu compare muzzle energy is more that 10x the power of a 9mm handgun. Do we theirfore stat the 375 H&H at 20d6 per shot, in a 2 shot double rifle? no. It isn't a linear comparison, it's exponential. Acid A has pH of 4, acid B has a pH of 3. This means acid B is 10x as potent, but if a vial of acid A thrown does 2d6 damage, I'd stat acid 3 at 2d8, not at 20d6, even though acid B is like throwning 10 vials of the acid A at the victim. |
| #40backstabbistJan 11, 2009 11:57:40 | Damage and HP is linear. If you do 5 damage, followed by another three 5 damage shots, that is not 8 total damage 5 + 3(magnitude5's). To say that the single HP gained going from 10hp to 11 is somehow far less vital than the single HP gained going from 100 to 101 is folly: if you have 11 or 101 a OneDamage attack consumes that one HP regardless of how many are below it. How powerfull is a shot to do 1 HP damage in your nonlinear world? To answer that we need to know how many HP the target has because to do "1 more" damage from a 9mm might be a couple dozen ftlb of energy, but to do "1more" damage from a 16" navalgun would require several thousand ftlb |
| #41backstabbistFeb 04, 2009 12:54:04 | FN FlashneoN (pl6) laser pistol Damage: 2d10 Critical: 20 Range: 40ft Size: small Weight: 2lbs Ammo: 50 Purchase: PDC18 +1Lic Special: All FlashneoN pistols are Mastercraft+1 With an amazing breakthru in marketing the engineers at our favorite arms shop has done it again: The FlashneoN Pistol. It incorporates standard LasPistol technology with a standard powersource and standard configuration by using concepts already integrated in the industry... to produce a weapon that can penetrate close range armor on par with much larger guns. (note: no special benefits vs armor) The FN FlashneoN, dont twf without it. FN P690 (pl6) laser carbine Damage: 3d8 Critical: 20 Range: 60ft Size: Large Weight: 4lbs Ammo: 100 Purchase: PDC20 +2Res Special: All P690 are Mastercraft+1, +2SlightHand checks Special: Usable in 1 hand by a medium creature with -4 ToHit Due to its flash neon compact size it is easier to hide and usable in one hand |
| #42iron_stomachFeb 04, 2009 18:37:26 | Oh I gots another one... Chain Axe pl(6) powered melee weapon damage: 3d6 Critical: X3 Size: Large weight: 15lbs Purchase DC: 18 (+2mil) one headed 22 (+2 mil) for two headed This brutal weapon is often wielded by the more merciless of soldiers for hire. Similar to a Chain sword the Axe version makes use of a more powerful yet unstable engine. The axe runs on a power pack that lasts only one hundred rounds before needing to be changed. The axe comes in one and two headed varieties. Special rules Jam: The unstable power source used in the construction of these weapons saps power quickly and on a roll of a natural one the engine overheats and renders the axe useless until a new power pack can be supplied. However, the two headed Chain Axe uses two different engines for each cutter head and in the event of a jam the user need only switch the axe around to continue use. The two axe heads must be tracked separately in terms of power packs. |
| #43kronos182Apr 18, 2009 23:00:45 | Colt Rhino Plasma Rifle As laser weapons became quite prolific amongst the world's armies, Colt began research into alternate weapon systems to win new government contracts. This research lead them to plasma based weapons. After some rather explosive set backs, Colt managed to create a usable man portable plasma based weapon, the Rhino. The Rhino is quite bulky for a rifle and is incapable of anything like burst fire, and can be prone to overheating causing it to shut down for awhile. Although these flaws keep it from making it a standard weapon, it makes up for this for its armour penetrating and destructive power. An interesting side effect of the Rhino being a first generation plasma weapon, and the magnetic containment fields to maintain the plasma discharge can be unstable, the 'bolt' that the Rhino fires has a but of an area affect upon contact with a target. Although not large, it can be quite effective against tightly packed targets. It is highly recommended not to fire the Rhino at anything closer than 20 ft from you. Cold Rhino Plasma Rifle (PL6 Heavy Weapon) Damage: 4d10 Ignore 5 hardness/DR, 1d10 to 5' area Ref DC 16 for half which also ignores 2 hardness/DR. Critical: 20 Damage Type: Fire (or whatever type your campaign has plasma weapons as) Range Increment: 60ft Rate of Fire: Semi Size: Large (Just a little smaller than huge in size) Weight: 25 lbs Ammo: 25 box. Purchase: PDC32 +3 Military (Also a low availability.) Special: On a roll of a natural 1 the Rhino over heats and will shut down for 1d6 rounds. Requires a strength of 15 to use, otherwise the user suffers a -2 to attack rolls due to the weight and recoil. |
| #44DwarfFighterApr 19, 2009 5:11:08 | (Gambit from X-men) Notice that the "weapon size" is a bit ambiguous. A Medium-size weapon isn't the same size as a Medium-size object or character - it's just an indication that a Small character can use it in two hands, a Medium-size or larger character can use it in one hand and a Large character can use it as a "light" weapon in his off-hand. A collapsed telescoping staff should be about the size of a remote control, or a can of soda: Diminutive. An extended staff should be a Large weapon for purposes of wielding (requiring two hands to use), but it's a Small object (comparable to a chair). I'd also expect it to be somewhat more expensive: Purchase DC 10+, compared to the modern collapsible baton with purchase DC 8. -DF |
| #45marcoasalazarmMay 07, 2009 1:30:30 | Bump! |
| #46nobodez_hereMay 11, 2009 22:52:44 | Type-2 Phaser Pistol nadion pistol Damage: special Critical: n/a Range: 50 ft. Size: Small Ammo: special Purchase DC: 15 (Lic +1) A type-2 phaser pistol is one of the most versatile sidearms developed for military or civilian use, capable of a light stun or vaporizing cubic meters of rock at a time. A phaser fires a beam of slower than light nadion particles, and as such, any attack roll with a type-2 phaser is a ranged touch attack. They can also be set on a wide-field setting, and instead require a reflex save to avoid. Nadion particles have different effects on living and non-living matter. Against non-living matter they act like most other high energy particles, exciting or even disrupting molecular bonds. Against living matter nadion particles act on a neurological level, unless at a significant enough concentration to begin exciting or disrupting molecular bonds. A type-2 phaser has 16 settings, and can be used in beam or wide-field mode. Setting - Living - Non-living - Wide-Field DC 1 - Stun 5 minutes (Fort DC 18) - 1d6 fire damage - Reflex DC 15 (half) 2 - Stun 10 minutes (Fort DC 20) - 2d6 fire damage - Reflex DC 18 (half) 3 - Stun 30 minutes (Fort DC 22) - 3d6 fire damage - Reflex DC 20 (half) 4 - Stun 1 hour (Fort DC 24) - 3d6 damage - Reflex DC 22 (half) 5 - Stun 1 hour (Fort DC 26), 1d6 fire damage - 6d6 damage - Reflex DC 24 (half) 6 - 2d6 fire damage - 8d6 damage - Reflex DC 26 (half) 7 - 3d6 fire damage - 10d6 damage - Reflex DC 28 (half) 8 - 4d6 damage - 12d6 damage - Reflex DC 30 (half) 9 - 6d6 damage - 15d6 damage - Reflex DC 32 (half) 10 - 8d6 damage (Fort DC 30 or die) - 18d6 damage - Reflex DC 34 (half) 11 - 10d6 damage (Fort DC 32 or die) - 21d6 damage - Reflex DC 36 (half) 12 - 12d6 damage (Fort DC 34 or die) - 25d6 damage - Reflex DC 38 (half) 13 - 15d6 damage (Fort DC 36 or vaporize) - 29d6 damage - Reflex DC 40 (half) 14 - 18d6 damage (Fort DC 40 or vaporize) - 34d6 damage - Reflex DC 42 (half) 15 - 21d6 damage (Fort DC 44 or vaporize) - 40d6 damage - Reflex DC 44 (half) 16 - 25d6 damage (Fort DC 50 or vaporize) - 50d6 damage - Reflex DC 46 (half) A type-2 phaser has nearly infinite power for the lower settings, but the higher the setting, the less power it has. At settings 1-4, a phaser has infinite charges. At settings 5-9, a phaser is fully discharged on an attack roll (or a d20 roll on wide-field) or a natural 1. At settings 10-15, a phaser is fully discharged on an attack roll (or a d20 roll on wide-field) of 5 or less. At setting 16, a phaser is fully discharged on an attack roll (or a d20 roll on wide-field) of 10 or less. |
| #47kronos182May 16, 2009 11:20:04 | H & K Screamer G89 In the arms race to develop directed energy weapons, such as lasers and plasma weapons, H & K experimented in railgun, coilgun and plasma research for new modern battle rifles. While the teams in each area were showing some promise, a group of fresh out of school interns from each group got together and thought it'd be a good idea to try combining the technologies. The resulting prototype proved to actually work. The Screamer, as it was named for the rounds made a high pitched whine as they ripped through the air, fires a kinetic penetrator, when chambered is surrounded by ionized gas. When fired, the rails, which are designed in a spiral shape, magnetize like a normal railgun to launch the round, but also energize the ionized gas, causing it to turn into plasma. As the round moves down the barrel, a magnetic field surrounds the round, keeping the plasma contained around the kinetic penetrator. The Screamer ended up seeing limited production for testing purposes, but never saw wide spread use in major militaries due to its cost. Although with it's long range and accuracy, it has seen some excellent use as dedicated marksman weapon, however the whining of the round's passage has a habit of giving away the position of snipers. The Screamer creates plasma coated rounds without the expense of having to create plasma coated rounds. G89 Screamer (PL6 Personal Firearms Proficiency) Damage: 3d10 Reduce defense bonus by 2 to a minimum of +1 Critical: 20 Damage Type: Half fire half ballistic according to d20 Future plasma coated rounds Range Increment: 100 ft Rate of Fire: Semi Size: Large Weight: 21 lbs Ammo: 25 box. Purchase: PDC30 +3 Military (Also a low availability.) Special: Uses normal ammunition (PDC 11 for the kinetic penetrator.), high accuracy granting a +1 to attacks, master crafted granting +1 to attacks, for a total of +2. Listen checks to locate someone firing a Screamer have the DC reduced by -3. That's the stats for by the book. For my campaign I use 3d12 half damage ballistic half plasma energy, as plasma weapons deal their own type of energy, ignore 8 hardness/DR. |
| #48kronos182May 18, 2009 17:31:58 | Hmm... we haven't hit 50 weapons yet.. time to add some more. HP LR100 HP's first attempt in the weapons market, while a decent weapon, wasn't really special, except for the fact that no matter how hard you abused it, it kept working. Although its range is a bit shorter than standard laser rifles, it is lighter and generally smaller, just a bit larger larger than a carbine. About six months after the LR100's release, HP released a number of add-ons for it, which greatly increased it's popularity as with a slight increase in cost, one can get the basic model, and a number of add-ons to suit different situations, and takes only a few moments to switch between add-ons. LR100 (PL6 Personal Firearms Proficiency) Damage: 3d8 Critical: 20 Damage Type: Fire Range Increment: 75 ft Rate of Fire: S, A Size: Medium Weight: 7 lbs Ammo: 50 box. Purchase: 18 Res +2 Special: Comes with rails for mounting scopes, optics on top and for other accessories below the barrel. Simple and tough design, reduces repair checks by 3. Add-ons. Each add-on comes with instructions on how to properly install each one, requiring only a DC (Craft: Mechanical or Repair) of 10 with the instructions and about 2 minutes. Without the instructions DC increases to 14 and increase time to 3 or 4 minutes. Scatter-Laser aka Room Sweeper This conversion adds what looks like a round-tipped air-cooled muzzle or perforated silencer to the end of the muzzle. This add-on breaks the pulse down into many smaller pulses spread out, reducing power, but covering a larger, but shorter in range area. Fires many laser pulses out in a cone 30 ft long, 15 ft wide at the end, 3d6 damage, Reflex save 18 for half. PDC 13. Weighs 2 lbs. Not compatible with Range Booster, LasCannon or Focal Booster modules. Range Booster Module Another barrel attachment that boosts the range of the laser bolts, albeit with a small reduction in damage capability. The Booster module refocuses the laser in a tighter beam giving improved range. Range is changed to 150 ft, but damage goes down to 2d8. PDC 14 Increases size to Large, weighs 1.5 lbs Not compatible with Focal Booster, LasCannon or Scatter-Laser modules. Focal Booster Module Aka ‘Puncher’ This barrel attachment improves the focus of the laser pulse density, improving damage at the cost of range. Damage improves to 4d8, range reduced to 55 ft. PDC 14. Weighs 2 lbs. Not compatible with Range Booster, LasCannon or Scatter-Laser modules. LasCannon This attachment replaces the barrel with a much larger one with thicker walls. Also replaces the forward grip with a much thicker one, with a fold down grip, and comes with a folding stock. Uses three charges per shot, and the kick imposes a -2 to strike when not using the stock. Damage improves to 4d12 and ignores 5 points of hardness/DR, rate of fire changes to Semi, range reduced to 40 ft. On a natural roll of 1, the system over heats and shuts down for 1d6+1 rounds. PDC 15. Adds 5 lbs to the weapon, and increases size to Large. Not compatible with Focal Booster, Range Booster or Scatter-Laser modules. Under Barrel Plasma Ejector. This under barrel device is a small plasma weapon. Requires a DC check of 13 with instructions and 5 minutes to install as it ties into the power system of the LR100. Deals 3d10 fire (or whatever type plasma weapons deal in your campaign), rate of Semi, range increment of 40 ft, uses two charges to fire. Unable to fire at the same time as the laser. PDC 16 Weighs 3 lbs. Heavy Clip Buttstock This removes the rear housing end of the LR100 and mounts a short solid buttstock with an extra heavy battery to the rear of the weapon. Adds 3.5 lbs to the weight of the weapon. This battery increases the ammo capacity by another 100 rounds. The DC to install this add-on is 16 with instructions, 19 without them. This feature CAN be used in conjunction with any of the other options. PDC 13. |
| #49backstabbistMay 18, 2009 18:00:28 | HP-LR100d Duplex Laser Rifle +50% damage, -2 Tohit, expends 2 charges HP-LR100n Networked Laser Rifle Per Landwarrior benefits |
| #50backstabbistMay 19, 2009 11:07:47 | HP-LR100c Spectrum FatBand color laser Defeats LaserDefeating defensive measures, Negates upto 2 points of AntiLaser defence Additional Feed Trays Adds a 2nd standard magazine well for extended ammo capacity High PPM Increasing Photon Pulse Modulation enhances fire rate, +5dc Autofire or 1.5x DTap & Burst, uses 2x ammo Scanner & FACS Computer AI module and Force Analysis Combat Software Smartgun grants +5 kTactics equip bonus, +2 Spot (creatures), +2 Search (as applicable to creatures), general +2 to any roll to assess/estimate/observe creatures abilities |
| #51backstabbistMay 19, 2009 12:06:06 | While the high end militaries can afford fancy Lasers the masses of unaffluent combatants require a gun for the people... a Volksgewehr Canon INKjet Carbine Ion-Node Kinetic stream pulse ('particle' gun) Damage: 2d12 Critical: 20 Damage Type: Energy Range Increment: 50' Rate of Fire: S Size: Large (Medium -4Tohit -1Init) Weight: 5 lbs Ammo: 30 box. Purchase: 15 Lic+1 Why buy a rifle, when you can spend less for a canon |
| #52kronos182May 20, 2009 1:42:02 | Hehe.. Duplex, High PPM and Cannon INKjet Carbine! Gotta love some of the stuff you come up with, backstabbist. |
| #53kronos182Sep 06, 2009 19:06:24 | As other companies explored laser and rail gun technologies as the new weapons of choice, others went the way of plasma weaponry. With Colt's relative sucess with the Rhino, Remington also decided to persue plasma technology but in a slightly different direction. Instead of building an energy rifle to generate plasma and then fire it, they first had their ammunition division create plasma grenades and from there devise a round to be used in a weapon. From there the weapon devision built a weapon to fire the rounds. These new rounds are fired using the kinetic energy from a hammer, just like the old center pin fired ballistic rounds that have been in use for the past century or so. This allows for far less training required for those switching to the new plasma cartridge. Unfortunately, the plasma cartridges are larger than most ballistic ammunition, but does come in various sizes for different calibers and power levels. Plasma Cartridges RP-01 Light Cartridge: 3d6 fire damage (or whatever type of damage for your campaign), box of 30 rds has PDC of 13. The rounds are about 0.75" in diameter, two inches in length. RP-02 Stardard Cartridge: 3d8 fire damage, box of 30 has PDC of 14. The rounds are 0.85" in diameter, two inches in length. RP-03 Medium Cartridge: 5d6 fire damage, box of 20 has a PDC of 16. The rounds are 1.25" in diameter, 2.5 inches in length. RP-04 Heavy Cartridge: 4d10 fire damage, ignores 5 points of DR/Hardness, box of 20 has PDC of 17. Rounds are 1.75" in diameter, three inches in length.
Model XP1000 The XP1000 is Remington's first weapon to use the new self contained plasma rounds. Since each round contains the energy to create the plasma itself, the XP1000 uses very reliable designs for the action, although the materials used in the hammer, chamber and barrel are all highly heat resistant and designed to withstand the stress of firing a plasma round. It looks like a much thicker version of the old Model 870 pump action shotgun, only with no cartridge ejection port as the whole cartridge is consumed as the round is fired, using the pump action to load the next round into the chamber. The XP1000 normall uses the RP-02 cartridges, but can also use the RP-01 cartridges, doing so only lowers the damage. Model XP1000 (PL6)
Super Spartan 3100X The Super Spartan is a plasma cartridge upgrade to the Spartan 310. Using 29.5" length barrels that are hexagonal in shape, a total diameter of just over two inches, the Super Spartan makes the original Spartan look like a BB gun. Using the same break action, only upgraded with newer materials, the Super Spartan is simple to use and maintain, although slow to reload, still makes it an excellent weapon to use in tight quarters, especially against armoured foes. Super Spartan 3100X (PL6)
Model 9100 The 9100 isn't very remarkable in looks except for it's angular design, using a bullpup arrangement, it's the first design to use a magazine instead of an internal tube or break action. The 9100 also has two universal mounts, one under the barrel to allow for alternate weapons, which with the sturdier design allows for heavier weapons to be used (must have sufficent strength to weild both weapons if a large alternate weapon is used). A universal mount is atop the barrel for different scopes to be used. The 9100 uses the Standard cartridge, although medium ones can be used. Model 9100 (PL6) |
| #54kronos182Oct 12, 2009 0:27:04 | Heat Blades With the raise of the popularity of melee weapons, new metallurgy technology has been applied to old style weapons. By using high heat resistant metals combined with ceramics, weapon makers have added heating elements to the blades which increases their damage potential. The other added effect is the blade glows from the heat providing enough light similar to a candle. Heat Sword (PL5 Simple Weapon Proficiency) Heat Knife (PL5 Simple Weapon Proficiency)
Entertainer's Heat Blade One other popular use of heat blades has been in the entertainment industry. By using different types of ceramics and metals used in the blade, and using different levels of heat, and in some cases, coating the blades in different chemicals, they have made the colour the blade glows other than the normal red. Entertainer's heat blades are usually not sharpened for the safety of the user.
Entertainer's Heat Sword (PL5 Simple Weapon Proficiency) |
| #55kronos182Oct 12, 2009 23:09:13 | Anti-Laser Aerosol With the advent of the invention of laser weaponry, various means were developed to counter them. Reflective anti-laser armour works quite well, but can be expensive and also aren't practical in stealth missions. So anti-laser aerosols were invented. Most anti-laser aerosols are grenade shaped devices that release a cloud of fine reflective metallic and ceramic particles. Although not dense enough to obscure visibility, any lasers fired into an anti-laser aerosol cloud are rendered useless. One anti-laser aerosol grenade fills a 15 foot wide area and lasts for 1d6+1 rounds. Laser weapons fired into or through the cloud do only 1/4 damage and suffer a minus -5 to attack rolls. A strong wind will dissipate a cloud in about 2 rounds. PDC 12 for a box of 10. Vehicle countermeasure versions fill a 30 ft wide area but last only 1d4+1 rounds and cost PDC 13 for 10 uses. |
| #56marcoasalazarmOct 15, 2009 4:58:43 | Anybody here has any ideas of how to stat up the Prawn weapons of 'District 9' ?
One of them is obviously a Concussion Rifle (and is the only gun we cannot see if it's lethal or not-although it's mondo-effective), but the rest I haven't much of a clue. |
| #57doctor_mcpirateOct 17, 2009 5:20:56 | Here are two rifles and a pistol I designed specifically for my campaign. They are simple, ballistic weapons based off the charge weapons of PL6 ESB 5N
The 5N is the standard sidearm of the En-Sae military (when they choose to use firearms), and incorporates new, more powerful charge ammunition to improve the destructive potential of 9mm rounds, giving it the power of an assault rifle and the concealability of a machine pistol. ESB 38
The ESB 38 has an attached Laser-Rangefinding scope with built in Blackout filters (see blackout goggles in Future Tech) and is used as the standard armament of special operations teams in Azralis. ESB 22SN
The ESB 22SN is the sniper variant of the '38, sacrificing portability and an automatic setting for a much longer range. The Laser-rangefinding scope of the ESB rifles lends itself well to this weapon, allowing sniper teams to mark targets for the other members of the squad, granting almost pinpoint accuracy at extreme range. Ammunition Gadget: Charge Ammunition
While I'm at it, here is a gadget that me and my party designed. Grappler gun
The grappler gun employs compressed air to launch out up to 30 feet of Duracable (see d20 Future) with an attached grappler tag (also see d20 Future), which has a powerful reloading feature which is used to rewind the Duracable. This rewinding feature allows the duracable to be rewound with a full round action or alternatively can be used to pull up to 250lbs of gear towards the engaged grappler tag at a speed of 30 feet per round. The compressed air canister can be used to fire the gun up to 10 times before it needs reloading (canister is Purchase DC 5). The standard gun can carry 30 feet of ultralight duracable but a grappler gun can be modified to carry more cable. Modifying a grappler gun like this will, however, increase the weapon's size to large and require and increased storage compartment for the cable. Well, that's some of my stuff. EDIT: Yes, I do realise that the Charge Ammunition is very similar to the Devastator's plasma ammunition. |
| #58backstabbistOct 17, 2009 8:44:40 | Whenever I hear about being able to make a more powerful handgun using a future gunpowder replacement, I am always looking at the example of just how power limitted handguns are using current tech. Current Gunpowder Handgun Power vid Obviously, the guy in that vid is suffering from a lack of perfomance due to the weakness of using just gunpowder in his pistol. (Note: that is not a 87lb 3rd Worlder, that is one big cornfed shootist) |
| #59doctor_mcpirateOct 18, 2009 3:46:04 | Nice video. I appreciate that the gadget I added has little or no grounding in reality, but I was really only putting forward a gadget based on the Charge Pistol/Rifle in d20 Future Tech. But while I'm here, these are some of the weapons from the game, Killzone. Helghast Light Assault Rifle (LAR) The first entries apply to the assault rifle itself, while the second refers to the underslung shotgun.
