101 Future Weapons

Post/Author/DateTimePost
#1

degausser

Dec 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)
#2

roll8dn

Dec 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.
#3

backstabbist

Dec 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
#4

degausser

Dec 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?
#5

kronos182

Dec 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.

By the way, where is that story from?

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.
#6

backstabbist

Dec 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.
IMAGE(http://inert-ord.net/russ02i/rkg3_upg8/rkg3cut.jpg)
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
#7

omnipotentseal

Dec 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

IMAGE(http://img187.imageshack.us/img187/742/1145571ye0.th.jpg)

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.
#8

degausser

Dec 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!
#9

omnipotentseal

Dec 28, 2007 18:29:16
Next to a lightsaber, I always wanted a ZF.1, and I don't even like guns! ;)
#10

kronos182

Dec 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.
#11

Cyber-Dave

Dec 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.
#12

backstabbist

Dec 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 IMAGE(http://www.geocities.com/kpricz/pics/Faction_Guns_thm.jpg) (gun set) -Backstabbist

The 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
#13

kronos182

Jan 06, 2008 17:33:28
FN P180

IMAGE(http://i3.photobucket.com/albums/y70/kronos182/stuff/smgcopy.jpg)

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.
#14

backstabbist

Jan 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
#15

kronos182

Jan 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.
#16

backstabbist

Jan 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.
#17

xmatch

Jan 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.
#18

kronos182

Jan 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.
#19

kronos182

Jan 26, 2008 16:05:02
Links to a couple more I put into the Coreline Bunker

Azer Line

Buzz Line
#20

marcoasalazarm

Jul 23, 2008 1:35:26
A lot of nasty gadgets.
#21

tema69

Jul 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
#22

nix4

Jul 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.
#23

kronos182

Jul 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
#24

kronos182

Nov 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.
#25

nadaka

Nov 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.
#26

tema69

Nov 19, 2008 5:21:50
Good updates guys. I had totally forgotten about this thread. :P
#27

iron_stomach

Nov 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.
#28

tema69

Nov 19, 2008 14:55:34
The 16.5 lb. weight seems off? Or is it just me? :D
#29

iron_stomach

Nov 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
#30

tema69

Nov 19, 2008 15:26:05
That was my guess too. :P
...from the SlammerHammer?
#31

iron_stomach

Nov 19, 2008 15:46:15
yep... still thats gotta be one dense wristwatch...
#32

kronos182

Nov 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
#33

Master_Vega

Nov 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.
#34

tema69

Nov 20, 2008 15:42:20
Sweet piece of orbital bombardment, there. :D
#35

doomsought

Nov 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
#36

kronos182

Jan 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.
#37

akodo

Jan 10, 2009 11:41:25
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.

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.
#38

backstabbist

Jan 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.
#39

akodo

Jan 10, 2009 22:27:41
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.

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.
#40

backstabbist

Jan 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
#41

backstabbist

Feb 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
#42

iron_stomach

Feb 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.
#43

kronos182

Apr 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.
#44

DwarfFighter

Apr 19, 2009 5:11:08
(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

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
#45

marcoasalazarm

May 07, 2009 1:30:30
Bump!
#46

nobodez_here

May 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.
#47

kronos182

May 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.
#48

kronos182

May 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.
#49

backstabbist

May 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
#50

backstabbist

May 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
#51

backstabbist

May 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
#52

kronos182

May 20, 2009 1:42:02
Hehe.. Duplex, High PPM and Cannon INKjet Carbine! Gotta love some of the stuff you come up with, backstabbist.
#53

kronos182

Sep 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)
Damage: 3d8 for RP-02 or 3d6 for RP-01
Critical: 20
Damage Type: Fire (or whatever type your campaign has plasma weapons as)
Range Increment: 55 ft, 60 ft for RP-01 Light Cartridge
Rate of Fire: Semi
Size: Large
Weight: 11.5 lbs
Ammo: 7 int
Purchase: PDC21 +3 Military


 


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)
Damage: 4d10 fire damage, ignores 5 points of DR/Hardness RP-04
Critical: 20
Damage Type: Fire (or whatever type your campaign has plasma weapons as)
Range Increment: 50 ft
Rate of Fire: Semi
Size: Large
Weight: 17.5 lbs
Ammo: 2 int
Purchase: PDC23 +2 Restricted
Special: Requires a minimum strength of 16 to use properly, or suffers a -3 to attack rolls, takes a full round plus a move action to reload a Super Spartan unless a speed loader is used, then only a full action is used.