The Helghast LAR is the standard issue weapon of Helghast troops. Combining a high rate of fire and large ammunition stores and a final "desperate shot", the LAR makes for a reliable, cheap armament. The standard LAR also comes with a built in scope. This weapon has a three round burst setting. Helghast Light Machinegun
The Helghast LMG is a heavy, relatively inaccurate bullet hose, generally used to swamp an area with bullets. Helghast Sniper Rifle
The Helghast sniper rifle is a powerful, yet light armament accurate over long distances. This weapon comes with a scope. Helghast Rocket Launcher
Less accurate and portable than the ISA equivalent, the Helghast make up for this with a larger blast radius and a 3 round capacity. Squad Cannon
The Helghast squad cannon is a huge, long barreled monstrosity that fires volleys of large calibre, high explosive shells. This weapon can be used to fire single shots or two round bursts. Machine Pistol
The Helghast machine pistol is a fairly standard machine pistol with short range. The most remarkable feature is the odd, front loading mechanism of the clip. ISA Assault Rifle (with grenade launcher attachment)
The ISA assault rifle is an accurate, powerful assault rifle which features a three round burst setting, a scope and an underslung grenade launcher (use stats for M79). Shadow Marshal SMG
The shadow marshal SMG is a great innovation in stealth technology, based of a standard 9mm SMG. The shadow marshal SMG has a built in silencer and nightvision scope. This weapon is easily used in one hand but is difficult to conceal, causing a -2 penalty on sleight of hand checks to conceal this weapon. I might get to doing the rest when I can be bothered. Doctor out. |
| #82kronos182Aug 28, 2010 17:42:57 | FLEA Fixed Lethal Enhanced Area defense pre-fragmented shaped charge chemical explosive mines. FLEAs are mines designed to protect satellites and stations from EVA sabotage. The FLEA mines are small, not much larger than a typical claymore style mine but included a unique gravitic field lock system which varied its distance from its parent asset by gentle magnetic field manipulation on a very minor level, keying in on the gravity well of the parent asset and being pulled along with it through orbit. FLEA mines could be detonated autonomously through a series of events detected by their programing or command detonated by the parent asset as needed. Defense satellites can have anywhere from 6 to 12, while a station could have dozens to hundreds scattered about tied into the station's sensors and IFF systems. Each FLEA mine has a lethal radius of several hundred meters (in orbit) and used a shaped charge effect to shred a pre-fragmented casing into five thousand shards moving in a rapidly expanding cloud at a velocity of several miles per second. FLEA (PL5/6) Damage: 5d6 Critical: 19-20 Damage Type: Slashing Range Increment: 100 ft cone. Rate of Fire: Single, one time use Size: Small Weight: 7 lbs Ammo: 1 Purchase: PDC31 +3 Military for 5 mines. Game Notes: Coated with a radar absorbing material to keep from being detected, along with nonreflective paint, increase search/spot DCs to locate by 5. Has sensors to detect approaching targets +10 spot, +10 search out to 500 ft by itself, can be tied into parent asset's sensor system. |
| #83kronos182Aug 29, 2010 16:03:35 | Firefog PL6 Firefog is a highly flammable chemical spray that fills the air around the mech and makes movement hazardous. The short-lived firefog cloud bonds with air molecules, and is so unstable that the friction created by normal movement can ignite it, turning the air around the Power Armor into a lethal firestorm. Anyone moving faster than 10 ft per round within the area of a Firefog cloud will ignite the chemical. All targets within the cloud’s radius take 6d6 points of fire damage. The explosion can set combustibles on fire, and a Reflex save, DC 18 halves the damage. Typically the mech is specially insulated to avoid damage from its own cloud, making this weapon ideal for laying ambushes. Has enough for 10 uses. Each slot dedicated to ammo holds enough for 20 uses. Equipment Slots: 1 Activation: Free action to deploy a cloud Range: 30 ft radius, centered on the Power Armor Target: All creatures and objects in range Duration: A cloud can lie dormant for upto 1 minute before disappating harmlessly; effects are instant when triggered. Saving Throw: Reflex DC 18 Half Effect Purchase DC: 31 Restriction: Military (+3) |
| #84kronos182Aug 29, 2010 22:54:41 | GEWS328A3, aka Thumper![]() The General Electrics Weapon System 328A3 is a squad support weapon. Usually mounted on a waist support harness, but can also be mounted on a tripod or a vehicular turret mount. The Thumper as it's affectionately named, is a six barreled plasma weapon. Individually each barrel isn't too impressive, but the Thumper fires two barrels at once, one on each side, alternating between sets of two with each firing, keeping the barrels cooler on autofire. Another feature of the Thumper is the mini-rocket launcher that lines its center, adding a little extra THUMP in combat. Featuring a second trigger for the rocket launcher, as long as the Thumper isn't firing on autofire, the user can fire a plasma burst, then a rocket, then back to plasma again or vice versa or in any combination. The Thumper can make use of standard power packs, but uses two at once (drawing power from both, so when one shot is fired, one charge is pulled from both. On autofire 10 is used from both). The mini-rockets are loaded in from the top of the shroud surrounding the barrels. A rocket 'sleeve' can be used to quickly reload the rockets (acts as a speed loader holding 6 rockets, disintegrates as the rockets are fired), else it takes a move action to reload one rocket, so 2 rounds to fully reload the rockets individually. GEWS328A3 (PL6/7 Heavy Weapon) Damage: 4d10 plasma, varies rocket Critical: 20 Damage Type: Fire (or whatever type for the plasma in your game), varies by rocket type Range Increment: 80 ft, 150 rocket Rate of Fire: S,A plasma, semi rocket Size: Large, just barely under huge. Weight: 32 lbs Ammo: 50 box plasma, 6 internal rocket Purchase: PDC32 +3 Military Has alternate weapon gadget for mini-rockets. Has a port to allow connection to a power source, such as from a vehicle to power the plasma barrels instead of using normal power packs. GEP RePS PL5/6 General Electric Pharmacueticals was experimenting with new forms of energy, such as biofuels and energy producting microbes. Taking some fungus with bioluminous powers, combining with DNA from electric eels, GEP has managed to create an organic source of power. The Regenerating Power System is about the size of a fridge, and produces enough power to power a couple dozen homes for year, or a MBT for 6 months of continuous nonstop use. The RePS needs about a litre of water and 1 kg (about two pounds) of a nutrient solution, which can be mixed into the water each day it's used. A RePS can last for 5 years if not used constantly, where the organic mass inside will go into a state of hypernation to allow it to not waste energy when not in use. After about 5 years, more organic material will have to be added and dead matter removed. This is easily done at any GEP storefront for about 11 PDC Weight: 34 lbs PDC: 16 Nutrient: 20 kg (approximately 45 lbs), PDC 11 GEP RePP PL6 The Regenerating Power Pack is a backpack sized portable version of the RePS. Provides enough power comparable to 5 gas powered portable generators of the past age. Can be used to power anything from a vehicle to weapons. Needs about 100 ml of water and 50 g of nutrient each day of use. Can last up to 5 years before needing to have organic material checked and changed. Can be done for PDC 8. Weight: 12 lbs PDC: 17 |
| #85kronos182Sep 02, 2010 11:04:42 | Mini Grenades PL6 So seeing as how I don't like how d20 future handles grenades in the future.. Let's try this shall we? Mini Grenades are a bit bigger than a 3" shotgun shell. So a little wider and a shade longer.. say 3.25". So take your regular grenades (hand or 40mm) and cram all that into this super shotgun type round. They won't work in shotguns or shotgun attachments to rifles. Now for hand grenades of PL6 take your old PL5/Modern grenade, increase damage by 1 die, increase blast radius by 10 ft, and add 5 ft to the range increment (light, more aerodynamic design, deployable fins, what have you) and increase Reflex DC by +2. Quick easy rules for PL6 grenades. Example PL6 Frag Grenade 5d6 slashing, 20, burst radius 30 ft, Reflex DC 17, Range Incr 15, tiny, 1 lb, PDC 15 Mil +3 PL6 Rockets I did mini-rockets in a previous post, so here's just a quick rule for "regular" sized rockets for infantry. Increase damage by 2 die, increase blast radius by 15 ft, increase Reflex DC by +3, increase range increment by 50 ft. If the rocket has the ability to ignore hardness/DR increase by 3. Example RPG-14 An improved version of the RPG-7, although lacking any special targeting systems, really just basic sight with range finder, and mass produced and fairly cheap. RPG-14 (Heavy Weapon) Damage: 10d6, 30 ft radius Critical: 20 Damage Type: Explosive Range Increment: 275 ft Rate of Fire: Semi Size: Large Weight: 11 lbs Ammo: 1 internal Purchase: PDC 17 (+2 Restricted) Let's take it up a knotch.. PL7 Explosives In my opinion, rockets, and mini rockets don't exist in PL7 and above, they would be replaced by missiles and mini missiles, except for dirt cheap non guided ones, but by this point, guidance systems should be fairly cheap so becomes moot. So basically, no rockets, just guided missiles. Increase die TYPE by 1, so d6 becomes d8, d8 becomes d10, etc. Increase number of die by 1, increase Reflex DC by +2, blast radius by +10 ft, range increment by +50 ft. If there is also the ability to ignore hardness/DR increase by 3. Add attack bonus for guidance systems, this is where GM discretion comes in.. but higher bonus (range between +1 to +5) increases price of course. Special Note: In my opinion, for anti-tank/armour/material warheads, use the above stats, but increase the ignore hardness/DR by another 5, use the original PL5 rocket/missile blast radius and decrease that by 5 feet, and don't add the extra bonus die to damage. Example RPG-33 PL7 An improved version of the RPG-14, although lacking any special targeting systems beyond basic IR/Thermal, range finding, laser designator and wind direction and force with helpful plotted flight of the missile in the sight. Usually sold with basic missiles (+1 attack, PDC 14 for 4) RPG-33 ( PL7 Heavy Weapon) Damage: 11d8, 40 ft radius Critical: 20 Damage Type: Explosive Range Increment: 325 ft Rate of Fire: Semi Size: Large Weight: 16 lbs Ammo: 3 internal Purchase: PDC 17 (+2 Restricted) PL7 Grenades No more mini-grenades, mini missiles will be used instead basically, only with altered minimal ranges, and such. For hand grenades, take the PL6 version of the hand grenade, increase die type by 1, d6 to d8, etc, increase blast radius by 10 ft, Reflex DC by +2, range increment by +15 ft (better aerodynamics, mini flight system, like a small compressed air jet or the like, mini air turbine or whatever technobabble you want to use). Well, there you go. Some quick, basic adhoc rules for giving your character some extra hurt against massed targets and armoured targets of the future. |
| #86kronos182Sep 02, 2010 23:19:23 | Shredder Grenades (PL6 to early PL7) Shredder grenades are an enhanced fragmentation grenade, designed to shred soft targets to shreds. Extremely effective, but also has been banned by many governments as being inhuman. Using specially designed casing and layers of ceramics, metals and other materials, soft targets, aka humans or creepy 3 foot tall alien hordes, are shredded as the material rips through their flesh. Unfortunately, shredders aren't very effective against armoured targets. A favourite tactic of many runners and pirates is rigging a shredder or several near or in airlocks with proximity sensors to deter boarders, especially in EVA situations as they'll tear through most EVA suits unless they are armoured. Shredder Grenade (PL6) Damage: 5d6, 20 ft blast radius Critical: 18-20 Damage Type: Slashing Range Increment: 20 ft Reflex DC: 19 Size: Tiny Weight: 1 lbs Purchase: 18 box of 5 (Military +3, although in areas where it is banned, Banned +4) Game Notes: Against targets with armour that grants at least a +2 bonus to Def, or has more than 3 hardness, or Natural armour +3 or higher, HALF the damage the shredder does as it isn't very effective in penetrating. |
| #87kronos182Sep 12, 2010 16:25:39 | Collapsable Spikes With new breakthroughs in metamaterials and metallurgy, scientists have been able to make materials that can change their shape between program shapes through use of electrical charges. Collapsable spikes is one such application of this technology. At rest, these spikes are large nubs on the device they are put on, usually armours, robots, mecha or defensive positions. When a specific electrical charge is sent through the nub, it expands to its preprogrammed shaped and size as a spike. Size varies by design and size of the device it is installed on. This takes less than a second to happen, making for excellent quick surprise defenses. To retract the spikes, another different electrical charge is sent and they shrink back to their nub size. Collapsable spikes are not particularly large and designed so as to not impair movement of the device they are put on, so individually they do little damage, but since dozens of spikes can cover the device, the damage adds up. Medium size (medium sized robots, suits of armour, small vehicles) 1d4 piercing against/during grapples, adds 1d4 piercing damage to unarmed melee attacks, PDC 16 Large size (small mechs of Large size, cars, armour of giant sized lifeforms) 1d6 piercing, PDC 18 Huge size (trucks, huge mecha, etc) 2d4 piercing, PDC 20 Gargantuan size 2d6 piercing, PDC 22 Colossal size 2d8 piercing, PDC 24 |
| #88kronos182Sep 26, 2010 13:03:02 | Texan Arms R Shot![]() A realatively new comer to the arms market, Texan Arms released the R Shot which is a mini grenade launcher modeled after semi-automatic shotguns. Surprisingly robust, simple operation and low cost, the R Shot has gained favour amongst heavy weapon users and those that like the versitality of mini grenades over old shotguns. The R Shot features a comfortable foregrip, ambidexterious design, waterproof and has neutral bouyancy. Able to work submerged in water and mud, go from extreme cold to extreme hot environments and still fire reliably. The only situation Texan Arms couldn't garuntee it'd work under is at the blast point of a tactical nucular missile strike, which they also advise against trying for user safety. Also has a universal mount under the barrel for tactical lights or range finders or gun camera. R Shot (PL6 Heavy Weapon) Damage: varies with grenade, typically fragmentation 3d6 10 ft blast radius Critical: 20 Damage Type: Slashing Range Increment: 90 ft Rate of Fire: Semi Size: Large Weight: 14.5 lbs Ammo: 11 box Purchase DC: 17 |
| #89marcoasalazarmOct 07, 2010 8:11:04 | You, my man, create firepower the likes of which are jaw-dropping awesome. |
| #90kronos182Oct 09, 2010 10:32:43 | Thanks marco! Feel free to use anything I've posted here, the mech warehouse and wherever. I've got a bunch of other stuff I've been thinking about to post. I'll probably use this long weekend (it's Thanksgiving here in Canadialand ) to post some more. |
| #91kronos182Oct 09, 2010 21:06:56 | Clark mk 12![]() Lt. Nerz coughed as the smoke started to clear from the breached wall. An armoured figured stepped through the hole. She raised her rifle, pointing it at its head. "You think that pee shooter will hurt me?!" A metallic sounding voice emitted from a speaker somewhere on the helmet, "My suit's rated to survive up to a las cannon!" The figure started to laugh. Nerz pumped the fore handle, a satisfying sound to her ears as deuterium was forced into the weapon. "Lucky for me, I've got ol' Clark here." She fired and the armoured figure stopped laughing as it hit the ground, a smoking hole in the faceplate. The Clark mk 12 is a plasma rifle modeled after old Earth style shotguns. For the most part, it's an average plasma rifle, but has a unique system for some extra punch. A small deuterium canister can be added to allow the Clark to be turned into a plasma cannon. By pumping the forward handle forward then back, the weapon primes itself, engaging the magnetic containment fields, feeding raw deuterium into the energizing chamber. As the trigger is pulled and plasma is normally created, the extra deuterium is mixed in and also converted to plasma far hotter and more powerful than the weapon can normally produce. This ability gives infantry some extra punch without having to carry an extra weapon, especially when weight is an issue. Clark Mk 12 (PL 6/7 Personal Firearm Proficiency) Damage: 3d10 Critical: 20 Damage Type: Fire or whatever type your campaigns have plasma as Range Increment: 80 ft. Rate of Fire: S, A Size: Large Weight: 11 lbs Ammo: 50 box Purchase: 20 Res (+2) Game Notes Alternate ammo: Deuterium fuel cell 10 box. PDC 14 each Alternate Fire Mode: By pumping the handle (swift action), rate of fire changes to single for next shot, which changes damage to 5d8 ignore 3 points of hardness/damage reduction, reduce range to 50 ft. Must be fired within the next 6 rounds or deuterium will be vented to safety purposes. Handle must be pumped to engage the deuterium feed each time, otherwise, it resets back to semi automatic mode. If the alternate fire deuterium enhanced mode is fired continuely each round, there is a chance it will over heat and shut down. After first round if deuterium mode still used, roll percentage starting at 10%, +10% for each continued immediate shot in deuterium mode. |
| #92kronos182Oct 09, 2010 21:56:40 | M78 Phased Plasma Infantry Gun![]() The M78 is a shoulder mount heavy infantry antitank/mech weapon. The M78 was developed as an alternate to missile or rocket based antitank/mech weaponry, especially in areas where logistics for rockets or missiles can run short very quickly. An interesting unexpected feature of the M78, due to the phasing of the plasma, is it ignores particle fields designed to reduce the effectiveness of energy weapons. However, this also makes building these weapons difficult so they are limited in numbers compared to other weapon systems. M78 (PL6/7 Heavy Weapon) Damage: 8d6 Critical: 20 Damage Type: Fire or whatever type your campaigns have plasma as Range Increment: 150 ft. Rate of Fire: Single Size: Large Weight: 7 lbs weapon, 5 lbs battery Ammo: 10 box Purchase: 26 Mil (+3) Game Notes: The cable that connects the battery to the main weapon, although armoured, is the weakest part of the system. Has 5 hit points, 6 hardness. Battery recharges itself one shot every minute when not in use after 2 rounds. Batteries have a PDC of 18. Defensive systems like particle shields and other energy dampening systems, except for things like laser reflective armour, are ignored by the M78. |
| #93fatcatdeadratOct 10, 2010 1:10:57 | Two weapons I made for a campaign I'm running. they work well in a progress level 6 game. I hope you enjoy them as much as my players have hated running up against heavy troopers wielding them. SBR: The shielded battle rifle is an attempt to increase the combat effectiveness of the individual soldier by increasing his life span. It is designed to defend the operator with the protection of a military grade riot shield, and give them the fire power needed to finish their job. The weapon can be equipped with one of several secondary weapons.(see SBR Accessories) Damage: 2d10 Critical: 20 Type: Ballistic Range Increment: 80' Rate Of Fire: S,A Ammo: 50 (box) Size: Large Weight: 14 lbs Purchase dc: 25 Mil (+3) Notes: Shield bonus Armor +3, non proficiency armor bonus +1, armor penalty -2, spell failure %50. Because of the weapons strange design it recoils to the side, all full auto attacks are treated as strafe attacks (attacks a 5' by 20' area) burst attacks are unaffected. SBR Accessories: Attaching or detaching an accessory takes a repair check (dc 10) and 5 minutes of work. 25mm grenade Damage: 4d6 Critical: 20 Type: slashing Rate Of Fire: S Range increment: 40' Indirect Ammo: 4 (internal) Weight: +6 lbs Purchase dc: 18 Mil (+3) Notes: Indirect fire can be used to shoot over obstacles, it can be fire at targets up to 100 range increments instead of the normal 10. Blast 5' radius. Incendiary grenade damage type changed to fire Shotgun Damage: 2d10 Critical: 20 Type: Ballistic Range Increment: 30' Rate Of Fire: S Ammo: 5 (internal) Weight: +4 lbs Purchase dc: 10 licensed (+1) Blatgun Damage: 2d6 Critical: 20 Type: Ballistic Range Increment: 20' Rate Of Fire: Ax2 Ammo: 100 (box) Weight: +4 lbs Purchase dc: 10 restricted (+2) Notes: Automatic X2, weapon uses15 rounds burst and 25 rounds on full auto attack targeting a 20' by 20' area. Mortar Launcher Damage: 7d8 Critical: 20 Type: slashing Range Increment: 100' indirect Rate Of Fire: Single Ammo: 1 (internal) Weight: +10 lbs Purchase dc: 20 Military (+3) Notes: Indirect fire, blast 10' radius. The Next weapon was made just because I love halberds. I didn't think 2d10 was reasonable for damage, so I didn't just double it like the high frequency sword when I made it high frequency. High frequency Halberd Damage: 2d8+Str Critical: 20/ X3 Type: piercing, slashing Size: Large Weight: 16 lbs Purchase dc: 14 Notes reach weapon, can strike foe 10' away but can not be used against adjacent foe. Can be used to make trip attacks, if you are tripped in your own trip attempt you can drop the the high frequency halberd to avoid being tripped. |
| #94kronos182Oct 10, 2010 11:00:10 | Slammer Missiles Slammer missiles were designed as a form of infantry control and area denial. Slammers are also quite useful against aircraft, except extremely fast ones. When a Slammer strikes its target, it releases a large concussion force, stunning and knocking prone most people. It has also been observed that items not bolted down and less than 50 lbs have been thrown about from the blast. Low flying aircraft, helicoptors and hovercraft can also be sent careening out of control. Standard Slammers are about 5 feet in length and are usually set in a ground to ground or ground to air use. Aircraft mounted Slammers are about 7 feet long due to the added fuel and enhanced flight capabilities and guidence to engage faster targets. Slammer Missile (PL6) Damage: 6d8 to target hit, 3d8 to everything within 50 ft radius. Critical: 20 Damage Type: Concussion Range Increment: 250 ft. Aircraft mounted ones use normal rules for missiles similar to sidewinders. Rate of Fire: Single Size: Huge Weight: 21 lbs per missile Ammo: Purchase: 27 Mil (+3) for 1 missile. Aircraft mounted ones cost PDC 30 Mil (+3). Game Notes: Target hit must make Fort save 25 or Stunned for 1d6+3 rounds, is knocked prone if person, if an airborne target, like a helicoptor or even a hovercraft must make a Pilot skill check DC 25 to maintain control. Everything within the blast radius must make Fort Save DC 20 or be stunned for 1d6 rounds, Reflex save DC 20 or be thrown 20 ft and knocked prone (damage for striking a target while being thrown apply). Flying and hovering craft must make Pilot skill check DC 20 or lose control. |
| #95AnimeSniperOct 12, 2010 11:57:46 | The compiled word doc of everything posted here is up to 59 pages and still needs to sorted through and organized... |
| #96kronos182Oct 12, 2010 22:19:19 | Well whenever that's done, make sure a link is easy to find. I'll probably be adding more soon. Plus to the Mechawarehouse and Chuck's Wondrous Emporium where I'll put anything that's not weapons or mech related |
| #97kronos182Oct 12, 2010 23:25:20 | ![]() Beretta 102 The Beretta 102 is a collaboration between Beretta and HP to create a compact dual weapon system. Using charge pistole technology but wrapped in an older style frame with the forward section modifed to hold a small laser modeled after the PD250. However, due to space limitations, the power pack of the laser can not be removed, so a power cable has to be plugged into the weapon to recharge the laser's power supply. As a consideration that the weapon was going to be sold to military support personnel and tank/mech crews where space is limited for personal defense systems, HP has added a special boosting capacitor system to give the laser significantly more punch, but drains the battery far faster. Beretta 102 (PL 6 Personal Firearms Proficiency) Damage: 2d8 / 2d8 Critical: 20 Damage Type: Ballistic for charge pistol, fire for laser Range Increment: 60 ft / 30 ft Rate of Fire: Semi / Semi* Size: Med Weight: 3.4 lbs Ammo: 11 box charge pistol, 25 box laser Purchase: 22 Res (+2) Alternate Fire Mode: As a swift action, the laser can be set to its other fire mode which changes the rate of fire to single and deals 4d6 but uses up 3 rounds of ammo. Game Note: Switching between charge pistol and laser is a swift action which can be done once a round. The laser and charge pistol can not be fired at the same time. |
| #98marcoasalazarmOct 13, 2010 8:22:23 | I was going to ask you for a small request (sorry). -Demolition Grenade: Exactly what it says on the tin. Small grenades (about the size of a soda can) that can single-handedly bring down buildings (well, small ones. Big ones get damaged badly). Also, the 'Slammer' Missile kind of remind me of the Jericho Missile System from the first 'Iron Man' movie, but that would be just me (and statting up the 'Jericho' missile? Awesome. Again). |
| #99kronos182Oct 13, 2010 9:36:03 | I was going to ask you for a small request (sorry). The Jericho used 'repulsor' tech to deal damage to a large area, then a residual concussion area from that. As for a demolition grenade.. hmm... it'd basically be a PL6 version of C4 that requires Demolitions skill check.. hmmm... *strokes chin while consulting a tablet writing formulas and other mad scientist like stuff* |
| #100backstabbistOct 14, 2010 14:49:42 | Demolitions Grenade = Ranged Demolition Skill Check with a -2 for general principle edit append- on second thought, make it -4 for Ranged Demo check, and requires a Tohit roll as applicable to the target |
| #101kronos182Oct 15, 2010 23:03:56 | M857-D Demolition Grenade The M857-D Demolition grenade, also known as building poppers or just poppers, were designed as a quick means for SpecOp teams to destroy key target buildings or to collapse bridges without having to expose themselves more than necessary. Poppers can be used like a normal demolitions charge as well. Poppers are designed so that when thrown they will land and adhere to most surfaces. Game Notes: Make a Demolition Skill check at -4, then a ranged attack at -2 to throw the grenade at the spot. M857-D (PL 6) Damage: 5d6 Critical: 20 Damage Type: Concussion Blast Radius: 20 ft Range Increment: 15 ft Size: Tiny Weight: 2.2 lbs PDC: 17 Mil (+3) |
| #102marcoasalazarmOct 16, 2010 21:49:46 | BOOOM! Nice stats. Thanks. |
| #103kronos182Oct 17, 2010 0:23:28 | Thanks. Not sure if that's how'd it'd work exactly, but took my best guess. I've got a few more ideas for stuff to post tomorrow. |
| #104kronos182Oct 17, 2010 11:19:29 | M746 Shoulder Cannon The M746 is essentially a scaled down infantry portable version of the Warpath Recoilless Mech Rifle in a shoulder fired weapon, similar to a bazooka. As the Warpath becomes quite prolific amongst the major militaries for their mechs, but mechs are rare amongst other groups, the Mini Warpath, as the M746 has been called, allows infantry troops to have the punch of the full scaled weapon, but light and small enough to hide and use from vantage points a mech could never use. With the Mini Warpath using the same ammunition as the full sized weapon, it makes logistics far simplier for militaries that use both weapons, or for infantry to simply shoot down a mech using the larger weapon and raid its ammo supplies. The Mini Warpath looks like a scaled down, bullpup configuration of the main Warpath. Ammo box at the back of the weapon, shoulder rest where the normal trigger would have been, handle with trigger forward of that. M746 (PL 5 Heavy Weapon) Damage: 10d6 Critical: 20 Damage Type: Ballistic Range Increment: 100 ft Rate of Fire: Semi Size: Large Weight: 32 lbs Ammo: 5 box PDC: 19 Mil (+3) Personal Note: I know the Warpath range in the book is only 40 ft, which I've listed when I've put it on any of the mechs I've posted, but in my games I usually just multiply the range of mech weapons by 5 or 10 to suit game style. Thus I've set the range of the Mini Warpath to fit with infantry weapons, and if you multiply the warpath by 5, it's half the range (would be 200 ft), since the weapon is about half the size of the full scaled version. |
| #105backstabbistOct 17, 2010 17:24:54 | Uh, museum check time: m202 FLASH fired 1-4(LinkfireX2) of the 66mm(aka LAW) rockets for just 26lb Standard ammo was Incindiary Burst, but the HEAT rockets from the law were testet in 'x191' variant. Reload was a 4rocket block-clip |
| #106kronos182Oct 17, 2010 18:21:22 | Uh, museum check time: So which weapon do I need to alter? The mini warpath for its weight and damage? Maybe it is a bit heavy when compared to an m202 for one extra round of ammo, and lacking the anti-armour capabilities.. |
| #107backstabbistOct 18, 2010 12:14:49 | Yup, the shoulderfire Warpathlette. You should weigh the advantages it has over the m202, and the disadvantages The SFWarpath is semi, but the m202 was multilaunch. Is the benefit of Semi better than the benefit of Single/Linked? What did you consider the benefit of 10d6 DTap to be, and what does a Linkfire of 10d6 give ( or the 4rocket 2xLinkfire). Even if the SFWarpath weight was reduced to match the m202, the ability to pour the damage on with just 1 use of Hardness is a big benefit od the m202. Hypotheticly, if the unloaded semiauto SFWarpath weighed 15 and 25 loaded... fite a couple DTaps and those 4 rockets will have target Hardness taken away at least twice times, whereas the m202 can fire4 with hardness taken just once. In RAW terms, where a ~35 point 10d6 rocket loses 10 or more to Hardness, it will take MANY hits to kill a mech/armor... how many shots from that would it take to kill a 'museum' Abrams? I understand and respect that you were trying to stay compatable to the RAW McWeapons, but those raw weapons are just garbage compared to what is already obsolete... I should stop before I get started on the m67 stovepipe 90mm recoiless or the AT4/Viper/Dragon/Javelin progression |
| #108kronos182Oct 18, 2010 22:04:26 | I totally understand where you're going with this. The basic idea behind the mini Warpath was since it's a 'common' weapon, there would be surplus of ammo, but not everyone can afford to buy a mech to mount a full size warpath. So you get the mini version, get some ammo, shoot up some mechs then strip them of their ammo to replenish what you spent. Great for poor countries or mercenary groups. But yeah, definitely not as good as an old LAW, and as for RAW.. sucks even more. |
| #109the7thnazgulOct 19, 2010 17:24:47 | Figured I'd try my hand at this. High Frequency Katana Damage: 2d8 Slashing Critical: 19-20 Size: Large Weight: 3 lbs PDC: 16, +3 mil Made by applying high frequency gadget (see black box) to katana. Spec Ops Model Mark II Mini Rocket Launcher Damage: Varies Damage type: Varies Critical: Varies Range increment: 225 ft RoF: semi Size: Large Weight: 8 lbs PDC:29 +3 mil Gadgets: Collapsible, Sensor Baffling, Rangefinding Laser scope Modified and gadgeted from the mini-rocket launcher posted earlier in this thread. Feedback greatly appreciated. The7thNazgul |
| #110maninthehatOct 23, 2010 4:37:34 | Name: TW11 “Viper 11” Primary Manufacture: TransWorld Systems Damage/Critical 3d4/20 Range: 40ft Rate of Fire: Semi, Auto Magazine: 32box and 15box Size: Medium Weight: 6lb Special Qualities:
Additonal Notes: The TW11, or “Viper 11” is the latest installment of TransWorld Systems ‘Viper’ series of firearms. Its predcessors have all quickly become valued collectors items due to their unique design and look. The weapon isn’t as damaging as several other firearms but its high ammo capacity and and magnetic stabilzer make this weapon a prized piece for a discerning collector. The weapon features the unique slanted grip of the Viper series as well as the return of the forward banana clip of the Viper 9, arguably the most popular in the series not counting the Viper 11. The slanted grip, coupled with the banana clip, cause the weapon to have to be held at an awkward angle with the users wrist turned down sharply to align the barrel straight ahead. The Viper 11 is rumored to be a short lived firearm, due to a supposed, and very close, projected release date for the Viper 12. Wether this is true, or just a clever ruse to increase sales of the weapon by suggesting that only a limited number will be produced remains to be seen. Purchase DC16 |
| #111kronos182Nov 23, 2010 18:01:15 | After the PAC system on the Grunt proved to be quite a success with groups in breaking sieges and bunker busting, work on a more man portable version began. After much work in ways to keep the weapon cool and improve energy efficency, a man portable, barely, version, the Particle Accelerator Rifle, is available, although in limited numbers. The PAR manages to keep the armour penetrating abilities of its larger PAC predecessor intact with only a bit of loss in damage potental, and range. Unfortunately, normal power packs provide a very limited amount of shots for the PAR, so an external power source is recommended. There is a slot to plug in normal power packs to provide a few shots, with a connection to hook up to other power sources. PAR-1A (PL 6 Heavy Weapon) Damage: 6d10, ignores 15 points of hardness/DR Critical: 20 Damage Type: Unknown energy Range Increment: 50 ft Rate of Fire: Once every 2 rounds Size: Large, almost huge Weight: 59 lbs Ammo: 2 box PDC: 40 Mil (+3), extremely rare. Game Notes: Suffers from extreme slow rate of fire, can only fire once every two rounds. When hooking up an external power source, for every 25 rounds of fire it provides normally, the PAR only gets 1. Inaccurate, suffers a -2 to attack rolls. Requires Exotic weapon feat: heavy weapon |
| #112kronos182Nov 23, 2010 19:43:25 | Collapsible Blades Using the same technology of collapsible spikes for mechs and armour, hand held melee weapons are much easier to transport and hide. Consisting of a handle which contains a small battery to provide the charge necessary to expand and collapse the blade at the flick of a switch. As an added bonus, the bottom of the handle contains a flashlight which allows the collapsible blade to be passed off as a flashlight. Due to the nature of the technology, each time the blade is extended, the blade's mono molecular edge is renewed and any small nicks and dings are removed. If the blade is broken, the system will not retract until it is replaced with a new blade. Collapsible Dagger (PL6 Simple Weapon Proficiency) Damage: 1d4 Type: Piercing Critical: 19-20 Size: Tiny Weight: 1 lbs PDC: 11 Has integrated equipment of a flashlight in the bottom. Collapsible Sword (PL6 Simple Weapon Proficiency) Damage: 1d8 Type: Slashing Critical: 19-20 Size: Small collapsed, Medium extended Weight: 3.5 lbs PDC: 14 Has integrated equipment of a flashlight in the bottom, equivalent of a 3 or 4 cell flash light. Collapsible Heat Blade This weapon combines the memory metamaterials with the heat abilities of heat blades to create an easy to carry and deadlier weapon. Collapsible Heat Sword (PL6 Simple Weapon Proficiency) |
| #113marcoasalazarmNov 24, 2010 2:25:07 | Can I request another weapon? The 'RBCH' Sniper Rifle System. Available in both 7.62mm and .50 Browning. The gun's acronym translates for 'Run But Can't Hide', because of its integral special sensor system and ammunition. The ammunition is explosive (as in goes off like a grenade), and the sensor calculates the countdown time for said explosive to go off-which is long enough for the bullet to go through any cover the target is hiding behind, making it explode on his face. It's used as an anti-sniper weapon. |
| #114kronos182Nov 25, 2010 0:28:03 | So it's a sniper rifle.. or anti-sniper weapon system? Any PL limit? Quick thoughts would be limited in capabilities of a 7.62mm, but good ol handwavium can work wonders ![]() |
| #115marcoasalazarmNov 25, 2010 2:04:31 | Well... it would be an anti-sniper system. So yeah, .50 caliber would be the only caliber needed. |
| #116kronos182Dec 21, 2010 0:50:43 | A.S.S.K.I.C.R. The ASSKICR, or Anti Sniper System, Kinetic Induction Combustion Railgun, is an anti sniper weapon system used by very well equipped law enforcements or militaries for locating and eliminating sniper threats. The system is a high powered sensor system with four remote drones designed to locating sniper threats, then to be removed with the use of the rifle, or in an emergency, the use of a drone. Using the best advances in sensor systems, miniaturization, and robotics to create the most advanced and smallest tracking system that would make many field scientists jealous. The whole system is in a large metal case, which includes retractable wheels to ease in transportation. Upon opening the case, one can remove the rifle and its large scope, which is tied to the computer system inside the case, which also houses the four small, wasp like drones. The user then powers up the system, then can quickly enter in basic search parameters, such as area type from a list, and search area size. The Tactical computer is essentially a smaller version of a Class IV mech Sensor system tied, which is tied into the drones and the scope of the rifle. This greatly enhances the range of the sytem from 10 miles to up to 30 miles. Through the scope itself all the abilities are focused up to the scopes range, including the darkvision and spot bonus (about 1 mile while looking through the scope. The tactical computer also has the advantage of an Enigma Sensor Suite through the scope and the drones. Through the scope the range is 300 ft, but only 100 ft from each drone. Images from the drones can be viewed individually through one of four screens in the case, or through the scope. The user can tell a drone to loiter in an area once a target is located, which then paints the target with a targeting laser to improve accuracy. Multiple drones will increase the bonus farther. In an emergency, if time is short or the location of the user doesn't allow for a clear shot of the target, the drone can be set to attack the target in a suicide run, overloading its power core so that it detonates upon hitting the target, hopefully killing it. The tactical computer, through the use of the scope and the onboard computer system of the rifle, can program its various ammunition, such as turning a normal explosive round into an air burst round, or changing the distance from the target that a shredder round releases its payload of flechettes, increasing its area of effect. The rifle itself is enhanced for greater range and accuracy. The weapon uses slightly larger than normal rounds, in the .50 cal range, which allows for it to make use of a variety of specialty rounds. Normal ammunition is a tungsten-depleted uranium penetrator round. The favoured rounds of many users for increased kill rates is the plasma armour penetrating round. A.S.S.K.I.C.R (PL6 Personal Firearms Proficiency) Damage: Varies Critical: 20 Damage Type: Varies, normally 20 Range Increment: 200 ft (300 ft through scope) Rate of Fire: S Size: Large Weight: 22 lbs Ammo: 10 Purchase: 37 for the entire system Integrated Equipment: Satellite Imagery Receiver, Laser Painter, Heads-Up Display, Tactical Computer, Stand, Electro-Optical Scope (range is increased by 50%) Masterwork +2 (+2 to attack) Available Ammo 'Basic' Round - The standard round of the ASSKICR system is a tungsten-depleted uranium penetrator round. Damage is 2d12 ballistic, ignores 8 points of hardness/DR. APHE - Armour Piercing High Explosive round using a similar, although weaker penetrating design as the basic round, but comes a programmable explosive charge to allow it to explode inside targets or just on the other side of cover. 2d12 ballistic and 2d8 fire. If programmed to detonate outside a target, such as when the round penetrates a wall, the fire damage is 2d6 done in a 15 ft blast radius, Reflex Save DC 19. PAP - Plasma Armour Penetrating round contains a deuterium core wrapped in a ceramic shell. The magnets in the rails create a charge to ignite the deuterium into plasma. Deals 2d6 ballistic from what's left of the ceramic shell plus 3d6 fire or whatever type plasma weapons deal in your campaign, ignores 10 points of hardness/DR. Shredder Rounds - Tipped with a tungsten penetrator, this round contains a charge which can be programmed to detonate inside the target, or for an area effect. When programmed to detonate inside a target, deals 2d10 ballistic and 3d6 slashing, critical is changed to 20/x3. When programmed to detonate outside the target (either just past cover to shower ahead of the round, or just past the target to shower behind the round) deals 3d8 slashing in a 15 ft long cone, Reflex DC 20. ASSKICR Drone These small drones, shaped like wasps, are used to help the user of the system locate targets. With advanced thrusters to allow the drones to hover, and improved maneuverability, allows these drones to fly in tight spaces quickly and fairly easily while hunting down their targets. Each drone has all the abilities as the scope and tactical computer as noted above. In the event that the user is unable to position him/herself to accurately shoot the target, the drone can charge the target and self destruct. Each drone has 6 hours of loiter time after being charged in the case. Drones Type: Construct CR: 1/4 Size: Small Hit Points: 1/2d10+5 (10 hp) Init: +1 Speed: 60 ft fly (average) Defense: 13, touch 13, flat-footed 11 Hardness: BAB/Grp: +0/-4 Attack: +2 ranged Self Destruct FS/Reach: 5 ft by 5 ft Special Qualities: construct traits Special Attacks: Self-Destruct Saves: Fort +0, Reflex +1, Will +0 Abilities: Str 11, Dex 14, Con -, Int -, Wis 10, Cha 1 Skills: Hide +8, Listen +6, Move Silently +6, Spot +8, Search +8, Survival +8 Feats: Track, Dodge Frame: Armature Locomotion: Thusters Sensors: Class IV Skill Software: Hide +6, Listen +6, Move Silently +4, Spot +8, Search +8, Survival +8 Feat Software: Track Progit, Dodge Progit Accessories: Skill Progits x6, Feat Progit x2, Uplink, Afterburner, Laser Painter, Improved Maneuverability PDC: 31 Uplink: The uplink links the drone to the tactical computer, sharing information and coordinating search efforts with the other drones. Afterburner: This piece of equipment allows the drone to dramatically increase its speed for a short period of time. When activated, the drone can increase its speed to 100 ft for one round. Has 5 uses before needing to be recharged for 24 hours in the case. Self Destruct: Upon command from the user, the drone can make an attack run and cause its battery to overload and explode as a last ditch effort to eliminate the target. The drone makes a charge attack gaining a +2 bonus to attack, plus any bonuses from laser designators from other drones. Upon impact the drone deals 5d6 damage, half fire, half slashing to the target, plus half the total damage to a 30 ft radius, Reflex Save DC 14 for half. Improved Maneuverability: Using wings, small extra thrust vents, the robot can improve its maneuverability while flying to average rating. |
| #117marcoasalazarmDec 21, 2010 2:22:22 | Oh, man, that name made me burst something inside. The gun DESERVES the name, though. Rocking, as always. |
| #118kronos182Dec 21, 2010 8:53:40 | Thanks. Sorry it took so long to get up. Work, Christmas stuff, friends and family got in the way. I was having problems trying to figure out the C or a K for the kicker part. If you happen to think of something better, let me know. |
| #119marcoasalazarmDec 28, 2010 2:25:57 | Nah. The name is OK as is. Just gametested it. The rifle's a pain-like I said, it deserves the name. |
| #120kronos182Dec 28, 2010 16:04:33 | As long as it works out for you, all is good. Hell, in a pinch, can use the drones as a form of distraction against your target or program them to move into the path of the target's weapon. |
| #121kronos182Jan 02, 2011 21:06:42 | Faradai Inc King Viper After the success of the Viper on the civilian market, Faradai released the King Viper for police, security forces and military vehicle crews. Following same basic design, only larger, of the Viper, using two barrels in an over under design with a receiver that feeds both barrels so quickly that the time between each barrel firing is almost nanoseconds, allowing both 4mm ball bearing shaped rounds to strike the target at the same time. Capable of both burst and full autofire modes just like the Viper. Design wise, it looks like a small rifle version of the Viper, with the ammo in a mag behind the handle with the trigger and a small folding fore handle for better stability. The King Viper makes use of the XZ propellant which first saw use in the P180, which gives the small round some power. Also due to it's design, it fires two rounds each time the trigger is pulled (Game Note: Essentially it double taps each time the weapon fires, without the use of the double tap feat. When the double tap feat is used, add another 1d4 to the damage, attack penalty is reduced by 1). It's burst setting fires 5 rounds (Game Note: The penalty for full auto and burst fire is reduced by 1, also Reflex DC on automatic is 17 instead of the normal 15). On automatic firing, including burst, the round grouping is fairly close compared to most automatic weapons of its size due to it's construction, and speed of the receiver allowing more rounds to leave both barrels before the barrel climbs too much. Comes with a built in light and has top mounted rails to allow for scopes or other equipment. King Viper Personal Defense Weapon (PL6 Personal Firearms Proficiency) Damage: 2d4 per round, but actually is 3d4 for reach firing. Critical: 20 Damage Type: Ballistic Range Increment: 50 ft Rate of Fire: Semi, Auto Size: Small Weight: 6 lbs Ammo: 150 box Purchase: PDC20 +2 Restricted Integrated Equipment: Illuminator Special: 99.5% of all King Vipers have the Genetic Tag gadget. Attempts to remove the genetic tag renders the weapon completely inoperatable. Secret: The 0.5% of King Vipers without the Genetic Tags, which is unknown to everyone but Faradai Enterprises are used by Faradai's "Security Forces." |
| #122marcoasalazarmJan 09, 2011 2:21:18 | Weapons I created for a setting by Octavian_5 called 'Night' (essentially, 'Daywalkers/Trinity Blood: the RPG'). Created on 2489, the Archer and Wesson Corporation is a relative newcomer to the business world, although they have made advances in large steps in the interim, and consolidated themselves as a solid contender in the weapons industry by using advanced technologies (anything from forging techniques to add-ons) and making their weaponry easy-to-use, battlefield-friendly, and hard-hitting (even if they lack the enchantments and blessings that the HKA adds to its weapons-at least right out of the factory), as well as vehicles (anything from scout bikes to APCs) that are easy to maintain on the battlefield and have the occasional experimental gadget that can assist on its function. Because of this, Archer and Wesson weapons are used by both corporate forces, the NPS armed forces, and the occasional vampiric opposing force that has managed to steal a shipment or two (an act that, of course, has brought the corporation to the attention of the Inquisition, but close scrutiny has dismissed these thefts as nothing more than routine attempts at resupplying and espionage by the vampiric nations). The Archer and Wesson Corporation has many foundries and offices located throughout the Americas, the two biggest ones being in Nevada, U.S. and on the province of Alajuela in Costa Rica. SAMPLE WEAPONS:
ARCHER & WESSON M-523 'MOSES' (.50 Action Express/10mm Heavy Pistol) (Personal Firearms Proficiency) The Archer & Wesson Corporation M-523 'Moses'. .50 Action Express semi-automatic pistol (also available in a fully-automatic 10mm version) is the standard sidearm of the A&W sales brochure. Not much is there to say about the gun other than it can be used with gloves worn, it has an intimidating look, and the firepower to back it up. With custom modifications and blessings, the 'Moses' has seen a rising use by the Knights. The corporations shy from using the HKA convention of calling weapons after Biblical references (using instead others which are more fitting, like generals or legends or nicknames), but 'Moses' seemed fitting with this gun because it 'speaks with a great voice and lays down the Law'.
Damage: 2d6. The M-411 'Garcia' Sub-Machine Gun is Archer & Wesson's latest entry into the sub-machine gun market, and it's an interesting proposal, encased in a sturdy package that has no bells and whistles of any kind, easy to obtain and use, and with a nice-sized ammo clip. Because of this, many users perform after-market modifications.
Damage: 2d8/2d8 The 'Regalbuto' shotgun is an intimidating, brutal piece of hardware, which has a recoil powerful enough that the buttstock is almost completely made of shock-absorbing gel when normally it's a tiny piece, and plans for a semi-automatic version have been put on the backburner... for the time being.
Damage: 2d8. The 'Hotchner' Assault Rifle is Archer & Wesson's newest foray into the assault rifle niche, aimed for the VIP protection and urban assault market. Compact and concealable, rugged, accepting of a wide variety of aftermarket modifications (including illuminators and silencers), packing a well-sized clip and capable of placing every bullet on target in a tight pattern within seconds, the 'Hotchner' does as advertised.
Damage: 2d10. The M-451 'Mirren' Hunting Rifle is the newest version of a design that has been with Archer & Wesson since its founding. Although the weapon's appearance might be best described as 'rugged', the firing mechanism is hand-made with the most rigorous standards and the best alloys available, allowing for a gun that will fire true and lethal every single time. The 'Mirren' is capable of accepting most scopes with minor modification, and it's highly sought after by hunters and snipers alike.
Damage: By Grenade. The M-481 'Jareau' 40mm Grenade Launcher is one of Archer & Wesson's newest forays into the heavy weapons market. As usual, Archer & Wesson decided to go for broke-aside from their usual exacting manufacturing standards, the 'Jareau' includes a rangefinding laser system that allows the grenades to be both fired for detonation upon impact or airburst detonation.