 


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)
Damage: 5d6 for RP-03 or 3d8 for RP-02
Critical: 20
Damage Type: Fire (or whatever type your campaign has plasma weapons as)
Range Increment: 75 ft
Rate of Fire: Semi, Auto
Size: Large
Weight: 14.5 lbs
Ammo: 25 box or 30 for RP-02. A 50 rd drum (60 for RP-02s) is available.
Purchase: PDC23 +3 Military

#54

kronos182

Oct 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)
Damage: 1d8 + 2d6 fire
Critical: 19-20 x 2
Damage Type: Slashing plus fire when activated
Range Increment: melee
Size: medium
Magazine: 10 minutes of use
Weight: 4.5 lbs
Purchase DC: 18
Restriction: Restricted (+2)
Special: Takes one round for the elements to heat up to full temperature.


Heat Knife (PL5 Simple Weapon Proficiency)
Damage: 1d4 + 1d6 fire
Critical: 19-20 x 2
Damage Type: Piercing plus fire when activated
Range Increment: melee
Size: medium
Magazine: 10 minutes of use
Weight: 1.5 lbs
Purchase DC: 14
Restriction: Restricted (+2)
Special: Takes one round for the elements to heat up to full temperature.


 


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.



The Scottish sword dancer Dawn McClury is one of the most famous entertainers who uses entertainer's heat blade in her routine, as she uses ones that are combat capable. There is an underground pool running as to how badly she will one day hurt herself with her heat blades.


Entertainer's Heat Sword (PL5 Simple Weapon Proficiency)
Damage: 1d6 + 2d6 fire
Critical: 20 x 2
Damage Type: Bludgeoning plus fire when activated
Range Increment: melee
Size: medium
Magazine: 10 minutes of use
Weight: 4.5 lbs
Purchase DC: 18
Restriction: Restricted (+2)
Special: Takes one round for the elements to heat up to full temperature.

#55

kronos182

Oct 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.

#56

marcoasalazarm

Oct 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.

#57

doctor_mcpirate

Oct 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


  • Damage: 2d8

  • Crit: 20

  • Damage Type: Ballistic

  • Range: 40ft

  • Rate of Fire: S,A

  • Magazine: 32 box

  • Size: M

  • Weight: 2lbs

  • Purchase DC: 18

  • Restriction: Res(+2)

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


  • Damage: 2d10

  • Crit: 20

  • Damage Type: Ballistic

  • Range: 150ft

  • Rate of Fire: S,A

  • Magazine: 25 box

  • Size: Large

  • Weight: 14lbs

  • Purchase DC: 22

  • Restriction: Res(+2

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


  • Damage: 2d10

  • Crit: 20

  • Damage Type: Ballistic

  • Range: 240ft

  • Rate of Fire: S

  • Magazine: 25 box

  • Size: Huge

  • Weight: 25lbs

  • Purchase DC: 22

  • Res: Lic(+1)

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


  • This ammunition variant employs a new sort of chemical propellent, considerably more efficient than that employed by Information Age weapons. These new rounds increase the die of damage dealt by the ammunition by one step (d6 to d8 for example) and increase the range by 50%. This cannot be applied to ammunition that uses d12s (such as .50)

  • Purchase DC modification: +2

 


While I'm at it, here is a gadget that me and my party designed.


Grappler gun


  • Damage: 1d4

  • Crit: 20

  • Damage Type: Bludgeoning

  • Range: 30ft

  • Rate of Fire: Single

  • Magazine: 10 int (See below)

  • Size: Medium

  • Weight: 5lbs (Plus duracable)

  • Purchase DC: 12

  • Restriction: Lic(+1)

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.

#58

backstabbist

Oct 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)

#59

doctor_mcpirate

Oct 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.


  • Damage: 2d8/2d8

  • Critical: 20

  • Damage Type: Ballistic

  • Range Increment: 70ft/20ft

  • Rate Of Fire: S,A/Single

  • Magazine: 50 drum/ 1 int

  • Size: Large

  • Weight 7lbs

  • Purchase DC: 17

  • Restriction: Res(+2)

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


  • Damage: 2d10

  • Critical: 20

  • Damage Type: Ballistic

  • Range Increment: 90ft

  • Rate Of Fire: S,A

  • Magazine: 100 Drum

  • Size: Huge

  • Weight 17.5 lbs

  • Purchase DC: 19

  • Restriction: Mil(+3)

The Helghast LMG is a heavy, relatively inaccurate bullet hose, generally used to swamp an area with bullets.