Damage: 2d8. The 'Morgan' is a beast. There is no other way to describe it-especially after one sees the collateral damage. It is made to mow down entire areas and anything that is in them-and in that, the 'Morgan' does a pretty good job.
Damage: By Grenade. The M-506 'Gideon' is Archer & Wesson's foray into a recently-created weapons market: that of the miniature grenade launchers. The size of an average assault rifle, created for urban combat, the 'Gideon' is capable of unloading a constant rain of destruction through its rapidly-replaceable ammunition casettes. Just recently out of beta testing stage, many factions (lawful and not) have taken interest in the 'Gideon'. |
| #123kronos182Jan 09, 2011 9:35:24 | Looking nice. Although the mini grenade launcher, the Gideon, if that round piece that has several mini grenades on it is the actual ammo cassette, it looks like it can hold 8 grenades *shrugs*. Also, after I get back home, I plan to start posting some more stuff both here and in the mecha and Chuck's Emporium during the week. Hopefully some stuff you guys will like. |
| #124kronos182Jan 10, 2011 14:45:38 | Falcon HF![]() The Falcon HF is Texan Arms' first foray into pistols, although it isn't just a hand gun, it comes with a high frequency blade attached to use in melee combat as well. Well crafted and balanced, some people have started to combine many martial arts styles that use small bladed weapons combined with fighting styles that people would consider part of 'gun'fu'. This does reduce the number of weapons one has to carry into combat, one does have to be careful not to slice themselves when using the Falcon HF. The Falcon makes use of the XZ propellant allowing for a decent size magazine and also due to a unique barrel design which refocuses the expanding gases of the propellant to gives the Falcon incredible range for a pistol. Falcon HF (PL 6 Personal Firearms Proficiency feat) Damage: 2d8 gun / 2d4 high frequency blade Critical: 20 gun / 19-20 high frequency blade Damage Type: Ballistic for gun, slashing for blade Range Increment: 60 ft / melee Rate of Fire: Semi / - Size: Small Weight: 3.7 lbs Ammo: 11 box gun, 2 hours of continuous use of the high frequency blade before needing recharging Purchase: 19 Res (+2) Masterwork weapon grants a +1 to attack for both shooting the gun and using the high frequency blade. Alternate weapon gadget applied. Note that the high frequency blade and gun can both be used at the same time, however user will still suffer normal penalties for shooting into melee without proper feats, although is considered armed with a melee for such circumstances. |
| #125kronos182Jan 10, 2011 15:15:59 | Faradai Inc Triple-Threat Under Barrel Attachment (TUBA) In a slight departure of normal weapon systems that Faradai Inc has been known for, the Triple-Threat Under Barrel Attachment, or Tuba as many people call it, is only a rifle attachment, instead of a full out weapon, although many folks consider it a full weapon by itself. Shaped like a rounded corner triangular tube, with a flat side that attaches to the user's rifle, using universal mountings. It has three barrels, each located at one of the rounded corners. The bottom one makes use of Remmington's RP-01 Light plasma cartridge. The left barrel is a mini grenade launcher, while the right barrel is an old fashioned shotgun. Some people questioned the inclusion of the shotgun, but police forces love it as it can be loaded with rubber bullets and other nonlethal rounds that aren't as available in mini grenades yet. To load a Triple Threat, flip a lock switch, slide forward and up as it curves on a track to allow for easier access to all three weapons at once. Note that when open, already loaded rounds will not slide out unless the release, which is only exposed once open is pressed. Only one weapon system can be fired at a time, which is activated by a trigger on the system itself which is ambidextrous, as is the selector. Triple-Threat Under Barrel Attachment (PL6 Heavy Weapon) Damage: 3d6 plasma cartridge, varies by grenade, 2d8 for standard 12 gauge Critical: 20, varies, 20 Damage Type: fire or whatever type for plasma, varies by grenade, ballistic Range Increment: 40 ft plasma cartridge, 40 ft grenade, 30 ft 12 gauge Rate of Fire: Semi Magazine: 3 internal tube for each type. Size: Small. Weight: 8 lbs. Restriction: Military (+3). PDC: 23 Takes a full round to reload each type of ammo, although a speed loader is avaiable (PDC 9) that can load all three weapons at once. |
| #126marcoasalazarmJan 11, 2011 1:53:53 | Looking nice. Although the mini grenade launcher, the Gideon, if that round piece that has several mini grenades on it is the actual ammo cassette, it looks like it can hold 8 grenades *shrugs*. All right... edited. And cool guns you've posted |
| #127AnimeSniperJan 11, 2011 14:31:19 | Total pages now number 85, in word 07, times new roman font 12pt and I still am organizing out the various postings to like minded company manufacturer and etcetera... |
| #128kronos182Jan 11, 2011 22:27:09 | Fun. That reminds me.. I'll probably go back through my postings and add which feat is needed for using each weapon. That might force you to go back through and double check everything XP |
| #129backstabbistJan 14, 2011 13:09:31 | Dont take this as a gripe, but just a suggestion: Put a PL on the weapons, since this is a 'Future' Weapons thread. One more thing to consider, a weapon technology may be introduced in rudimentary form in one PL, then its full featured form may be in the next PL (match handcannoneers vs ak47), but the wepon technology ChemicalReactionFirearm may also be implemented to wonder effect in later PL as all the underlieing techs are advanced.. better chemicals, stronger materials, tighter manufacture. If we find PL7 chemical engineers developed GunGel to replace gunpowder, a task that couldnt be done cost effectively without gravitic chemo-engineering, then we would see PL7 Firearms that would bey yet another teir of power advanced over the PL6 guns using UGPX (ubergunpowderextreeeem). Cheap&easy GunGel is a child of Gravitics that, despite being used in firearms, is a PL7 thing. |
| #130kronos182Jan 14, 2011 14:37:13 | HP LRC2100 The LR2100 is the decendant of the older LCP1100 laser cannon, scaled down into a more manageable rifle size for infantry of the future. A little larger than the older LR100, but with a more aggressive body styling, reliable systems and tough construction, makes it a welcomed addition to any soldiers arsenal. HP also released a number of addons similar to these used by the LR100, unfortunately the ones for the old LR100 are not compatible except the under barrel plasma ejector and heavy clip buttstock. Some people consider it a small cannon, due to its high damage and armour piercing capabilities, but most soldiers find it's not much different from a heavy battle rifle. The only flaw in the design is its a bit of a power hog, draining more energy per shot from a standard power pack than most battle rifles, but again the ability to pierce armour seems more favourable over how many shots per pack its lacking. |
| #131kronos182Jan 26, 2011 21:13:47 | HI Lasers Late PL7/Early PL8 High Intensity Lasers are an advancement in laser technology. Using higher wavelengths, these more powerful lasers deal more damage, have slightly greater range, and penetration power. They also require advances in focusing crystals which can only be made in microgravities aboard stations in orbit. Featuring damage comparable to plasma weapons of the same age, but the greater range and armour penetrating capabilities does make it an attractive alternative to plasma weapons that have dominated the age. HI Laser Pistol The first of the HI laser series of lasers, the HI laser pistol is usually issued to officers in late PL7 before becoming standard issue in PL8. Slightly bulkier than lasers of the previous age due to the needed extra heat shroud around the barrel and focusing chambers, some designers start modeling them after ancient hand weapons of Earth's past. HI Laser Pistol (PL7 Personal Firearms Proficiency) Damage: 2d10 Critical: 20 Damage Type: fire Range Increment: 50 ft Rate of Fire: Semi Magazine: 50 box Size: Medium Weight: 4 lbs. Restriction: Restricted (+2). PDC: 18 Note: Is considered to have the armoured piercing gadget. Using RAW ignore 2 points of Defence, reduce damage rolls by 2. If using armour as DR rules, ignores 2 points of DR/Hardness. HI Laser Rifle This is the rifle version of the HI laser pistol. Only slightly bulkier than laser rifles of the past due to heat shroud needed. HI Laser Rifle (PL7 Personal Firearms Proficiency) Damage: 3d10 Critical: 20 Damage Type: fire Range Increment: 90 ft Rate of Fire: S, A Magazine: 50 box Size: Large Weight: 9 lbs. Restriction: Restricted (+2). PDC: 20 Note: Is considered to have the armoured piercing gadget. Using RAW ignore 2 points of Defence, reduce damage rolls by 2. If using armour as DR rules, ignores 3 points of DR/Hardness. |
| #132kronos182Jan 29, 2011 23:52:30 | Starship weapon systems this time. PLASMA CANNON, LIGHT (PL 7) This is a smaller version of the standard plasma cannon. Although the smaller size means reduced range and power when compared to a standard plasma cannon, it is still one of the most powerful weapons for a ship of Huge size. Damage: 10d8 (45) Critical: 20 Damage Type: Fire Range Increment: 2,000 ft. Rate of Fire: Single, S, or A Minimum Ship Size: Huge Purchase DC: 33 Restriction: Military (+3) Beam/Pulse Weapon System This system combines long range of lasers with faster fire of plasma weaponry for close range combat all from the same barrel. Although more expensive than having just lasers or plasma cannons, the dual beam/pulse system allows most ships to be able to switch between the two systems, creating better flexibility in combat. When several are mounted in turrets on larger vessels, they can be tied into the point defense system, greatly improving it's damage capacity, however it makes the weapons unavailable for normal use by gunners. Light Beam/Pulse System (Late PL7) Damage: 6d8 (27) laser, 10d8 (45) plasma Critical: 20 Damage Type: Fire, fire Range Increment: 3500 ft laser, 2000 ft. plasma Rate of Fire: Single laser , S or A plasma Minimum Ship Size: Gargantuan Purchase DC: 35 Restriction: Military (+3) Game Note: Switching from laser or plasma weapons is a free action which can only be switched once per round. When at least four are mounted on a ship and tied into an installed point defense system, increase the damage by 1 die (in effect increasing the damage by one size category) and increases the range of of attacks of opporunity and of the system itself to 1000 ft adjacent squares around the ship's square. Also the damage type of the point defense system changes to half ballistic/half fire for the plasma weaponry enhancement. Medium Beam/Pulse System (Early PL8) An upgraded version of the light beam/pulse system using heavier lasers and plasma cannons Damage: 8d8 (36) laser, 14d8 (63) plasma Critical: 20 Damage Type: Fire, fire Range Increment: 4000 ft laser, 3000 ft. plasma Rate of Fire: Single laser , S or A plasma Minimum Ship Size: Gargantuan Purchase DC: 37 Restriction: Military (+3) Game Note: Switching from laser or plasma weapons is a free action which can only be switched once per round. When at least four are mounted on a ship and tied into an installed point defense system, increase the damage by 1 die (in effect increasing the damage by one size category), and multiplier by x15 instead of x10 and increases the range of of attacks of opporunity and of the system itself to 1000 ft adjacent squares around the ship's square. Also the damage type of the point defense system changes to half ballistic/half fire for the plasma weaponry enhancement. |
| #133AnimeSniperFeb 16, 2011 3:43:06 | Nice and something to add to my Starship Houserule & Homebrew doc now. Also, let me know when you edit any of posts or will you repost in a new forum... |
| #134kronos182Feb 16, 2011 9:30:35 | Nice and something to add to my Starship Houserule & Homebrew doc now. If I make edits to any posts I'll make a note, I'm coming up with a few ideas for some more stuff, just been busy with other stuff, and my dad getting sick. I did make a few items for a campaign setting on ENWorlds that I might post here as well. Some are magically enhanced weapons which everything I've posted so far being all tech based, so a nice change I suppose. |
| #135kronos182Feb 16, 2011 22:53:02 | This and a few following weapons are from a campaign on ENWorld found here. H&K FP7A4. ( PL5 Personal Firearms Proficiency) One of H&K's more popular weapons, based on the old FP6 shotgun, the FP7A4 is a 12 gauge pump shotgun with a 20 inch barrel that fires 3 inch shells, and features a reinforced construction to allow it to make use of dragonbreath rounds repeatedly. Well balanced and comes with mounts for underbarrel attachments like stake or silver plated bayonets, or lights. Damage: 2d8 Critical: 20 Damage Type: Ballastic Range Increment: 35 ft Rate of Fire: Semiautomatic. Magazine: 6 internal. Size: Large Weight: 8 lbs. Restriction: Lic (+1) PDC: 14. Game Note: Mastercrafted weapon grants a +1 to attack. Can easily mount bayonets or lights. Also can make use of dragonbreath rounds without making the weapon unreliable. New Ammunition Stake Shotgun Rounds These shotgun rounds are basically shotgun shells filled with a wooden stake instead of shot or a metal slug. Available only in 3 inch shells, and can be made in 12 and 10 gauges. Reduce damage die by 1, so d10 becomes d8, d8 becomes d6, reduce range by 10 ft, and adds a -1 penalty to attack rolls. Allows critical hits against vampires as per rules for stakes against vampires. PDC 16 for a case of 10 shells. H&K Ignis Gladius, aka Flaming Sword One of H&K's more eccentric ideas in combating vampires, the Flaming Sword is just that.. A well crafted sword, attached to a flame thrower. Many critics say the design is quite unwieldy, having a sword attached by a cable to tank on one's back, but with advances in metallurgy, H&K has managed to make the tank stronger, and light enough to survive the rigors of melee combat. The sword component, is usually a longsword, slightly thicker than normal, silver plated, with special alchemical treating to protect it from the heat of the flame thrower. The fuel cable connects at the pommel, with the firing button on the crossguard. The flame comes out of a channel that runs along the length of the blade, coming out of the tip, making aiming the flames quite easy. H&K decided to use a more Latin name to appeal to the NPS Knights in wanting to use this sword in their fight against the vampire threat, although it has shorter range than a normal flame thrower. Using it as a sword only requires archaic weapon proficiency, and the cable is easily detached and reattachable as a move action. Using it as a flame thrower requires no proficency. To use the flame thrower and sword together at the same time, requires exotic weapon proficiency flame sword. With the feat, someone can make an attack in melee with the sword and the flame thrower in a short controlled burst, dealing both sword and fire damage to only the hit target. This increases the amount of uses by 50% if all such uses of the flame thrower are made in this manner, but fire damage is reduced to 2d6 when used in such a manner. H&K Ignis Gladius Damage: 1d8+1 sword, 3d6 flame thrower (2d6 if used in short controlled bursts against same target as the sword with the exotic weapon feat flame sword) Critical: 19-20/x2, - Damage Type: Slashing, Fire Range Increment: melee, 15 ft line Rate of Fire: 1 Magazine: 15 Internal Size: Large Weight: 5 lbs sword, 45 lbs flame thrower. Restriction: Military (+3) PDC: 43 Ignis Gladius is considered a +2 masterwork weapon, +1 to attack roll and +1 damage with the sword, is also silver plated, and has integrated alternate weapon gadget of flame thrower already and can not be added again. An interesting note, if the sword is blessed, the fire that comes out has been noted to also be enhanced with the blessed ability. This brings a whole new meaning the the phrase "Holy Fire" when warriors armed with blessed Ignis Gladiuses are on the field. |
| #136kronos182Feb 16, 2011 22:58:13 | Another weapon from the other campaign. HK MG725 ![]() The MG725 is HK's premier heavy assault rifle, featuring dual ammo drums. With the dual feed system, the 725 can switch between two different ammunition types, even in the same burst, firing from one drum then the other, or firing from one drum exclusively until it is empty then drawing from the other. One of the interesting features of the 725 is it can use standard 8mm rounds which is standard of the NPS, but can also use 8mm rounds using the caseless XY propellant for enhanced range and damage. The favoured loads of most users is one drum of standard or armour piercing rounds, the other drum of silver set on an alternating drum use, allowing burst fire to be particularly effective. As an added bonus, the stock contains the bayonet for easy storage, plus it also contains a hand axe, which can be made available in silver upon request. Damage: 2d10 Critical: 20 Damage Type: Ballistic Range Increment: 100 ft Rate of Fire: S, A Size: Large Weight: 14.7 lbs Ammo: 2 40 round drums Purchase: 21 Mil (+3) Has mounting for underbarrel bayonet, and light or rangefinder lasers on the sides of the barrel. Amxidexterous design with casing or dud round ejection out the bottom. Concealed bayonet and hand axe in stock. If using the XY Propellant rounds, increase range by 20 ft, increase damage by +2, increase cost of rounds by PDC+2. If used on automatic mode, or even burst, while drawing from both drums, and each drum has a different type of ammo, example explosive and silver bullets, those in the autofire area are affected as if by both types. Thus, damage reduction is ignored by the silver plus take explosive damage, but take ballistic damage from the weaker bullet in the group. So if one bullet does 2d8+1d4 fire and the other is 2d10 silver, the target would take 2d8 +1d4 fire with silver by passing their damage reduction. |
| #137kronos182Feb 16, 2011 23:05:40 | And time for a few magical weapons. The PDC's might seem low, but that is due to in the campaign the campany that produces some of these items purposely lower the price of some items to make them more available for the public to fight supernatural forces. Magus Facio Burninator The Burninator is a fairly basic pump action shotgun offered by Magus Facio. Reinforced construction allows it to use dragonbreath rounds without making it unreliable, supports the 3 inch 12 gauge rounds makes it fairly flexible. A few runes are carved into the solid wood stock, with a small fire opal mounted at the front of the pump/ammunition tube. What makes the Burninator favoured is when you move the safety switch to 'Burninate' and pull the tirgger, a gout of magical flame shoots from the opal. Although it can only be used 5 times a day, it is a far cheaper alternative to buying and switching to dragonbreath rounds constantly. Damage: 2d8 Critical: 20 Damage Type: Ballistic Range Increment: 30 ft Rate of Fire: S Magazine: 6 internal Size: Large Weight: 8 lbs. Restriction: Restricted (+2) PDC: 23 Game Note: 5 times per day the Burninator can cast Burning hands dealing 3d4 points of fire damage with a range of 10 ft. Burning Gloves These are heavy combat gloves with heavy leather, Kevlar lining and steel plating to protect the back of the hands and knuckles. Each knuckle has a small fire opal mounted on them. These gloves can be used as if they were brass knuckles, and when slapped together and the command word spoken, they burst into flames, adding fire damage to unarmed strikes. Game Effect: User's is considered armed if even unarmed, unarmed strikes can deal lethal damage, and when activated, deal 1d6 points of additional fire damage for 5 rounds. Can be activated 5 times a day. PDC 22 |
| #138fatcatdeadratFeb 23, 2011 20:55:42 | The Zero-1 laser rifle was designed to deal with heavy vehicles, cyborgs, and the occasional out of control psychic. It's unique design allows it to be shouldered and fired one handed if necessary and the charge up feature makes short work of heavy targets at the cost of ammo and cool down time. (Suggested PL 6) Damage: 3d10 Sorry I forgot to write down the range, silly me. Made this for a player who wanted to play a biker kind of like Kaneda from Akira, he's a great player and I gave him this as an award for a paticulary good night of role playing. |
| #139kronos182Feb 23, 2011 22:01:55 | Not bad, but what is the range of the Zero-1? |
| #140fatcatdeadratFeb 24, 2011 17:09:51 | The AMz-90 is the perfect weapon for tank crews and light personell. It's compace size and excelent firepower make it a common energy weapon for many private security and bodyguards. The modular design and alternate fire mode make it usefull for just about any situation. (suggested PL 6-7) Damage: 3d6
I can't let you have all the fun Kronos. Figure I got to contribute some too, or you'll be doing almost all of it. |
| #141fatcatdeadratMar 10, 2011 0:43:26 | Fraal Concealed Combat Tool: (exotic weapon: Fraal combat tool) An amazing device build by the supper intelligent fraal alien race. This device is sometimes found in the hands of half frals who are trusted agents or allies of the fral race. The device is a rare find, only one is known to exist outside the hands of fraal Agents. It is in a top secret government base undergoing research in the hands of one of the worlds most gifted psionic. This device looks like an ornate bracelet that wraps around the back of the hand. A knowledge technology (dc 50) is needed to tell that it is something more, but even then one might not know exactly what it is. The device can only be used by people with psionic power, and even then only after special training (exotic weapons proficiency (fraal combat tool)). As a free action once per round the tool can be transformed into several different modes, weapons and tools, it can only be in one mode at a time. In whatever form it takes it always weighs only .5 lb. And even though some of it's forms are rather large they are considered light one handed items, for the purposed of duel wielding. The device caries 50 charges in it, the only way to recharge it is with psionic power, the expenditure of 1 psi point as a full round action action recharges 10 charge points. Charges used is how many charges the weapon uses per shot.
(suggested PL 8+) Mode: plasma weapon Damage: 3d8 Mode: Gauss Cannon Damage: 2d6 Mode: Singularity Cannon Damage: 10d6 Mode: Sword Damage: 1d10+str Other modes Shield: +4 armor, +2 non proficiency bonus. If fighting in full defense all alies with in 5' of players fighting space gain shield bonus as well. Multi tool: acts as any kind of tool kit with out penalty. Supper Computer: +4 to computer use checks, can connect to any electronic device. Connects by nano wires if no wireless function is avalible. Medical kit: Acts as a full medical kit with a +2 bonus to treat injury. Purchase DC ?? around 50+ My players main enemy just stole this dangerous tool, he can't use it yet but still it wories them. Thought I would share it with the rest of you, since I've kept it's powers a secret to them for now. |
| #142kronos182Mar 19, 2011 12:26:09 | HP Ruby Series HP's latest foray into the weapons market is their Ruby line of personal defense weapons. These weapons are all light weight, small and easy to conceal as they are all designed to look like jewellery and other accessories. Many from each model will look similar but are usually altered slightly for the customer so that unless someone buys the baseline model, no two will look exactly alike 75% of the time. HP offers several quick easy alteration packages for each model that doesn't increase the price, but elaborate modifications can be made at higher costs. Most alterations at no cost are colour, slight size variations, gem size, gem placement, gem mounting design and material for the main body.
Ruby 100
Ruby 200 |
| #143kronos182Mar 22, 2011 9:58:34 | Clark Mk5 The Mk5, made by Clark, was released as laser weapons were starting to populate the battlefield, as an alternate to straight laser weapons. The Mk5 is a dual weapon, in an over-under configuration. The top barrel is a variable charge laser rifle and the under barrel is a ZX propellant 5.56 rifle. The reasoning behind this was as more armours were being designed to resist laser weapons fire, they're not quite as protective against the age old bullet, which many a soldier discovered at the end of a Mk5. One of the features that many like about the Mk5 is the variable charge, and while as the laser is being charged, the user can still fire the ballistic rifle so that they are not caught with their pants down unable to shoot while waiting for the power build up to finish. The Mk5 is fully ambidextrous, features a two stage trigger, simple switch for alternating between laser and ballistic rifle, and a three round burst mode for both weapons. Also has a simple LCD screen with round counter and charge meter for the laser. Also comes with a x5 scope as standard, and an uplink to a helmet HUD. |
| #144Kira_HowlerMar 31, 2011 9:59:55 | May i put in a request for an infatry based antimech weapon. im currently working on an armored core campain and i figured that ground troops (AKA cannonfodder) should atleast have th potntial to harm the pcs inside there huge mechas. also i recently built the stats for an arms fort from armored core for answers. do you think it was wrong to put point defense system on the equivalent of a collosal mecha, though in the game it dwarfs your mecha. if i posted this on the worng forum pls notifiy me. ty. |
| #145kronos182Mar 31, 2011 10:33:49 | There are a number of weapons already available that can be used for anti-mech purposes already posted.. the Clark Mk12 has the option of altering it's damage to a higher level with armour piercing capability. Mini missile/rocket launchers.. there's the PAR-1A, the HP LRC2100.. M78, M746.. just to name a few off hand that I've created. There are others here. I could make up some more.. as for ones that coudl damage the pilot inside the mech.. hmm... I could probably work something out. As for point defense systems on a mech.. I don't see why large mechs couldn't have scaled down versions which are designed to protect against low flying aircraft, helicoptors or vehicles with hover/anti-gravity propulsion systems, or against missiles as well. Not as powerful as the ones on ships, but do-able. Hell, take some of the CIWS from naval vessels, alter them a bit to be lighter, or change to high rate of fire laser and you don't need the extra space for ammo, just connects to the power core for unlimited ammo. would need advanced sensors though. Any mech based weapons are usually posted in the The Warehouse: Mecha Specs thread. |
| #146kronos182Apr 01, 2011 0:05:31 | GE Smasher Ion Rifle As many militaries went all gunho over lasers then plasma weapons, GE, after making profits on their Thumper squad support weapon, started researching into electric based weapons. Although they did make successful weapons, they didn't get the military contracts they wanted for their ion weapons, although several police agencies have bought large numbers due to the fact the ion weapons come with a stun module as a standard feature, and even though they are shorter ranged than most laser rifles, in urban settings, great range isn't necessary.
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| #147kronos182Apr 01, 2011 0:08:57 | MP655 Rattler The Rattler is H&K's second attempt at creating a rapid fire laser weapon with their pulse mode. It looks like a sleeker version of the old style Uzi, which the Rattler was partly inspired by. Only slightly longer than the old uzi, the Rattler is excellent as a room clearer, filling areas with a lot of laser pulses. Many security and enforcers have picked up the Rattler as a nice replacement for the aging uzi. The Rattler uses a two stage trigger, where the first stage (pulled slightly) is semi automatic fire, and pulling fully (second stage) is full automatic fire. Also comes with a collapsing stock. |
| #148Kira_HowlerApr 01, 2011 9:58:15 | I went though and pulled the weapons ty, sadly though all mech weapons hit the squads mass damage in 1 hit but that is to be expected, i went with the rocket and missle launchers, cause as far as i can tell though in armored core they have energy weapons for there acs and other weapon platforms. they don't have any man portible energy weapons. can i get stats for anti-personal drones? preferibly no energy weapons ty |
| #149kronos182Apr 01, 2011 10:32:36 | There's robots in the Droid Showroom although most have energy weapons. There's one that makes use of two mini miniguns which I believe Tema and backstabbist developed at some point way back. |
| #150kronos182Apr 01, 2011 12:03:44 | As an alternate to using mini rockets and missiles, you can use mini grenade launchers, such as the Texan Arms R Shot. It's the size of a rifle or shotgun, makes use of mini grenades, which makes it a versatile weapon. Having armour piercing or HEAT grenades, although weak individually, with a whole squad armed with these, as well as a heavy weapons member with rockets and missiles, a group of 10 to 12 all using HEAT grenades quickly builds up in damage against weaker mechs. |
| #151kronos182Apr 01, 2011 20:20:39 | Shredder PL6/7 With advances in ballistics, metallurgy and weapon designs, some designers thought about resurrecting the flechette weapons. Instead of launching small, dart like projectiles from a discarding sabot, like older designs, the Shredder launches a projectile shaped more like an arrow head, which also helps increase its range, plus a deployable fin helps stabilize the flight. The arrow shaped projectiles are extremely sharp with near mono molecular sharp edges which allow them to slice through armour and flesh with equal ease. The projectiles are propelled by a form of magnetic propulsion, similar to a coil gun. Many believe it was the work in shredders which lead to perfecting the technology necessary for railguns. An interesting use of shredders is the ammunition can be used to cut things from afar like ropes or even power cables. Shredder (PL6/7 Personal Firearms Proficiency) Box of 50 shredder rounds has a PDC of 11 |
| #152AnimeSniperApr 01, 2011 23:25:42 | Doc is now an astonishing 105 pages... and I am trying my best to collate each weapon to their respective companies of manufacture and am also trying to invent a little backstory for each company and where needed a company for the weapon |
| #153kronos182Apr 01, 2011 23:46:40 | Doc is now an astonishing 105 pages... and I am trying my best to collate each weapon to their respective companies of manufacture and am also trying to invent a little backstory for each company and where needed a company for the weapon Ah yes.. backstory.. I've got some ideas for Faradai Inc... if you've read all of their product entries, especially the robot ones, you'll notice something. If any weapon doesn't have a maker, feel free to make one up. |
| #154Kira_HowlerApr 07, 2011 17:23:51 | DictatorTek ghost chip pl7 Cybernetic attachment Pdc: 35 This chip records all of the the recipants memory's and experience effetivly your soul. The chip also has a DNA sample for cloning. Admitily it is cheaper to get a random body 50% chance to be male or female. Also the body has only basic random stats ( for a random body's) if it's a direct clone then all your stats remain the same. YOu can pay more for a better body. New body sickness: after your ghost chip gets inserted into a new body down loading for 1d6 + 3 days you take to adjust to your new body. As a penalty a -8 penalty to all checks attack rolls and defense. Random body PDC: 28 Original body PDC: 30 Upgraded body pdc: 34 Note that there is a 25% chance that when you die the chip will be destroyed |
| #155kronos182Apr 07, 2011 22:22:07 | I think someone has already made a similar cybernetic implant.. in the Coreline campaign setting by Macroasalazarm. I'm trying to finding it now. Yes.. The Gen. I.. or Genetic Infantry from the Coreline setting here. They have the following cybernetic devices. Memory Engram Recording The brain is a highly complex organ. With the furrows and ridges of the brain, as well as stored electrical and chemical charges making up personality, memory and intelligence. With advanced tissue mapping and imaging, electrostatic mapping, and neuro-chemical tracking, the science of recording the "person" from the brain has been advancing in long steps. Sadly, at the time it is expensive, and care must be taken from keeping the recording from awakening. Those recordings that ‘wake up’ usually hit the virtual "panic button" and request either being put back to sleep, or petition for Artifical Sentience Status. This keeps all skills, feats, muscle memory, etc at the time of the recording. When combined with the Fast-growth cloning, this allows a PC to be technologically resurrected if they are killed. Cost: 30. Restriction: Licensed (+1). Soulchip (Extremely) rapid advances in neural mapping courtesy of retro-engineered Fiction technology, the Soulchip is a spinoff technology of the Mental Engram Recording (above) science, and represents a massive leap in recovering those who have died. In use solely by the military (and some other shadowy organizations) at this time, as the procedure is experimental at best, and the long-term psychological effects are unknown, this chip stores the person's memories of whom it is implanted in. When the person is killed, the soulchip is designed to do one of two things: one is to broadcast a high-powered, highly compressed signal to an established computer (a.k.a. "Soul Catcher") via an FTL communications wave, where it is recorded. If for whatever reason the Soulchip cannot perform the communication, they go to ‘backup mode’, where they retain the person’s memories for a passing subject (usually a fellow soldier) to retrieve the chip and carry it to a safe location where they will be downloaded. A tiny built-in A/V sensor system and speaker allow the recorded personality to communicate. Combined with Force Growth Cloning, a dead character can be back in action within 2d4 days. Cost: 35. Restriction: Military (+3) Soulchip Socket Sometimes the personality that is inside the Soulchip will desire to help whoever picked it up, and sometimes it will be necessary to link it up to something (to keep it powered, or for it to help). The Soulchip Socket Gadget can be added to both a weapon or a piece of gear, and allows a Soulchip to be connected to said devices. If added to a piece of gear, the Soulchip’s personality can make rolls in case of the character (using the personality’s skills), or can fire the weapon (using the personality’s BAB and feats, such as Burst Fire and Autofire-if the weapon allows for them to be used). A piece of gear or weapon can only have one Soulchip Socket. The Gadget also adds a basic set of sensors to the piece of gear and the weapon,if they lack it, for the personality to see its surroundings. DC Modifier: +4. Restriction: Military (+3). Now, I'm gonna be making a thread for cybernetic devices shortly. |
| #156Kira_HowlerApr 08, 2011 6:17:00 | it's not the same, but your right there close, oh well i posted mine anyway.... i ;used mine for a group of elite troops that where owned by a super corperation the big differance is your are in weapons where as mine s in the person, plus i even gave dc for clone bodys. and the reason i put this here is because i consider this a weapon, being able to transfer veterans to new bodys is increadible, imagane and entrie unit of soldiers with the bodys of 19 year olds, and 20+ years of comabt experiance. |
| #157kronos182Apr 09, 2011 20:40:19 | GE Stinger The Stinger is the smaller brother to the Smasher ion rifle. Using a very simple, rounded body design to accommodate the insulating sleeve around the barrel, it has gained some popularity amongst police, security and many people for self defense purposes. The stinger also comes with stun module. In some areas the weapon is sold with the weapon locked in stun mode due to weapon laws which prohibit lethal weapons.
Stinger Ion Pistol (PL6/7 Personal Firearms Proficiency) |
| #158kronos182Apr 09, 2011 20:42:48 | Shocker Series A departure for GE, the Shocker is a melee weapon that can also be powered up for more damage with high currents of electricity. The shocker also has the added bonus of sending a bolt of electricity to hit targets at a distance. Shockers are usually modeled after short or long swords, but daggers and other melee weapons are also available. To recharge the batteries, the weapon must be placed in the sheath and placed on a power dock which recharges the weapon in about 2 hours.
Shocker Dagger (Simple Weapon Proficiency PL6)
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| #159kronos182Apr 09, 2011 22:44:33 | LTB L1 A surprising move in the weapon industry was when discount franchise Less Than a Buck started releasing weapons to gun shops and other facilities that sell weapons. However, their weapons have met with a lot of criticism and complaints. This is mostly due to the fact that to keep in with their policy of selling stuff cheaper than their competitors. The L1, their first laser weapon to hit the market is cheap, and light. It is also weaker and has less range than most laser rifles, and it's case is made from a injection moulded plastic, and some still have a bit of rough plastic flash at the edges. Professional soldiers and mercenaries avoid LTB weapons, but many petty criminals and third world warlords love them as they can buy a lot more of them for less, and they're nice and light. The L1 usually comes in a dull metal grey casing, but matte black and two badly done camouflage patterns are available, desert and forest. The L1 looks very much like a toy rifle version of the most popular design of common laser rifles available.
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| #160kronos182Apr 09, 2011 23:20:59 | LTB L2
LTB L2 (Personal Weapon Proficiency PL6) |
| #161kronos182Apr 10, 2011 16:42:01 | Augmented Energy Packs PL6/7 After the release of the Magmacore, and farther research into shrinking the size of its plasmitic power core, and also making it safer for people, Faradai Inc has created highly efficient power packs for weapons. These power packs contain far more energy than standard power packs, unfortunately these power packs have different energy extraction systems compared to normal power packs. Weapons not produced by Faradai Inc must be modified to accept the new power packs. So far only Faradai Inc engineers can make these modifications, which they are willing to do, for a fee of course. Oddly enough, even older Faradai weapons easily accept the new power packs without modifications. AEPs are only a little longer and a bit heavier than standard power packs, and offer triple the normal amount of ammo available, which is 150 rounds. |
| #162kronos182Apr 10, 2011 17:53:48 | Knuckle Blaster Stun Gun PL5 The Knuckle Blaster is the latest development in personal protection. Looks like a matte black plastic set of brass knuckles, only thicker, with the stun electrodes situated on the middle and ring finger parts, which protrude more than the index and pinky fingers. An easy to disengage/engage thumb safety switch allows one to quickly arm and disarm it. The trigger is in the index finger hole. The knuckle blaster comes with a specially designed holster that fits on a belt or pocket that allows a person to quickly draw and put the knuckle blaster on properly.
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| #163kronos182Apr 10, 2011 23:19:25 | LTB RG1 After Less Than A Buck actually made a profit and sold over half a million L1s and L2s in only 8 months, they started looking into other weapons. Their research lead into resurrecting gyrojets. After noticing that the performance of gyrojets at close ranges was quite poor until the rocket got up to speed, they decided to use hybrid gyrojets. Using a cheaper form of XZ propellant to give the little rockets a boost out of the barrel which also ignites the rocket so the rocket gets up to speed sooner. Unfortunately, even though the idea is fairly sound, with LTB using cheaper materials to keep costs down, the performance isn't as good as it could be. Although if LTB can make a passable hybrid gyrojet rifle, other weapon manufacturers are looking into resurrecting gyrojet technology with suitable modern upgrades. LTB RG1 (Personal Weapon Proficiency Late PL5/PL6) Damage: 2d8 Critical: 20 Damage Type: Ballistic Range Increment: 100 ft Magazine: 20 box Rate of Fire: Semi Size: Large Weight: 12 lbs Purchase DC: 16 Restriction: Lic (+1) Game Notes: An inaccurate weapon, suffers -1 to attack penalties. On a natural roll of 2 the weapon jams and requires a Repair check DC 12 and 10 minutes to unjam. On a natural roll of 1, the round jams and the rocket explodes dealing 1d6 points of damage per round in the magazine to a 10 ft area and ruins the weapon. The RG1 can make use of 7.62 caliber rounds using XZ propellant, but on a natural roll of 1 the weapon jams, requiring a Repair check DC 12 and 10 minutes of work to unjam. Normally I use rules that Backstabbist and Tema made up for the Temajets found here, because the gyrojets in RAW kind of really suck, however in keeping in with the cheapness of LTB weapons, I've made this weapon deal non scaling damage (as I think hybrid ammo might actually work in a similar fashion, only start off at a higher level of damage than temajets would start at), which also makes it rules light. Yes, I know it deals more damage than gyrojets in RAW, but again, RAW sucks. EDITED! The RG1 can fire normal XZ propellant rounds. |
| #164kronos182Apr 11, 2011 23:44:35 | LTB RG2 Released at the same time as the RG1, the RG2, the pistol version of the RG1 rifle. It uses the same ammunition as the RG1, and has the ability to also use standard XZ propellant rounds. Although with the shorter barrel and cheap materials, the RG2 has a higher chance of exploding in the user's hands than the RG1. The RG2 looks like a toy version of a 1911, but with a somewhat longer barrel and the magazine is directly in front of the trigger guard. LTB RG1 (Personal Weapon Proficiency Late PL5/PL6) Damage: 2d8 Critical: 20 Damage Type: Ballistic Range Increment: 50 ft Magazine: 10 box Rage of Fire: Semi Size: Medium Weight: 2 lbs Purchase DC: 12 Restriction: Lic (+1) Game Notes: An inaccurate weapon, suffers -1 to attack penalties. On a natural roll of 2 the weapon jams and requires a Repair check DC 12 and 10 minutes to unjam. On a natural roll of 1, the round jams and the rocket explodes dealing 1d6 points of damage per round in the magazine to a 10 ft area and ruins the weapon. The RG2 can make use of 7.62 caliber rounds using XZ propellant, but on a natural roll of 2 the weapon jams, requiring a Repair check DC 12 and 10 minutes of work to unjam. On a natural roll of 1 the weapon jams and the propellant still goes off and the pressure in the shorter barrel causes it to explode, dealing 1d6 points of damage per round in the magazine to the user and 5 foot area around the user. |
| #165kronos182Apr 14, 2011 12:57:04 | Faradai Inc Faradai Inc is primarily a weapons manufacturer that has only been around for the last decade or so. Faradai Inc is known for producing high quality, advanced plasma weaponry as their primary line of products, but they have also branched into advanced small arms ballistic weapons and robotics. Many of their weapons and robots also have very unique and advanced features, making them the envy of their competitors. The only complaint any client has had about their products is that it is difficult to do any repairs themselves, or through other sources, however Faradai offers cheap repairs and upgrade services through their outlets. If for whatever reason PCs want to break into a Faradai Inc facility, it should be very difficult as there is no information outside of the buildings is available. All staff members live on the facility grounds, which are large, with fabrication facilities, storage for food, living areas and recreational areas, which are NOT available for anyone not affiliated with Faradai Inc. Security forces past public access areas is insanely high, making secret military bases look like daycare facilities. |
| #166kronos182Apr 17, 2011 13:20:05 | Possible rule varient for people to use. Anti-armour/vehicle weapons. Reading back through various threads, and weapons, when coming up with a few ideas for new stuff to make, one thing that always comes up... the .50 cal. Nerfed at 2d12 points of damage, while there are smaller rounds that are more powerful than assault and battle rifles of 7.62mm at 2d10, fall at either 2d10 or sit at 2d12 like the .50 cal. So, as a quick possible ruling, the .50 cal is classified as an anti-material round. It seriously hurts lightly armoured vehicles. As an anti-material weapon/round, we give it anti-armour abilities. According to RAW that is ignores 2 points of Defense as armour piercing. I say we give it ignore 2 points of Def, but also ignore 5 points of hardness/DR. So if you make an anti-material laser or plasma weapon, it should deal rifle damage as a minimal, maybe adding a die or just going to the next step up, allow it to ignore 2 points of Def from armour, and ignore 5 points of Def. This automatically means the weapon is optimized for light anti-armour purposes, and shouldn't be able to add the armour piercing gadgets, unless you decrease it's damage for greater ability to penetrate armour. Like reduce a die or step down die for an extra ignore 5 points of DR/Hardness. Use your best judgement in this area, and refer to the scaling of my explosive weapons as possible guideline, or expanding from Tema69s and backstabbists work in countless threads with their input. This means if you design a cannon, should do at least 2 die more than an anti-material rifle. So the cannon on the M1A1 Abrams should ignore at least 5 points of hardness/dr, when using this varient rule. In reality it should be ignoring more in the lines of 15 to 20, especially when using APDSFS type rounds. So a plain slug would automatically ignore 5 points of hardness/dr and maybe add 2 die of damage, so sure, it'll do more damage, but against other tanks, that extra 12 to 24 points at max damage will be cancelled out by the higher hardness, especially on average rolls. Just a quick possible fix for those annoyed with .50 cal machineguns not seriously hurting lightly armoured APCs like they should in RL. Any other suggestions feel free to add them. |
| #167kronos182Apr 21, 2011 12:31:51 | GAU19/C-EX The GAU19/C-EX is a caseless, linkless extended barrel version of the older GAU19 gatling gun made by General Electrics. It's a three barrelled design to save on weight. The standard ammunition is ZX caseless .50 cal bmg rounds. The barrels are reinforced for any future development in weapons, such as plasma coated. These are usually vehicle mounted weapons, but are also useful in fixt fortifications and bunkers, making it an excellent defensive weapon. Damage: 4d12+4 Critical: 20 Damage Type: Ballistic Range Increment: 220 ft Rate of Fire: A Size: Huge Ammo: 1500 rd drum PDC: 26 Mil (+3) Affects 20 x 20 area, Reflex DC 21 Using variant rules of .50 cal being anti-material rounds, gains ignores 2 points of Def from armour, ignores 5 points of hardness/dr, to all targets in the affected area. |
| #168Kira_HowlerApr 23, 2011 2:58:14 | DictatorTek TC-69 Spell cannon Pl7 Damage: 2d8 concussion (ignores 5 hardness per spell lvl of spell sacrificed) per spell lvl of the spell sacrificed for the shot. Range increment: 90ft Weight:55lbs PDC: 25 (+3 military) This yet another advancement by DictatorTek to further the melding of science and wizardry this cannon allows a caster to use there spells as an anti-tank or anti-mecha weapon. This cannon uses the latest in combat etching technology and has 2 settings setting one is the blast setting where the spell energy is converted into a concussive blast to attack opponents. The second setting is called the cover setting, this allows the caster to use his or her spell energy to create a tangible barrier for 15 rounds. This barrier is 15ft wide and 15 ft tall, however the barriers health is dependent on the spell sacrificed to make it. The barrier has 20 hp for each lvl of the spell sacrificed, the barrier always has a hardness of 15. Note: if a lvl 0 spell is scarified all statistics are halved except the static ones. This unit is usually attached a rapid fire weapon so the mage doesn't have to burn all there spells. This unit is usually used in conjuction with M-644 Tatical caster armor AKA "strait jacket". The combination of the 2 allows a caster to survive frontline combat. With an additional purchase of a a Spell battery ( PDC 16 [+3 military]) the cannon can store up to 5 spells. A spell cannon can only have 1 spell battery. Remember if it's not DictatorTek, then your not killing enough enemys. |
| #169kronos182May 02, 2011 22:49:13 | Shock Gloves Shock gloves are a new development from General Electric's weapons department, expanding from the shocker series of melee weapons. Shock gloves are padded, insulated and slightly armoured gloves, similar to gauntlets, with the knuckles that are reinforced and padded to protect the user's hands in unarmed combat. These gloves, when they strike a surface, they emit a large electric discharge. What makes these different from GE's shocker series of weapons, besides the lack of ranged discharge, is that they do not require any power source. They work on a greatly enhanced version of piezoelectricity, where specially grown crystals, when put under physical stress, emit an electrical charge, which is then transmitted through a series of super conductors and transformers, then finally to the emitters in the knuckles. Shock Gloves (PL6 Simple Weapon Proficiency) |
| #202kronos182May 30, 2011 14:48:41 | Actually Kronos they say it the movies. So I'm afreid that wiki was miss written. They use the jelly from our eyes th lubricate there joints and blades. They also scavenge dead screamers for parts. And they are quite intelligent they designed new version of themselves to kill better. But I agree on the fact there robots. These movies where another group like starship troopers, really good idea (most of them anyway starship troopers 2 hero of the federation was horrible) just not enough budge to make it look awesome. I think I've said my peice abou that. Ah.. well we can just alter the cannibalize to also include dead screamers of equal or lesser type as well. Same rules apply for 1 hp per HD so if there's a field of dead humans and screamers, eat humans first then go after the screamers. |
| #203kronos182Jun 30, 2011 2:21:02 | Hey.. a new weapon after a month. If my laptop hadn't been stolen, I would have about a dozen new weapons by now. Scorpion The scorpion rifle is an illegal weapon. Designed as a fairly sleek weapon, but also looks to be segmented, giving it an insect-like look. A bull pup design, with two pronged slightly curved fork like structures extending out from the end of the barrel, curving in slightly, designed to look like the claws of a scorpion. These weapons are rare and highly illegal due to the energy blast they release is quite damaging to its target. The blast acts similarly to a disintegrator where it starts to break the bonds in molecules in the target, but not completely, which makes for extremely painful and difficult wounds to heal. In organic targets, this creates particularly devastating wounds as the energy also prevents blood platelets from forming properly to clot the blood. Almost all governments ban scorpions and anyone caught in possession of a scorpion is jailed immediately, sometimes even killed on the spot as a potential terrorist or enemy of the state. No one knows who produces these weapons, as they seem to just appear in random Black Market locals, in batches of only about 10 a year. The only drawbacks to the scorpion is its limited range, high power consumption and low, although painful, damage, and some count the lack of full automatic fire a blessing. Scorpion (PL 6/7 Personal Firearms Proficiency) Damage: 2d6 Critical: 19-20, x2 Damage Type: Energy Range Increment: 45 feet Rate Of Fire: Semi Magazine: 20 box Size: Medium Weight: 9.6 lb Purchase DC: 31 Restriction: Illegal (+4) Game Note: This weapon is considered to have the Wound special ability, where a living target hit will continue to take 1 point of damage every round until a Heal check DC 20 is performed with at least a First Aid Kit, or if magic is available, a Cure Light Wounds or better spell is used. Also living targets hit are slightly distracted by the amount of pain a scorpion blast causes, suffering a -1 penalty to attack rolls, Defense, skill and ability checks made until they are healed. This penalty increases with each successful hit from a scorpion. Thus if two hits are scored on a target, the penalty would be -2 until the wounds are healed. Any delicate or complicated tasks the target performs after a hit from a scorpion requires a Concentration check of DC 15 + number of times hit by a scorpion before healing. So a person hit twice would have a Concentration check DC of 17. |
| #204smiterJul 25, 2011 16:25:27 | There may need to be some form of reconciliation between d20 Future and d20 Apocalypse. In Future, the starship weapon "nuclear missile" deals 16D8 damage. The weapon's description says that it's a 1 megaton (mt) device. In Apocalypse, a 1mt nuke vaporizes everything within a 500 yard radius and somewhat less damage, in varying degrees, out to 5 miles. Now, does the above rolled or suggested average damage of 72 get applied to non spaceship things? Does this mean that a 6 HD spaceship (with 120 hp) with alloy plating armor (hardness 20) can survive a 1mt nuke? Or a 7 HD ship with 140 hp and no armor? Considering that 6 and 7 HD vessels tend to be among the small(er/est) vessels according to the rules and are likely to be less than 500 yards in length (and therefore if one of these nukes goes off within 1-3 starship spaces would technically be within the nuke's fireball). Any suggestions, comments? |
| #205kronos182Aug 05, 2011 17:56:50 | GE Acid Munitions (PL6) After success of the GEW435 acid pellet shooter, GE has continued to advance their technology in acid munitions. Some critics believe that GE is creating inhumane weapons, but they argue that these munitions are meant for barricade removal, which aids in police or rescue workers in getting to people without resulting to explosives, which could end up hurting innocent people. The acid compound in these rounds will revert to a harmless neutral liquid after 12 seconds (2 rounds) after being exposed to air to prevent accidental injuries. |
| #206kronos182Aug 05, 2011 22:06:53 | LTB LC1 Continuing to expand their catalog of military hardware, LTB has created their LC1 laser canon. In reality, it's really two of their L1s mated together in the same frame and the power settings dialed up slightly for greater output without actually destroying the emitters and other components. It does have higher quality components than the L1 or L2, but due to the increased power running through them, its reliability is lower than it should be. The LC1 does boast slightly better range, but sucks back more power from a power pack. |
| #207AnimeSniperAug 06, 2011 3:19:49 | May have a viable Screamer hopefully soon but I plan to pull out both dvd's and rewatch them... also the doc is up to 141 pages |
| #208kronos182Aug 06, 2011 3:22:14 | May have a viable Screamer hopefully soon but I plan to pull out both dvd's and rewatch them... also the doc is up to 141 pages I had started work on one, without having seen the movies in years, but lost it.. if I see the movies again, I could work on them.. but basically I'd consider them a robot moreso than a weapon.. |
| #209AnimeSniperAug 06, 2011 3:42:17 | True but a Screamer is a robot just without anything, i.e. programming, to stop it... my version notes I have wrote down things like Infrared, Tremor Sense to consult, etc and a device that will detect your heartbeat which the armband from the first movie emits a subtle EMP like field to disrupt it... |
| #210kronos182Aug 06, 2011 4:01:10 | So.. maybe a notation in it's tactics being "it's bonus to spot only affects targets that have an organic biology" ? |
| #211kronos182Aug 06, 2011 21:02:07 | HP MLR410 HP decided to finally release a carbine style laser weapon for paratroopers and commando style troops to use, or for urban warfare. They took their original LR100, shortened it and thinned the main body past the handle and trigger assembly. Instead of having one barrel, four cylinder type fixtures surround the thinned body. These fixtures contain the focusing chambers and emitters. The four barrels allows the weapon to cycle through each barrel quickly to allow an incredible high rate of fire without worrying about overheating and melting any of the components of each barrel as each gets more time to cool than if it was just a single barrelled weapon. The lowest barrel also has a folding handle to allow for greater control of the weapon in full automatic fire. The pulse from each barrel is lower, and so is the range than the LR100, but the increased rate of fire makes up for it. HP has also included a 'burst' feature which fires all the barrels at once for more destructive power, but reduces the rate of fire.
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| #212kronos182Aug 26, 2011 22:13:21 | HP XCLP3401 With the introduction of X-ray lasers on ships, HP set about to creating a man portable version. Big and bulky, the XCLP3401 is used like a shoulder mounted weapon instead of a rifle. The large weapon comes with sensors and targeting suite to aid in acquiring targets. Although successful, some are displeased with its slow rate of fire and damage isn't quite as high as HP would like, however it does have a good chance of heavily damaging critical systems due to its armour piercing capability. Although it can make use of a standard power pack, the drain on the pack is great, so many users carry power generators or larger power packs such as the 340PP and 410PP (same number of rounds from both of these systems as the LCP1100).
XCL3452 |
| #213kronos182Aug 26, 2011 23:44:10 | M431C2 Mini Missile Rifle The M431C2 Mini Missile Rifle, or MMR, is a large rifle that fires mini missiles, or mini rockets, giving an infantry squad some serious fire power. The weapon is a long rectangular tube which actually contains two tubes which hold the missiles in a similar fashion to MetalStorm weapons. On top is the scope and targeting system along with cybernetic uplink connection. Along the bottom of the body is a light laser rifle to give the user a back up weapon for when the missiles run out. The laser might be light in power, but has exceptional range, making it a good sniper weapon. Although it carries a large compliment of mini missiles, reloading is slow, in a similar manner to shotguns, loading missiles in through a port on the side, one for each tube. It has a selector for either tube so that one tube can be loaded with one type of missile and the other another type, typically one being fragmentation and the other either explosive or armour piercing.
M431C2 Mini Missile Rifle (PL6 Exotic Weapon Proficiency (Rocket Launcher)/Heavy Weapon) |
| #214kronos182Sep 04, 2011 21:02:17 | Time to unleash more mayham upon PCs and NPCs alike... Infantry Powersaw (PL 6) This weapon resembles a two-handed sword, with a chainsaw blade approximately two feet long in place of a much longer steel blade. The infantry powersaw was one of the earliest melee weapons designed for use by power armoured troops. The powersaw’s design makes it easier to use than a regular chainsaw, so a character must have the archaic weapons proficiency feat instead of the exotic weapons proficiency feat to wield it. A character wielding an infantry powersaw who is proficient in its use gains the Cleave feat for free. |
| #215kronos182Sep 04, 2011 21:06:53 | Power Spike This weapon is a powerful pneumatic powered spike attached to a forearm mount on medium to heavy or powered armour. The user strikes the target with their fist, which has a trigger plate across the knuckles, which then drives the spike into the target, penetrating armour and internal components and anyone inside. Infantry use power spikes to engage power armour, light mechs or light armoured vehicles, using the spikes to punch into and damaging sensitive components such as hydraulics, guidance systems, gyros or power couplings. Pincer Gauntlets A large pair of mechanical pincers which fit over your hand and forearm like a glove. It looks a little like a big steel lobster claw. An industrial tool used for precision cutting and for handling dangerous materials, it has a Strength of 25, but can't be used to lift heavy objects or swing melee weapons. It only enhances the strength of your hand, not your arm or back, so it will only give you a bonus on tasks like grappling, breaking an object with your hand, hanging on to things, etc.
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| #216kronos182Sep 04, 2011 21:12:42 | Gadgets Vector Weapons (PL 6) Vector weapons are melee weapons of Medium-size or larger that use a vectored thruster to add extra damage to attacks (at the cost of decreased accuracy). A character proficient in the base weapon can use the Power Attack feat when attacking with a vector weapon. Weapons that have a vector system built into them cannot be energy weapons or have complicated parts (such as high-frequency blades). Vector weapons are almost exclusively archaic weapons built with advanced manufacturing and metallurgy technology. A rod of solid chemical propellant, housed in the weapon hilt, fuels the weapon’s thruster. This fuel rod will last for 50 power attacks, and must be replaced after that time. A character using a vector weapon can choose to not fire its thruster and attack normally. Plasma Weapons |
| #217kronos182Sep 05, 2011 1:27:09 | A couple of PL5 weapons.. Javelin Next-generation of guided anti-armour weapon system. Developed late in the 20th century, it become quite common amongst some of the major militaries. It features improvements over other anti-armour weapons including imaging infrared system, fire and forget capacity. It can also be used in a limited anti-aircraft capacity against slow, low-flying aircraft, such as helicoptors. The missile's normal attack mode is top-down, in which it attacks the thinly armoured roof of an armoured vehicle, but can be switched to a direct targeting assault mode, good for attacking the sides of armoured vehicles, or attacking fortified or reinforced structures. The weapon also has a "soft launch" signature, producing lower overpressure and backblast than its predecessors, making it more ideal for use in enclosed spaces. It uses a detachable, reusable targeting system. This targeting system integrates day sights and a lightweight FLIR-type passive IR night sight with a power system based on disposable batteries, into a hand-held surveillance unit as well as the targeting system. The whole system weighs a hefty 50 lbs, which does limit how many can be carried in the field.
A second-generation medium anti-tank disposable rocket. The MILAN doesn't have a disposable launcher like various LAWs, instead the missile is clipped to the launcher. It is a wire-guided missile that requires the user to keep the targeting radical centered on the target. It has excellent armour penetration capability as well as greater range over common LAWs, however it does weigh a fair bit and is usually used with a tripod to steady the launcher. It is usually deployed in at least a two man crew, with one aiming and firing the missiles while the other carries and loads. |
| #218fatcatdeadratSep 09, 2011 14:01:40 | Evolved Combat Shield For an individual the battlefield of the future is a dangerous place, requiring a serious amount of protection. Enter the evolved combat shield, a shield with built in missile launcher. Light enough to be used one handed, powerful enough to take on any adversary, versatile enough to be useful in almost any situation. Evolved Combat Shiled (PL 6-7) Dam: Varies Crit: 20 Type: varies Range: 100' ROF: S Mag: 2 internal (2 alt, total of 6 rounds) Size: Med. Weight: 7.5lbs. Pdc: 29 (+3 mil.) Notes: Provides a shield bonus to users (Def +3, non prof def +1, armor penalty -2, spell failure 30%). Uses a special modified rocket ammo(can hit targets up to 100 range increments away with normal penalties; laser guided, touch attack to target opponent, attack gains +4 equipment bonus to hit; travels 10 range increments/round; ammo Pdc. +4). Two alternate ammo’s (total of 6 rounds) can switch between them as a swift action once per turn, takes a full round action to load one mag (2 rounds). |
| #219kronos182Sep 10, 2011 1:06:11 |
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| #220fatcatdeadratSep 12, 2011 10:48:14 | Thanks Kronos, a +4 bonus sounds a lot better then +2. I still wonder if I should use the rules from the mecha compendium, they're ok but seem to slow down the game a lot. Evolved Combat Sword keeping with the up close and personal combat of the future battle fields on the swampy moons of Jupiter, the combat sword is the logical evolution of the military hand to hand weapon system. Combining a large gage shotgun and a high frequency sword into one compact package, the soldiers found a weapon worth taking into the jungle. The availability of specialty ammunition is a big bonus, many prefer armor piercing flechette rounds, or high explosive slugs, each equally capable of getting the job done. Evolved Combat sword (PL 6) Dam: 2d6/2d10 Crit: 19-20/20 Type: Slashing/Ballistic Range:--/30’ Rof: --/S Mag: --/5 (int.) Size: Large Weight: 11lbs. Pdc: 17 (+1 lic.) Note: Gun uses 10gauge shotgun rounds (or future variant of) There’s plenty of gun swords out there, but I wanted to toss this on the pile anyway. Squirrel Cannon Some background. A friend was showing me stats for a squad cannon, all I could see was squid cannon. We talked about it for a few days, it was our running joke. I loved the Idea but squids couldn’t be vary useful out of water for long, then later at a park I was watching squirrels fight over a food wrapper, and this was born. Squirrel Cannon Dam: 1d6 Crit: 20 Type: Bludgeoning Range: 60’ Rof: Single Mag: 4 (int.) Size: Large Weight: 11lbs Pdc: 20 (+4 illegal) Notes: fires a live squirrel (Use stats for rat) sealed in a stasis pod, kept healthy and fed for it’s duration in pod. After hitting target squirrel is released and immediately attacks and continues to do so until it’s killed or grows bored. Because of the nature of he ammunition animal rights groups have made it an illegal weapon. Because squirrels are cheep many military groups use it anyway. As an additional cost squirrel rounds can be sold infected with diseased that are transmitted via bites, and speciality squirrels are bread for those with specific tasks in mind. Ammo sold in box’s of 8 Pdc 9, ammo has a shelf life of 1 year before squirrel dies from lack of care. |
| #221kronos182Sep 12, 2011 19:20:20 | I made several uses for spam before.. and there's a squid gun in Despicable Me movie. |
| #222fatcatdeadratSep 14, 2011 14:40:50 | Squid Cannon Dam: 2d4 Crit: 20 Type: Bludgoning Range: 70' Rof: Single Mag: 1 (internal) Size: Large Weight: 23lb. Pdc: 23(+4 Illegal) |
| #223kronos182Sep 17, 2011 0:48:43 | Colt Phoenix With farther experimenting in plasma technology, Colt developed plasma exploding bullets instead of the normal chemical explosive rounds. To premier the new rounds, Colt released an intimidating, heavy revolver, styled after an enlarged python revolver of previous fame. The phoenix uses a .40 caseless magnum round, giving it slightly better range than other revolver calibers of the past. The rounds explode in a small ball of plasma fire, making them for illuminating a dark room during a firefight.
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| #224kronos182Sep 17, 2011 0:52:00 | AMMUNITION, PHOTON SHEATHED (PL 6) Each round of photon sheathed ammunition is wrapped in an extremely thin foil of the same material used in the manufacture of starship photon sails. A nanomachine housed within the round collects energy from the sun through the external foil and converts that energy into thrust creating a final ammunition that acts almost like a gyro-jet round. This energy thrust increases the weapon’s speed – and damage – depending on the brightness of the area when the round is fired. In direct, bright sunlight a photon sheathed round inflicts +4 damage when it hits its target. In partially sunny, cloudy conditions a photon sheathed round inflicts +2 damage when it hits its target. Under artificial light a photon sheathed round inflicts +1 damage when it hits its target. In dark, or shadowy conditions a photon sheathed round has no effect on the weapon’s damage.
AMMUNITION, CYBER DISRUPTOR ROUNDS (PL 7) AMMUNITION, LASER PRICK (PL 7) |
| #225AnimeSniperSep 25, 2011 6:44:22 | Felt I could contribute something so here it is Browning 50-caliber SAW PL 7: First developed as a mobile heavy weapon, the Browning SAW, intended for use by infantry wearing the Power Assist Load Exo-Armor suit or the heavier Powered Armor. The weapon consists of a 600 round box hopper stationed fore of the weapons grip and a cross armature to steady the weapon while firing; the weapon can also be combined with the standard belt fed chain-link ammunition backpack increasing the amount of ammunition to 3,000 rounds. SA, A (2d12 multiplied by 30 for SA and 1d10*1d100 for number of rounds fired in A). Browning .50-Caliber SAW PL 7 Damage: 2d12 multiplied by 30 for SA and 1d10*1d100 for number of rounds fired in A Critical: 20 Type: Ballistic Range: 110 ft. Rof: Semiautomatic 30 Round Burst or Full Automatic Magazine:600 Round Linked Box or 3,000 Round Belt-Fed Chain-Linked Ammo Backpack Size: Huge Weight: 75 lb. PDC: 25 (+4 Military) |
| #226kronos182Oct 03, 2011 2:22:57 | 105 mm Cannon 20 mm Autocannon |
| #227kronos182Oct 04, 2011 5:06:01 | "Standard" Anti-Aircraft Platform (PL 5, Heavy weapons proficiency or Vehicle weapon proficiency) PDC 33 for whole system, 16 for 50 rounds of standard ballistic rounds. |
| #228kronos182Oct 09, 2011 4:04:30 | Couple of weapons from Colt for late PL5/Early PL6. Colt 2011 M5011 |
| #229kronos182Oct 09, 2011 5:17:50 | A bit on Point Defense Systems (page 135 d20 Future) While doing the Anti-Aircraft platforms I posted earlier, I looked back on the Point Defense Systems for starships. I noticed it only deals ballistic damage. Now.. why couldn't you have a system that uses lasers instead to save on cargo space needed to feed this defensive systems? or Plasma? what about particle beam weapons, ion or electrical based weapons? And ships can only make one attack of opportunity, does that mean it can only stop missiles once a round, but can't make an attack against any ship getting close? or attack a ship getting close but not any missiles? So I was thinking.. Allow the system to make as many as the pilot's Dex modifier? or maybe, since they can't be controlled by anyone and are automatic, give them certain amount of attacks per round as if they were a person? So, first changes I'd make is damage type. The Point Defense System will use the main weapon type of the PL that the ship was made in, or what the designer thought was most efficient, or cost effective. So now the system isn't PL6, but more PL dependent for damage type. So PL5 would be ballistic, while PL6 could be ballistic or fire, or a combination of the two, so half the batteries are ballistic weapons and half lasers, so the damage dealt would be half and half ballistic and fire. While PL7 could be lasers or plasma, or maybe ballistic for rail/gravity guns if you so desire. PL8 can add in electricity based weapons, or 'energy'. Or it can have any of the previous damage types. Or, if the race that built the ship favours electrical based or particle beam weapons at an earlier PL, can put it on those ships as well, but only on that race's ships. This option allows the ships to have a little more flavour, which can make some unique. Like if Race A is PL5 and uses the basic ballistic weapons, while Race B uses lasers, and race A has armour designed to fight ballistic weapons, they are at a disadvantage against race B's laser point defense weapons. PDC won't be changed using this rule, it's more for flavour and some diversity amongst different races and ship designs for the point defense systems. Let's also say the basic system has one attack of opportunity. More attacks can be made with upgrades. Here's a few possible upgrades or enhancements to the point defense system. Heavy Point Defense System This is a heavier version of the point defense system uses larger caliber or greater powered weapons. Increase the damage by 1 die, as if the ship size was larger than it is. Increase PDC of the system by +2 Light Point Defense System This is a lighter point defense system, using smaller weapons or a few less emplacements. Decrease damage by 1 die, as if the ship was one size smaller. In the case of an ultralight, which normally has 1d12x10 damage for the point defense system, reduce the multiplier to only x6, so it becomes 1d12x6. Use the PDC of the next size smaller ship, or reduce it by 1 in the case of Ultralight. Enhanced Point Defensive System This version has more weapon emplacements to allow greater coverage to bring more weapons to bare. This version has the multiplier increased to x12 from the normal x10. Increased PDC by +2 Extended Range The point defense system has greater range than previous versions. This is done by longer barrels, more powerful propellant, extra focusing chambers, etc. The range that the system works at is now 1000 feet, or two 500 foot squares around the ship. Enhanced Computer Control The control system has better computer control and programming, even up to powerful AIs to direct the point defense systems. Mk1 has 2 attacks per opportunity PDC +3; Mk2 has 2 attacks, but has a 30% chance to destroy a missile and also gets a +1 to attack rolls for attacks of opportunities PDC +4; Mk3 has 3 attacks of opportunities, 30% to destroy missiles, and +2 to attack rolls PDC +5; Mk4 has 4 attacks of opportunities, 40% chance to destroy missiles and +3 to attack rolls PDC +6. Missile Interceptors (PL6) Missile interceptors is similar to point defense systems, but uses smaller caliber weapons, and targets missiles only. This allows point defense systems to only be dedicated to just attacking ships within range. This system takes up a Defensive System slot. The system can be used against any missile attacks in a round. A barrage of missiles from a single attack requires a roll against the number of missiles to determine how many missiles the system can target. So if a barrage contains 6 missiles, roll a d6 and the result is how many missiles the system can attempt to hit. If the barrage contains an odd number of a missiles, use only the closest round number that is below the number of missiles, except in the case of 3 missiles, then use a d4 and a result of 4 would just allow the system to try against all three missiles. Mk1 has a 30% chance to destroy missiles PDC 29, Mk2 has a 40% chance to destroy missiles PDC 31, Mk3 has a 50% chance to destroy missiles PDC 34, Mk4 has a 60% chance to destroy missiles PDC 36, Mk5 has a 70% chance to destroy missiles PDC 38. |
| #230kronos182Oct 10, 2011 0:45:59 | Vintage Arms is a company run by a small group of alien engineers that were fascinated by the sheer variety of arms that humans have created over the years, and how some humans will favour old designs while newer ones make a far more obvious choice. Deciding to see if they can make a profit from this fascination amongst humans and other races looking for something a little different. VA1911RP VA M29PP |
| #231kronos182Oct 15, 2011 0:10:23 | Acid Fog Grenades With sales of the acid based weaponry proving to be quite successful, GE decided to make an acid version of the firefog available for robots and mechs. They first made a grenade/proximity mine to test the concept. The grenade/proximity mine is a bit bigger than a regular hand grenade, shaped like a round ended cylinder. It can be thrown then releases its payload after several seconds from impact to allow the user to move out of harms way. Alternatively, it can be used as a mine. In this way, it is placed on the ground, safety pulled and arms itself after 10 seconds to allow the user to get out of the sensor's range of 20 feet. It will wait until a target is within 10 feet before detonating. |
| #232kronos182Oct 16, 2011 1:03:22 | HP HILR541 |
| #233kronos182Oct 24, 2011 4:32:50 | Darter Organic Rocket Launcher |
| #234kronos182Oct 30, 2011 3:18:11 | MP311
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| #235kronos182Nov 04, 2011 11:13:57 | Underwater Munitions Since most projectile weapons aren't very good underwater, here's some stuff for when you gotta fight in or around water. Supercavitating Bullets These specially designed bullets are meant for use underwater, allowing for frogman and divers to do combat underwater without having to use special weapons. Although a weapon that is sealed and usable underwater is required first as normal weapons don't always function that well once submerged. Benefit: These bullets don't suffer the -2 penalty to attack for every 5 feet of water they travel through. Weapon range increment is reduced by 10 feet though. PDC: +3 Mini Torpedoes These are basically mini missiles or rockets modified with a propulsion unit meant for water use. They can be fired from any mini rocket or missile launcher as they use compressed air to first launch from the launcher 10 feet, then the motor engages to propel it forward. Not all types of rockets are suitable for underwater use, with explosive being the most common. Explosive blast radius is reduced by half. PDC: +2 Blue-Green Lasers This is a modification to lasers into a blue-green light spectrum that allows them to work underwater better. However the range of the laser is only three-quarters of what it was originally, but this is the range for both in and out of water. PDC: +1 |
| #236kronos182Nov 04, 2011 16:17:29 | Bone Spitter |
| #237maliceincarnateNov 11, 2011 9:21:46 | This gun is an example of how to use the gadget system from d20 future and d20 future tech in what appears to me to be a balanced way. The Protecta Bulldog DWS "Waster" is a step forward for disposable weapons, packing a jaw dropping 8 gauge round into a medium tactical shotgun required increasing the bore, increased weight from gas release compensators and other sacrifices. Despite all this the Waster finds it's way into the hands of many zealous users as it is prized for it's reliability and immense destructive capabilities. The Waster uses hold the patented Protecta 8ga mag razor ammo as well as standard 8 gauge rounds. Protecta bulldog Configuration: DWS “Waster” Purchase DC: 16 ($650) Mods: Improved stopping power Drawbacks: decreased range, disposable, increased weight, reduced accuracy, reduced damage Damage: 3d8 -1 Crit: 20 Mag: 11 cyl Size: med Weight: 9lbs Range increment: 10ft Damage: ballistic Special: -1 on attacks 8ga mag Razor Critical threat +1 damage +1 Purchase DC: 12 ($200) Edit: forgot to change the weight |
| #238kronos182Nov 12, 2011 13:22:39 | Weapon Pods |
| #239kronos182Dec 02, 2011 10:25:57 | Mustang Arms Whisper![]() The name Whisper, is a misnomer, for this weapon. A well balanced pistol shaped like old revolvers, but in reality it is a heavy laser pistol, with a quite loud discharge. It doesn't use a standard power pack, instead using a cylinder shaped one, with a docking port that comes with the whisper when purchased. The power of this weapon is comparable to laser rifles, but lacks the range, which for most users is fine as it makes for an excellent close quarters weapon. The holster is designed for quick drawing and holstering the weapon again, making it a favourite amongst gunslingers. Whisper (PL 6 Personal Firearms Proficiency) Damage: 3d8 Critical: 20 Damage Type: fire Range Increment: 30 ft Rate of Fire: Semi Size: Small Weight: 2.5 lb Ammo: 25 box Purchase DC: 19 Lic (+1) Notes: Masterwork, granting a +1 to attack rolls. When using included holster, user gains the benefit of the Quick Draw feat. |
| #240kronos182Dec 02, 2011 11:04:20 | MX Pocket![]() The MX Pocket is a personal defense weapon sold commercially for civil defense. Extremely light, easy to use and concealable, this weapon is perfect for those wanting something more than some mace to protect themselves with. Comes with a docking station for recharging its power cells. The holster allows for it to be quickly drawn in an emergency. The MX also features a powerful stun setting, which in many areas where owning a weapon is illegal, or extremely difficult to obtain licensing, the MX can be locked in stun only setting, making it more legal. MX Pocket (PL6 Personal Firearms Proficiency) Damage: 2d6 Critical: 20 Damage Type: fire Range Increment: 20 ft Rate of Fire: Semi Size: Tiny Weight: 1.5 lb Ammo: 20 internal Purchase DC: 16 Lic (+1) Notes: Includes docking station for recharging the power cell, taking only 3 hours to recharge. Small size grants a +1 to Sleight of Hand checks to conceal it. Holster grants the user use of the Quick Draw feat. Has stun module, damage changed to nonlethal and Fort save DC 19 or be stunned for 1d6+1 rounds. |
| #241kronos182Dec 02, 2011 11:58:58 | VA Thompson M1RG |
| #242kronos182Dec 15, 2011 20:00:20 | CW1 CW2
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| #243kronos182Dec 21, 2011 21:26:31 | Nuclear Pumped X-Ray Laser Missile (NPXL Missile) |
| #244kronos182Dec 22, 2011 7:41:12 | CW3 |
| #245kronos182Jan 06, 2012 8:37:15 | Hi-Star Laser Rifle
Hi-Star Laser Rifle (PL6 Personal Firearms Proficiency) |
| #246kronos182Jan 07, 2012 12:41:52 | HCP399 |
| #247kronos182Jan 07, 2012 16:26:46 | M505 Light Support System |
| #248kronos182Jan 14, 2012 20:20:02 | MG834 |
| #249kronos182Jan 18, 2012 17:59:56 | A few magical based firearms. Blaster Blasters are magical force weapons that are fairly common and cheap. As a force weapon it can damage both animate and inanimate objects, and can affect incorporeal creatures. The blaster emits a bright muzzle flash with a loud squealing retort. A bright pulse of light then streaks to the target and bursts with shattering impact and a spray of object shards, smoke, and sparks. Some blasters also have the ability to knock back opponents. Blasters use a modified version of the classic magic missile spell. Blaster Pistol (PL6 Personal Firearms Proficiency) Damage: 3d4 Critical: 20 Damage Type: force Range Increment: 20 ft Rate of Fire: semi Size: small Weight: 2 lb Ammo: 50 box Purchase DC: 16 Lic (+1) Notes: Uses a special power pack that is not compatible with normal energy weapons, but with other magical firearms. Optional ability Knockback: If a blaster with this ability hits, it initiates a bull rush attack on the target. Use the damage roll (before deducting any damage reduction, if any) of the blaster attack for its strength value. Subtract 4 from the blaster's roll. Increase PDC by +1 to install this ability. Blaster Rifle (PL6 Personal Firearms Proficiency) Damage: 5d4 Critical: 20 Damage Type: force Range Increment: 80 ft Rate of Fire: S/A Size: medium Weight: 6 lb Ammo: 50 box Purchase DC: 18 Lic (+1) Notes: Uses a special power pack not compatible with normal energy weapons. Optional Knockback: If a blaster with this ability hits, it initiates a bull rush attack on the target. Use the damage roll (before deducting any damage reduction, if any) of the blaster attack for its strength value. Subtract 4 from the blaster's roll. Increase PDC by +1 to install this ability. Magical Power Packs These power packs provide power to magical weapons and are not compatible with normal energy weapons. They look similar to normal power packs, but are slightly smaller, and the contacts look more like crystals than metal. PDC 9 Blazer Blazers are magical energy weapons that discharge small, sizzling orbs of magical flame with a trailing tail of fire. This easily ignites any unattended flammable objects. Pyromaniacs and arsonists delight in using blazers. Blazer Pistol (PL6 Personal Firearms Proficiency) Damage: 3d6 Critical: 20 Damage Type: fire Range Increment: 25 ft Rate of Fire: s Size: small Weight: 3 lb Ammo: 50 Purchase DC: 16 Res (+2) Notes: Uses magic power packs only. Optional Flash: When the projectile from blazers with this ability strikes a target, it flares up. This flash requires the target to make a Fortitude save or be dazed for 1d4 rounds (character is unable to act, take no actions, but still gets normal Defense). The DC for the Fortitude save is equal to the hit point damage. Increases PDC by +1. Blazer Rifle (PL6 Personal Firearms Proficiency) Damage: 3d8 Critical: 20 Damage Type: fire Range Increment: 80 ft Rate of Fire: s/a Size: medium Weight: 7.5 lbs Ammo: 50 box Purchase DC: 18 Res (+2) Notes: Uses magic power packs only. Optional Flash: When the projectile from the blazer with this ability strikes a target, it flares up. This flash requires the target to make a Fortitude save or be dazed for 1d4 rounds. The DC for the Fortitude save is equal to the hit point damage. Increases PDC by +1. |
| #250kronos182Jan 19, 2012 16:37:03 | Munder Munder weapons use a modified version of the mage hand spell to fire a non-magical projectile, although magical projectiles can easily be used. The advantage of this is the projectiles aren't subjected to spell resistance, and can make use of specialty rounds. Some non-magic users like using the munder as it is fairly silent, and doesn't leave any normal evidence, except for the used round itself, as there is no residual magnetic traces, as from a railgun or coilguns, nor chemicals from weapons that use such propellants. Most munders use a projectile about the size of a 5.56mm round, although the barrels have space for up to a .50 cal projectile. This allows them to launch special munitions, including possibly mini grenades, syringes, short steel rods, and projectiles made of non-metallic origins, such as wood, or jade. Munder Pistol (PL 6 Personal Firearms Proficiency) Damage: 2d8 Critical: 20x2 Damage Type: ballistic/varies Range Increment: 30 ft Rate of Fire: s Size: small Weight: 4 lbs Ammo: 15 box Purchase DC: 17 Lic (+1) Notes: Uses a smaller magical power pack, similar to those used in small devices, this allows for a munder pistol to fire up to 200 times before needing to be replaced. The damage type can vary depending on the type of munitions used. A sharp piece of metal or wood of the proper size would change the damage type to piercing. Munder Rifle (PL 6 Personal Firearms Proficiency) Damage: 3d8 Critical: 20x2 Damage Type: ballistic/varies Range Increment: 90 ft Rate of Fire: s, a Size: large Weight: 10 lbs Ammo: 30 box Purchase DC: 19 Lic (+1) Notes: Can use a standard magical power pack which allows for up to 500 firings. The damage type can vary depending on the type of munitions used. A sharp piece of metal or wood of the proper size would change the damage type to piercing. |
| #251AnimeSniperJan 20, 2012 3:04:45 | Word Doc is a whopping 188 pages long now and possibly today I am going to maybe either everything into individual word docs by either company i.e. Less than a Buck or by PL Tech level and type i.e. PL 5 Ballistics and then weapon platforms and emplacement.... so good Idea or what until later |
| #252kronos182Jan 20, 2012 7:20:36 | Word Doc is a whopping 188 pages long now and possibly today I am going to maybe either everything into individual word docs by either company i.e. Less than a Buck or by PL Tech level and type i.e. PL 5 Ballistics and then weapon platforms and emplacement.... so good Idea or what until later I generally have stuff sorted by company, and stuff that doesn't have a company sorted by category, so "pistols", "rifles", "vehicles", "mechs", "heavy weapons", etc. But that is just me. |
| #253AnimeSniperJan 22, 2012 3:42:06 | Currently working out a few weapons for use by Power Armor troops.... 30 cal SAW, breach loading Grenade Mortar Launcer, Bolt Action/Semi-auto REcoiless Sniper rifle, 20mm to 90mm Assault Autocannons |
| #254kronos182Jan 22, 2012 10:12:32 | Currently working out a few weapons for use by Power Armor troops.... 30 cal SAW, breach loading Grenade Mortar Launcer, Bolt Action/Semi-auto REcoiless Sniper rifle, 20mm to 90mm Assault Autocannons I've got a few autocannons on here.. 20 and 30 mm I believe. Plus there's the 25mm in the d20 modern book for one of the military vehicles there. I've got a few ideas for larger scaled shotguns, just debating if I want to use standard shotgun rules, or make them more like cone attacks, where the attack roll is the Reflex save sort of idea.. The reason for that is you are aiming the cone to either A) hit the most amount of targets, or B) placing it so that the target has a harder time avoiding the bits of metal flying at them. |
| #255kronos182Jan 30, 2012 0:38:03 | Clark Mk3 The mk3 is a bullpup assault rifle released by Clark. The foregrip is somewhat modelled after the P90, however the clip is located underneath and connects to the back of the primary handle in a more conventional manner. The stock is well patted and its built with a top notch recoil compensation system which makes it a very stable weapon even in autofire mode. The only flaws to the mk3 is it doesn't come with many bells or whistles besides the large ammo capacity, a mount on the carrying handle for a scope and clips for a carrying strap and of course its much vaulted recoil system. The mk3 is available in 5.56mm, although 7.62 mm is available. The mk3 is actually designed to be able to make a switch between the two sizes fairly quickly, taking a trained soldier about 3 minutes to do the swap with a conversion kit on hand. |
| #256kronos182Feb 03, 2012 17:13:48 | Alter Weapons These melee weapons are made from metamaterials and impregnated with nanites. Using similar principles of the collapsible blades, these weapons can change shape to alter the type of weapon available to the user. With a simple push of a lever on the handle, the weapon head can change from a simple slashing blade, to a piercing rapier blade, or even to a hammer head for smashing things. The weapon head is collapsible to allow for easier concealment, or carriage. Alter Weapon (PL6 Simple (or archaic) Weapon Proficiency) Damage: 1d8 Critical: * Damage Type: slashing/piercing/bludgeoning Size: Large** Weight: 8 lb Purchase DC: 23 Lic (+1) Notes: *Critical changes depending on weapon used. Slashing longsword 19-20x2, piercing rapier 18-20x2, bludgeoning hammer 20x2. **Large size when extended, in collapsed form is only small size, but still weighs 8 lbs. For use of feats such as Expertise, only usable with the appropriate weapon setting selected. |
| #257kronos182Feb 17, 2012 22:00:50 | Some alternate ballistic weapon rounds. Hammer Rounds (Late PL5/Early PL6) This type of ammunition is designed to destroy energy resistant armours. The round is usually a wide, caseless round with a flat striker under a soft metal pointed tip to spread its impact over wide surface of the armour. Against crystalline and ceramic armours, which are noted for their energy resistance qualities, but are weaker against kinetic attacks, hammer rounds deal far more damage, destroying these types of armours in fewer hits than with normal kinetic energy rounds. These rounds are usually used when space for physical ammunition is at a premium, but energy weapons are available in abundance. The hammer rounds would be used first to reduce the target's resistance to energy attacks before the attacker fires their energy weapons. Against armour that grants greater resistance to energy weapons, such as ceramic armours, crystalline based armours, etc, that target's ability to resist energy attacks (hardness/DR) is reduced by the number of die of the weapon firing the hammer round, plus 1 for each additional round used. For example, a longarm that deals 2d6 points of damage would reduce the target's energy hardness/DR by 2, but if the attacker used double tap, the hardness/DR against energy attacks would be reduced by 3. This reduction is permanent until repaired. Hammer rounds reduce the weapon's range increment by 10%, increase weight by 10% and increase PDC by +5. These rounds do not reduce the hardness/DR against armours that provide no extra protection against energy attacks or those that provide greater protection against kinetic attacks. Generic Large Caliber High Explosive Rounds (PL4/5) For larger ballistic weapons over personal weapons, sometimes you just want to cover a larger area with explosives, particularly against massed infantry. For weapons that deal 4+ die in damage, reduce number of die by 2, change damage type to fire, add blast radius of number of original die times 5 feet, with a Reflex save DC of 14 + (number of original die - 4), and increase PDC by +2. For example, a 20mm weapon might do 4d10, but an explosive version would now deal 2d10 points of fire damage to a 20 foot radius with a Reflex save DC 14 for half damage. This would make a 20mm cannon into a much greater ranged grenade launcher, essentially, but for much larger caliber weapons, the blast radius greatly increases. If the round normally has armour piercing capabilities, they are halved, and only affect the initial target hit. Concussion Rounds (PL5) These rounds were developed as an alternate area effect weapon that deals less damage to equipment or buildings, allowing for large scale pacification of an area. The round creates an over pressure area, as it blasts outwards, able to move light objects, but leaving the environment relatively intact. These round come in at least 20mm or larger, so vehicle, mecha and larger ballistic weapons, or missiles can make use of concussion rounds. Weapons must deal at least 4 die of damage to be converted to concussion rounds. Reduce damage by 1 die, change die type to d6, gains a spread radius of 10 feet per die of damage with a Reflex save DC 14 + (number of original die -3) for half damage, damage type changes to concussion and any armour piercing qualities are lost. Also objects of Medium size or smaller, and weighing less than 250 lbs must make a Fort save DC 13 + (number of original die -3) or be thrown back 10 feet, taking 1d6 points if they strike any objects. Increase PDC of round by +3 |
| #258kronos182Mar 06, 2012 9:46:02 | Dragon Perception Weapons • Blue – Owner granted a +3 bonus to all saves against stunning or paralysis effects, such as from tasers or stunguns, and gain electrical resistance 3. PDC+4 • Brass – Owner granted Darkvision (60-feet). The weapon can be charged electrically, dealing 1d6 points of electricity damage. PDC +3 • Copper – Owner gains a +1 expertise bonus to all known skills. PDC +2 • Gold – Owner gains a +1d4 bonus to all initiative rolls and Reflex saves, roll only once when the weapon is attuned. If the weapon and user are separated for more than 48 hours, they must be re-attuned. The weapon can burst into flames dealing an additional 1d6 points of fire damage. PDC +5 • Green - Owner can breathe underwater for 20 minutes as the nanites help the user process the oxygen from water for a limited time, and allows the user to hold their breathe for twice as long. PDC +2 • Red – The user gains resistance to heat, Fire resistance 3, plus gains a +3 bonus against heat related conditions, such as heat exhaustion or making Fort saves while in desert conditions. The weapon can also burst into flames dealing an additional 1d6 points of fire damage. PDC +3 • Silver – The weapon deals an additional 1d6 points of cold damage. Once per day, the weapon can strike or be stuck in the ground, if a piercing or slashing weapon, and commanded to erect a shield of ice as the weapon freezes the air before the user. This frozen air creates a wall of ice that the wielder can use as three-quarter cover. The wall has 20 hit points and a hardness of 5. Laser weapons only deal half damage as the beams are diffused due to the crystalline nature of the ice. PDC +5 • White – The user gains cold resistance 3, and the weapon deals an additional 1d6 points of cold damage as wisps of cold air are emitted from the striking surface. PDC +3 |
| #259kronos182Mar 07, 2012 11:36:50 | M-439 Sentry Gun![]() The M-439 sentry gun station was designed as a means to quickly set up defensive gun points in a ready made package with minimal set up time. The weapon itself is fairly simple, but well built, as is the tripod. The rifle is a 7.62mm rifle designed for belt feeding and tripod mounting, such as those for vehicle mounts. Mounted on top is a themo-electric scope with IR for precision firing and visibility through smoke. The tripod mounts a ballistic shield to protect the legs of the gunner, plus three smoke grenades which can be launched up to 50 feet or released to shroud the gunner. The whole system is stored in a metal case, usually mounted in a vehicle, some APCs carry between 2 and 6 of these cases, depending on mission profile, and all parts can be assembled in under 5 minutes with a trained person, less with a second person to help. The case can be removed and used as additional protection for the gunner, especially with sandbags. The shield and case both have 20 hit points and hardness 10. The shield provides the gunner with a +2 shield bonus to Defense and +1 bonus to Reflex saves against explosives. If the case is set up to aid in the defense of the gunner, the gunner receives one-quarter cover. The m-439 comes with the tools needed to set up and take down the whole system, provides a box with 350 rounds in a helix style in the box that is attached to the rifle. The box can be quickly detached and another attached if available. The whole system packed weighs about 75 lbs, with retractable casters on the bottom to aid in moving it. M-439 Sentry Gun (PL5) Damage: 2d10 Critical: 20 Damage Type: ballistic Range Increment: 90 ft Rate of Fire: s/a Size: large Weight: 12 lbs (rifle itself), 75 whole system Ammo: 350 belt Purchase DC: 24 (Mil +3) Notes: Electro-thermal w/IR scope, shield on tripod provides +2 shield bonus to Defense +1 bonus to Reflex saves vs explosives/grenades, case can aid in defense provides one-quarter cover, 3 smoke grenades on tripod can be set to fire up to 50 feet or to cover the tripod. Case only includes 1 350 round box of 7.62mm ammunition. |
| #260kronos182Mar 09, 2012 21:23:55 | The M431C2 Mini Missile Rifle, or MMR, is a large rifle that fires mini missiles, or mini rockets, giving an infantry squad some serious fire power. The weapon is a long rectangular tube which actually contains two tubes which hold the missiles in a similar fashion to MetalStorm weapons. On top is the scope and targeting system along with cybernetic uplink connection. Along the bottom of the body is a light laser rifle to give the user a back up weapon for when the missiles run out. The laser might be light in power, but has exceptional range, making it a good sniper weapon. Although it carries a large compliment of mini missiles, reloading is slow, in a similar manner to shotguns, loading missiles in through a port on the side, one for each tube. It has a selector for either tube so that one tube can be loaded with one type of missile and the other another type, typically one being fragmentation and the other either explosive or armour piercing.
M431C2 Mini Missile Rifle (PL6 Exotic Weapon Proficiency (Rocket Launcher)/Heavy Weapon) |
| #261kronos182Mar 09, 2012 21:59:08 | Grounding Mini Rocket (PL7/8) This mini rocket uses technology similar to gravity snare rifles and gravity anchors used in armours. The rockets are used usually against aerial targets to bring them down without destroying them. These mini rockets can be used in any mini-rocket launcher. Upon striking a target, the casing breaks open and the target is engulfed in shining energy rings, similar to the gravity snare, the rocket deals 1d6 points of ballistic damage from the force of the impact. The target must make a Reflex save DC 17 or be entangled by the energy rings for 1d6+1 rounds. An entangled target can escape the rings with a successful Escape Artist check (DC 40) or break free with a successful Srength check (DC 30). Even if the target makes the save, the grenade is attached to the target, for 1d6+3 rounds, and the grenade emits an increased gravity field, suffering a -30 ft penalty to their speed, which will immobilize most targets, as they feel like they are on a high gravity world. Characters with high gravity world adaptations get a Will save DC 15 to resist this affect. If the target is flying, the increased gravity will cause the target to fall 30 feet per round. The target only takes damage if they strike the ground, taking 3d6 points of bludgeoning damage as the increased gravity is somewhat controlled. Grounding mini-rockets have the range of the launcher they are launched from, or 150 ft, which ever is greater. PDC 21 for a box of 5 mini-rockets. |
| #262fatcatdeadratMar 22, 2012 12:37:04 | Kronos you must own a copy of Arsenal. |
| #263kronos182Mar 22, 2012 14:33:04 | Kronos you must own a copy of Arsenal. The one with the magical futuristic weapons? Yes, but I haven't really used it much for anything here. |
| #264kronos182Apr 10, 2012 15:32:46 | Thudder (PL6/7) |
| #265kronos182Apr 11, 2012 21:45:31 | Arasaka EMF Launcher |
| #266kronos182May 11, 2012 21:50:57 | Hey look.. I'm still alive, here's a cheap anti tank laser from LTB. ATL1 As more surplus military vehicles become available, people need more anti-tank weaponry. LTB tried to make a man portable laser cannon more powerful than the LC1, but couldn't keep necessary power requirements low enough without it becoming just a larger version of the LC1 without the power, or the power systems overloading, or keep the whole system affordable. Eventually LTB went the way of chemical lasers. As chemical lasers were well understood and a suitably powerful enough chemical reaction could be obtained in a small enough package, although the chemical container had to be replaced often. LTB designed a two shot disposable anti tank chemical laser cannon, similar to old rocket propelled grenade launchers. The ATL1 itself is a trigger and handle connected to a padded shoulder rest with a simple sight for right handed people. Top this mounts the chemical laser itself which contains the emitter, focusing lens and the chemical container. The chemical itself is a gel which gets excited and provides energy when the catalyst is introduced upon the trigger being pulled. The laser contains two packs of the chemical to allow for two shots, which is about all the emitter and focusing lens can handle, as they are not the highest quality, and burn out quickly. This makes the ATL1 ammunition dependent for a laser, but it does offer a great amount of power, although short ranged. LTB ATL1 (Late PL5/Early PL6) Damage: 8d8 ignore 8 points of hardness/DR Critical: 20x2 Damage Type: Fire Range Increment: 60 ft Rate of Fire: Semi Size: Huge (both trigger assembly and lasing unit, each separate are large size) Weight: 6 lb for trigger, shoulder rest and sight. Each laser reload (lasing unit and chemical pack) 21 lb (4.1 ft long) Ammo: 2 box Purchase DC: 15 for trigger assembly, lasing reload 15 for 3 Notes: On a natural roll of 2 or 3 the chemical is inert (can not be used, and if a second roll of 2 or 3 happens on same lasing unit the chemicals are inert and the unit must be replaced). On a natural roll of 1, the chemicals are unstable and fires at half strength (4d8, ignores 4 hardness/DR) and also causes the lasing unit to melt down, destroying the trigger assembly and dealing 2d8 points of fire damage to the user, Reflex save DC 14 for half. |
| #267kronos182May 17, 2012 21:30:31 | LTB MP1 |
| #268AnimeSniperMay 19, 2012 5:07:56 | Working on a few power armor weapons which are the successors to the M2 Browning 50-cal, BAR, and a few others which I will post soon |
| #269kronos182May 19, 2012 7:51:23 | That's cool, I've got a few other stuff I'm working on, just haven't had a chance to sit down and really stat anything since I started working again. Weird hours and getting used to them. Next few posts should be a few more robots, need some more robots posted amongst other things. |
| #270kronos182Jun 11, 2012 14:42:05 | Royal Enfield Ordnance Liquid Propellant Assault Rifle LPA1 |
| #271kronos182Jun 26, 2012 22:05:09 | Airfoil Grenades |
| #282kronos182Aug 25, 2012 15:41:14 | Pulsing Grenade (PL8/9) |
| #283kronos182Aug 26, 2012 12:36:16 | Swarmer The swarmer is a heavy rifle-like weapon, that launches several small rocket-like projectiles at once at a target. Each projectile is small, and doesn't deal a lot of damage, but as several are launched, each with limited homing abilities, the chances of multiple projectiles striking a target are greater. Alternatively, the weapon can be set to let the projectiles target multiple targets within 50 feet of one selected target. To load the swarmer, an ammo block is inserted into the top, which holds 10 rows of 2 by 3, meaning each time the swarmer is fired, 6 projectiles are launched. The launched projectiles don't follow a straight path, even when all are launched at a single target, using a small randomizer in their flight systems, they bob and weave as they make their way to the target, making it harder to predict their exact flight path. Swarmer (PL6/7 Heavy/Exotic Weapon Proficiency) Damage: 2d4 per projectile Critical: 20 Damage Type: Ballistic Range Increment: 60 ft Rate of Fire: Semi Size: Large Weight: 21 lbs. Ammo: 10 (60 rounds, 6 used per firing) Purchase DC: 28 Mil (+3), 11 per ammo block. Notes: Two firing modes: Single Target, Multiple Target. If set for single target, make an attack roll like normal, success means a projectile hits. For every 3 points above the target's Defense the attack roll beats, add another projectile's damage up to a total possible 6 projectiles. Any projectiles that don't hit, count as a grenade that scatters on a miss. Due to the nature of the projectile's flight, and the number in flight, the target doesn't get their Dodge bonus to Defense, if they have one. When set to multiple targets, pick a central target, make an attack roll at -2. This attack roll is used for all targets within a 50 foot radius around the central target. If there are less than 6 targets within the 50 foot radius of the central target, the extra projectiles will strike the first target with the lowest Defense. All targets within the 50 foot radius do not count their Dodge bonus to Defense. |
| #284kronos182Aug 28, 2012 13:07:02 | VAM1 Garand While researching many of Earth's famous wars, Vintage Arms discovered the M1 Garand rifle used by the United States, praised for reliability, the innovative design of the clip and being one of the earliest semi-automatic rifles issued to infantry of any army at the time. VA has created two versions with a variant for each, a laser based and railgun version, both also featuring a sniper variant each. The railgun version do have a lower ammunition capacity than the laser versions, but many who choose the railgun version like the fact that even with a limited capacity, the ability to use variant ammunition types balances this shortfall. The VAM1RG is the railgun model, well balanced mastercrafted and has excellent range, if a low ammunition capacity. VAM1RG Garand (PL 6 Personal Firearms Proficiency) Damage: 3d12 Critical: 20 Damage Type: ballistic Range Increment: 110 ft Rate of Fire: s Size: large Weight: 10.5 lbs. Ammo: 10 box Purchase DC: 20 Lic (+1) Notes: Looks virtually identical to historical records of the M1 Garand, although a small digital ammo counter near the receiver. The M1RG is a mastercrafted weapon, granting a +1 to attack rolls. Sniper Variant The VAM1RG-S sniper variant comes with mounts for scopes, coming standard with electro-optical scope, and a select fire mode to switch it to sniper mode. The barrel is slightly longer, and comes with an integrated bipod. When the fire select is switched to sniper, the rate of fire changes to single, range is increased to 150 feet without the use of a scope. The VAM1RG-S is considered mastercrafted, granting a +1 to attack rolls, increase PDC to 21 Res (+2). The VAM1LR is the laser model of the Garand, although not much different except for visually from other laser weapons, it is well crafted and accurate. VAM1LR (PL 6 Personal Firearms Proficiency) Damage: 3d8 Critical: 20 Damage Type: fire Range Increment: 80 ft Rate of Fire: s Size: large Weight: 8.7 lbs. Ammo: 50 box Purchase DC: 20 Lic (+1) Notes: Looks identical to the VAM1RG except the wood stock has red colouring to it, while the RG model has a normal wood colouring. There is a small digital ammo counter near the receiver. The M1LR is considered mastercrafted, granting a +1 to attack rolls. Sniper Variant The VAM1LR-S sniper variant comes with mounts for scopes, coming standard with an electro-optical scope, select fire for sniper mode, and slightly longer barrel. When the fire select is switched to sniper mode, the rate of fire changes to single, range is increased to 120 feet without the use of the scope. The VAM1LR-S is considered mastercrafted, granting a +1 to attack rolls, and increase PDC to 21 Lic (+1). |
| #285kronos182Oct 08, 2012 22:16:05 | CW4P CW5P Psychic Bullets Psi Weapons (Psicraft Gadget) |
| #286kronos182Oct 22, 2012 20:23:57 | Big Bore 5 Following the success of the 2011 with augmented beings, Colt has released the Big Bore series. The Big Bore 5 is a large caliber revolver, in the 20mm range. The 20mm round is a shortened 20mm cannon round, allowing for great damage, but short range, and requiring great strength and usually a cybernetic arm to support the weight and the recoil from this monstrous round. The Big Bore 5 is made from dense metal and uses advanced recoil suppression technology to aid in trying to reduce the recoil, but there is still quite a lot, making follow up shots more inaccurate if tried to made quickly. This weapon is seen mostly used by heavy cyborgs in urban or other situations where range isn't a major factor. Colt is also releasing variant ammunition, as the large caliber allows for more flexibility. The explosive rounds available are about as powerful as hand grenade with similar blast areas. Big Bore 5 (Late PL5/PL 6 Personal Firearms Proficiency) Damage: 4d10 Critical: 20x2 Damage Type: Ballistic Range Increment: 30 ft Rate of Fire: Semi Size: Medium Weight: 17 lbs Ammo: 5 cylinder Purchase DC: 20 (Res +2) Notes: Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 20, suffers -2 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the BB5. So a normal person, with Strength 18 to 20 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 20, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady. A creature of medium size or larger must make a Strength check DC 10 + half damage dealt or be thrown back 1d4x5 feet and knocked prone. When used to pistol whip someone, it deals 1d6 points of bludgeoning damage instead of the normal 1d4 for pistols for its heavier construction and larger size. Ammunition: Box of 25 20mm rounds has a PDC 10. Explosive Rounds: The high explosive rounds available for the BB5 deals 4d6 damage to a 20 foot radius with a Reflex save DC 15 for half damage. PDC 12 for box of 25. Flechette Rounds: These rounds split open upon leaving the barrel, releasing dozens of razor sharp needles that spread out filling a large area. The flechette rounds deal 4d6 piercing and slashing damage to everything in a 60 foot long cone, Reflex save DC 18 for half damage. PDC 13 for box of 30. Gyrojet Rounds: These rounds have miniature rockets that propel the round further. The range increment is increased to 55 feet, but damage is reduced to 4d8. PDC 13 for 25. |
| #287kronos182Oct 28, 2012 13:50:45 | Heavy Thudder The heavy thudder is a rifle version of the original thudder pistol. Along with the standard plasma rifle, it also has the force secondary mode, able to know targets back with greater kinetic force. The larger barrel of the heavy thudder allows for better focusing of the force blast. The heavy thudder can make use of Faradai's augmented power packs and includes mounting for a scope and underbarrel mounting rails. There is also a plug to allow for a HUD uplink or cybernetic uplink through any sight or scope and will also display ammo counter and weapon status. |
| #288kronos182Oct 28, 2012 14:46:29 | VA1895R |
| #289kronos182Dec 16, 2012 6:12:52 | Nelson The Nelson is a simple, easy to use, personal defense gauss pistol. It uses a small 2.2mm caliber round, making it fairly weak in terms of damage, but it holds a large capacity of rounds. The ammunition uses metamaterials that becomes easily malleable once a magnetic field passes through it. The magnetic field that launches the round activates the metamaterial, which allows it to deform incredibly quickly upon hitting a target, transferring far more of its kinetic energy to the target than normal bullets, also preventing chances of the round punching through the target. Unfortunately, this also means that targets with armour are better protected as the force from the impact is spread out over the armour, transferring less to the target. The magazine contains the power cell for the Nelson, and using the provided charging dock that comes with the Nelson. To power the Nelson, a small rechargeable power pack is placed in the back, with enough power to launch 200 rounds. A coloured power light indicates how full the charge is. Once it turns red, the battery has enough power to fire 10 more times before requiring a rechage. It flashes red when there is only enough power for 2 shots. Nelson (PL6 Personal Firearms) Damage: 2d4 Critical: 20 Damage Type: Ballistic Range Increment: 40 ft Rate of Fire: S Size: Small Weight: 1 lb Ammo: 35 box Purchase DC: 16 Lic (+1) Notes: Easy to conceal, granting a +4 to checks to hide the Nelson. Against targets wearing armour that provides a +2 or greater bonus, or Natural Armour of +3 or higher, the Nelson deals only half damage. The Nelson is only effective out to 5 range increments as the air friction causes the round to deform and lose speed. Ammunition PDC 9 for box of 100. |
| #290kronos182Feb 24, 2013 16:21:12 | The EP, or Energy Pulse, weapons fire brief but intense bursts of charged particles. To an observer, the weapon seems to spit small balls of white flame that explode on contact with a solid object. Pulse guns have respectable stopping power and range. The EP-1 is the first of the energy pulse weapon series, and as such is more bulky than the later models, and suffers from lower damage and range. A bulky, short rifle, compared to the EP-8, but has larger area damage than the -5 or -8. EP-1 (PL6 Personal Firearms Proficiency) Damage: 3d6 Critical: 20 Damage Type: Energy Range Increment: 40 ft Rate of Fire: S Size: Med Weight: 9 lbs. Ammo: 40 Purchase DC: Notes: Damage is dealt to a 5 foot area. Targets beside the target hit must make a Reflex save DC 15 for half damage. The EP-5 is an excellent pistol, used by many militaries, well balanced and easy to maintain. However, due to the nature of the weapon, it is not recommended to use them in close quarters as the exploding energy pulse can injure the user when used at point blank range. EP-5 (PL6-7 Personal Firearms Proficiency) Damage: 3d6 Critical: 20 Damage Type: Energy Range Increment: 35 ft Rate of Fire: S Size: Med Weight: 4 lbs. Ammo: 50 Purchase DC: Notes: Damage is dealt to a 5 foot area. Targets beside the target hit must make a Reflex save DC 15 for half damage. The EP-8 is the rifle version of the EP-5, boasting higher damage and range. EP-8 (PL 6-7 Personal Firearms Proficiency) Damage: 5d6 Critical: 20 Damage Type: Energy Range Increment: 75 ft Rate of Fire: s Size: Large Weight: 13 lbs. Ammo: 50 Purchase DC: Notes: Damage is dealt to a 5 foot area. Targets beside the target hit must make a Reflex save DC 15 for half damage. The EP-9 is a heavy rifle, dealing damage on par with the EP-8, but with a larger burst area, and slightly shorter range. EP-9 (PL6-7 Personal Firearms Proficiency) Damage: 5d6 Critical: 20 Damage Type: Energy Range Increment: 70 ft Rate of Fire: S Size: large Weight: 15 lbs. Ammo: 50 Purchase DC: Notes: Damage is dealt to a 15 foot area. Targets beside the target hit must make a Reflex save DC 16 for half damage. |
| #291kronos182Feb 24, 2013 18:52:24 | Targeting rounds PL6 Knockdown Weapons (PL6)
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| #292kronos182Mar 02, 2013 17:39:09 | M-25 |
| #293kronos182Mar 06, 2013 19:57:37 | AMMUNITION, INERTIAL ACCELERATOR (PL 7) Inside each inertial accelerator round is a nanotech machine that, when the round is fired, activates a magnetic field that significantly increases the round’s velocity. The damage inflicted by an inertial accelerator round is equal to the weapon’s standard damage +1d6. Inertial accelerator rounds can be fired from an unmodified weapon, the ammunition’s internal nanomachine detects when the round has been fired and automatically activates the magnetic field once the round leaves the weapon’s barrel. When fired from a weapon that uses magnetic forces to launch projectiles, such as railguns and gauss weapons, increase the bonus damage to a total of +2d6 as the magnetic fields are amplified. Hitcher Bolt (PL7-8) A bullet designed to release specialized nano technology that temporarily hijacks sensory relays in organic brain systems. Information received by the target is sent to a monitoring device. The monitoring device can show target body temperature, heart rate, vague visual imagery and sound. The nanites can be set to auto destruct safely or violently leaving the target alive or harming them. Also acts as a tracking device. |
| #294kronos182Mar 21, 2013 19:05:56 | Ravager |
| #295kronos182Mar 23, 2013 18:55:46 | Cherry Bomb (Toon Bomb) |
| #296kronos182Mar 23, 2013 19:39:43 | Note about Depleted Uranium and Uranium rounds. |
| #297kronos182Apr 08, 2013 11:57:48 | GEWS520B1 Triple Iron |
| #298kronos182Apr 08, 2013 12:28:11 | GEPB03 |
| #299kronos182Apr 23, 2013 19:15:59 | Balor |
| #300kronos182Aug 11, 2013 18:16:22 | Magna Heavy Laser Rifle A heavy laser rifle that fires a continuous beam instead of pulses, making it a powerful, although slow firing and short ranged rifle compared to other lasers. The advantage of a continuous beam is the higher damage potential and armour penetration, however it is difficult to hit fast moving targets, making it a favourite against heavy vehicles or fortifications. Another advantage is if enough damage is done, the beam can blow through and potentially hit something on the other side of the original target struck. The Magna is also a power hog, quickly draining power packs, thus it comes with cables and connectors for plugging into larger power packs, portable power generators or into the power systems of vehicles or buildings. Magna Heavy Laser Rifle (PL6) Damage: 5d8, ignores 5 points of damage reduction Critical: x3 Damage Type: fire Range Increment: 50 ft Rate of Fire: Single Size: Large Weight: 18 lbs Ammo: 10 box Purchase DC: 29 Notes: Comes with a shoulder strap, fold out handles on each side to allow better stability. Ammo Hog - Uses a large amount of energy per shot. 5 shots worth of energy is used for each actual shot fired. Blow Through - If the magna deals enough damage, over any damage reduction, to do 25% of the target's total current hit points, the beam blasts through the target and can deal any damage to anything standing behind it, provided it is within 5 range increments. Roll to hit the target on the other side. The target on the other side is considered to have full cover and gains the benefits of full cover. Deals only half damage, but retains the full damage reduction ability. Limited Range - Can only strike targets out to 5 range increments, for a total range of 250 ft. Can't Hit Fast Targets - Any attempt to strike a target moving more than 30 feet in a round causes the firer to suffer a -2 penalty to attack, and only deals half damage, but the damage reduction is retained. |
| #301kronos182Aug 12, 2013 14:06:08 | Ice Maul A large hammer head mounted on a long shaft, with an advanced device in the head that generates a field of extreme cold air. The cold being generated by the head can cause frostbite even from a graze, or cause metal to become brittle, making it easier to break. Strikes have been known to completely freeze a target, only to be shattered by the impact of the hammer. This makes the weapon particularly feared amongst many, especially those from higher temperature world. Ice Maul (PL6 Archaic/Simple/Exotic Weapons Proficiency) Damage: 2d10 +2d6 cold Critical: 20x2 Damage Type: bludgeoning plus cold Size: Large Weight: 21 lbs Purchase DC: 28 Mil (+3) Notes: On a successful critical hit, target must make a Fort save (DC 10 + damage dealt) or begin to freeze. If the target fails the save, ice begins to form on the target, slowing it. Reduce Dex, Reflex, skills and attack rolls by -4 and speed by half. Bonuses to Defense or any damage reduction or hardness is reduced by 25%. The freezing lasts for 1d4+1 round in normal room temperatures. In higher temperature areas time is reduced by 1 round for every 10 degrees Celsius (approximately 20 degrees F) higher than room temperature (25C or 77F). For every 10 degrees C (20 degrees F) below room temperature, increase time by 1 round. During the frozen time, the critical modifier for the Ice Maul to the frozen target is increased to 19-20/x3. Multiple critical hits from the ice maul increase the penalties by a cumulative -1, reduce equipment bonus to Defense/Hardness/DR by 10% and increases the frozen time by +2 rounds. If the target's Dex reaches 0, the target is immobile, paralyzed, covered in a thin layer of ice. Any critical hits from any bludgeoning weapon gains +50% damage bonus due to the target becoming more brittle. The target, if a living creature, also begins to suffer the effects of extreme cold environment, (see page If more than 10 points of fire damage is dealt to the target, the frozen effect is broken, but the target risks catching on fire as normal. If the target makes the save, only suffers a -1 to Dex, Reflex, skills and attack rolls for 2 rounds due to the extreme cold from the weapon. If 5 or more points of fire damage is done to the target, cancels the penalties from the cold, but of course runs the risk of the target catching fire. |
| #302kronos182Aug 16, 2013 17:24:10 | HP MLR510 After the surprising success of the MLR410, multi-barrelled carbine, HP released a full rifle sized version. Damage is the same, but ranged is greater and a few options are available, including secondary power pack port in the stock, mounts for scope and tactical lights. The MLR510 is a longer version of the MLR410, basically an original LR100, thinned main body past the handle and trigger assembly. Instead of having one barrel, four cylinder type fixtures surround the thinned body. These fixtures contain the focusing chambers and emitters. The four barrels allows the weapon to cycle through each barrel quickly to allow an incredible high rate of fire without worrying about overheating and melting any of the components of each barrel as each gets more time to cool than if it was just a single barrelled weapon. The lowest barrel also has a folding handle to allow for greater control of the weapon in full automatic fire. The pulse from each barrel is lower, but the increased rate of fire makes up for it. HP has also included a 'burst' feature which fires all the barrels at once for more destructive power, but reduces the rate of fire. The MLR510 can make use of the original heavy clip buttstock mk1 and 2, but removes the ability to add a second power pack. HP MLR510 (PL6 Personal Firearms) Damage: 3d6 Critical: 20 Damage Type: Fire Range Increment: 80 ft Rate of Fire: S, A Size: Large Weight: 8.5 lbs Ammo: 50 box or 100 box Purchase DC: 23 (Mil +3) Notes: Enhanced Autofire Mode: Taking an addition -4 to attack, can increase automatic fire damage to a 10 ft by 10 ft area from 3d6 to 4d6 and increases the Reflex save to DC 17 and uses 15 rounds instead of the normal 10. User must declare using this option before firing. Burst Mode: The user can set the weapon to burst mode which fires all the barrels allowing it to deal 5d6 to a single target, but reduces the rate of fire to Semi. Secondary Power Pack: Two power packs can be plugged into the MLR510, doubling the ammo capacity. Can add heavy clip buttstock mk1 and mk2, adding an additional 100 or 150 rounds, in addition to the normal 50 from normal power pack, but this removes the ability to add a second power pack. |
| #303kronos182Sep 30, 2013 16:36:17 | Sonic Fist |
| #304kronos182Oct 06, 2013 17:45:31 | Acid Darter |
| #305kronos182Nov 27, 2013 1:23:06 | Toaster Disposable Laser Cannon The toaster is a heavy, one shot disposable laser with incredible range and damage. Designed and built with just enough quality to survive getting to a location and firing its payload. The toaster is used in a similar manner of old single shot RPGs, in that it is a tube filled with the laser optics, a large capacitor, a handle and a simple optic sight. Once fired, the heat from the laser and the capacitor melts the internal systems into useless slag. To fire, the weapon must charge for several seconds (one round), in which it drains the power pack. Once charged, the weapon must be fired within 1 minute before the weapon begins to melts. |
| #306AnimeSniperDec 01, 2013 1:52:22 | Another energy weapon which is always good especially for the High Sci-Fi Space Opera with either multiple planets and thus multiple factions or companies. Aside from watching the new Almost Human series and statting the mentioned tech for game use as well as other things... still working out the mentioned Total Recall tech and my homebrew tech for a Fallout based campaign.
Is the shoulder fired laser weapon seen in Akira a continous beam type or more along the type of as long as you hold the trigger the beam continues... what do you think Kronos? |
| #307kronos182Dec 03, 2013 18:16:45 | If I remember correctly, it's a continuous beam which also continues as you hold the trigger for awhile, I think the longest time it was fired was about 10 seconds.. which sucks back an incredible amount of power. But once you fire it, requires some time to 'recharge' between firing. Also, the Toaster can be used in lower tech settings and not just high sci-fi space opera.. where energy weapons are fewer, usually only on heavy vehicles or static locations, hence why the man portable version burns out and sucks back the entire power pack |
| #308AnimeSniperDec 05, 2013 7:23:12 | A few that I know are the following that I've written from the past few episodes...
Synopsis of the show is the year is 2048 and due to rapidly development of technology crime has risen to like over 400% so each police officer is mandated to have a synthetic partner, a MX-PSA, instead of a fellow human. The man character was injured in a failed raid against the Syndicate and after two years in a coma is returning to the force with a synthetic leg which he lost in the failed raid... in the first episode because his MX partner is going to report a lapse where he remembered something from the raid actually opens the passenger door and pushes the MX out into traffic thus destroying it. He soon gets an older model of the DRN or Darien series. http://en.wikipedia.org/wiki/Almost_Human_(TV_series)
Face Maker is a small holographic projector around the neck that displays a preloaded face of another person.
Flash Mask is a sprayable application that creates a reflective surface on the face negating all video surveillance means.
DNA Bomb is a small baseball sized bomb that releases a mass of particles around the target area thus negating the ability to harness Forensic evidence by police CSI
Absorbation Rounds negate the audio of fired ammunition without the need for a silencer to be pre-eqquipped
Life Sign Monitor is a small device that gives a status of the wearers status |
| #309kronos182Dec 07, 2013 15:12:45 | I think d20 Future has something like the Life Sign Monitor.. part of services section I think. |
| #310kronos182Mar 03, 2014 15:58:00 | TX-7 Hybrid Pistol |
| #311kronos182Mar 05, 2014 16:58:17 | M-67 Hydra |
| #312kronos182Apr 25, 2014 14:29:44 | A few magic weapons..
Magic Pepperbox Pistol Magic Missile Rocket Pack |
| #313kronos182Dec 08, 2014 9:29:33 | Been awhile.. Here's one of several items I created for Halloween, sorry it's late, hope to have the rest up soon. The vampiric sword is imbued with a power similar to that a vampire, stealing life from those it cuts into, healing the wielder, as it leaves grievous wounds that continue to bleed. Many vampire hunters use these weapons as a means of turning the vampire's powers against them. The sword is a long slightly curved, single sided blade that is the colour of fresh blood. It feels warm to the touch every time it cuts into a target. When the vampiric sword's powers are used, healing the wielder as it wounds the target, the wield feels a small rush of power as they are healed. |
| #314kronos182Dec 20, 2014 20:42:35 | A few more weapons I was going to post at halloween. Demon influenced weapons!
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| #315kronos182Dec 21, 2014 19:33:01 | Thunderfist Disposable Hold-Out Gun |
| #316kronos182Dec 21, 2014 21:01:16 | Hedgehog Needle Rifle |
| #317kronos182Dec 27, 2014 19:38:53 | Big Bore 1 Big Bore 6 |
| #318marcoasalazarm2Jan 29, 2015 0:15:44 | This is pretty impressive firepower, man. |
| #319kronos182Feb 06, 2015 10:11:24 | EIPP Weapons |
| #320kronos182Feb 06, 2015 10:41:14 | GEWS6013A1 Stopper Heavy Ion Pistol |
| #321kronos182Feb 06, 2015 10:48:42 | GEPB05 |
| #322kronos182Mar 29, 2015 14:10:30 | P9 Sonic Harpoon Artillery Remote Projectile Rifle |
| #323kronos182Mar 29, 2015 15:31:56 | Whip-Flex Gauntlet |