Helghast Sniper Rifle


  • Damage: 2d12

  • Critical: 20

  • Damage Type: Ballistic

  • Range Increment: 120ft

  • Rate of Fire: S

  • Magazine: 6 Drum

  • Size: Large

  • Weight: 10lbs

  • Purchase DC: 18

  • Restriction: Lic(+1)

The Helghast sniper rifle is a powerful, yet light armament accurate over long distances. This weapon comes with a scope.


Helghast Rocket Launcher


  • Damage: 6d6

  • Critical: 20

  • Burst Radius: 20ft

  • Damage Type: Slashing

  • Range Increment: 100 ft

  • Rate Of Fire: S

  • Magazine: 3 int

  • Size: Huge

  • Weight: 20 lbs

  • Purchase DC: 21

  • Restriction: Mil(+3)

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


  • Damage: 4d12

  • Critical: 20

  • Damage Type: Ballistic

  • Range Increment: 90 ft

  • Rate of Fire: S

  • Magazine: 6 cylinder

  • Size: Huge

  • Weight: 25lbs

  • Purchase DC: 22

  • Restriction: Mil(+3)

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


  • Damage: 2d6

  • Critical: 20

  • Damage Type: Ballistic

  • Range Increment: 30ft

  • Rate Of Fire: S,A

  • Magazine: 18 box

  • Size: Medium

  • Weight: 4lbs

  • Purchase DC: 16

  • Restriction: Res(+2)

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)


  • Damage:2d10

  • Critical: 20

  • Damage Type: Ballistic

  • Range Increment: 90ft

  • Rate Of Fire: S,A

  • Magazine: 30 box

  • Size: Large

  • Weight 10lbs

  • Purchase DC: 19

  • Restriction: Res(+2)

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


  • Damage: 2d6

  • Critical: 20

  • Damage Type: Ballistic

  • Range Increment: 70ft

  • Rate Of Fire: S,A

  • Magazine: 30 box

  • Size: Medium

  • Weight: 5lbs

  • Purchase DC: 21

  • Restriction: Res(+2)

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.

#82

kronos182

Aug 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.
#83

kronos182

Aug 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)
#84

kronos182

Aug 29, 2010 22:54:41
GEWS328A3, aka Thumper
A_New_HG.jpg

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
#85

kronos182

Sep 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.
#86

kronos182

Sep 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.
#87

kronos182

Sep 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
#88

kronos182

Sep 26, 2010 13:03:02
Texan Arms R Shot
Texas_Arms_R-Shot_477.jpg

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
#89

marcoasalazarm

Oct 07, 2010 8:11:04

You, my man, create firepower the likes of which are jaw-dropping awesome.

#90

kronos182

Oct 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 Tongue out ) to post some more.
#91

kronos182

Oct 09, 2010 21:06:56
Clark mk 12
Clark12-rdx.jpg

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.
#92

kronos182

Oct 09, 2010 21:56:40
M78 Phased Plasma Infantry Gun

m78.jpg

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.
#93

fatcatdeadrat

Oct 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.
#94

kronos182

Oct 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.
#95

AnimeSniper

Oct 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...
#96

kronos182

Oct 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
#97

kronos182

Oct 12, 2010 23:25:20
Beretta_102-SR.jpg

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.
#98

marcoasalazarm

Oct 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).
#99

kronos182

Oct 13, 2010 9:36:03
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).



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*
#100

backstabbist

Oct 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
#101

kronos182

Oct 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)
#102

marcoasalazarm

Oct 16, 2010 21:49:46
BOOOM!

Nice stats. Thanks.
#103

kronos182

Oct 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.
#104

kronos182

Oct 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.
#105

backstabbist

Oct 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
#106

kronos182

Oct 17, 2010 18:21:22
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



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..
#107

backstabbist

Oct 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

#108

kronos182

Oct 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.
#109

the7thnazgul

Oct 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
#110

maninthehat

Oct 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:
  • Magnetic Stabilzer +2 Acc

  • Variable Ammo

  • Dual Clips – 32rd banana clip and 15rd conventional

  • High Learning Curve – Requires Exotic Fireams Prof(Viper Pistol)

  • Preset Mag/RoF – Semi RoF uses conventional mag/Auto uses banana clip

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


#111

kronos182

Nov 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
#112

kronos182

Nov 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)
Damage: 1d8 + 2d6 fire
Critical: 19-20 x 2
Damage Type: Slashing plus fire when activated
Range Increment: melee
Size: Small collapsed, medium extended
Magazine: 10 minutes of use
Weight: 4.5 lbs
Purchase DC: 18
Restriction: Restricted (+2)
Special: Takes one round for the elements to heat up to full temperature. Has an integrated flashlight in the bottom of the handle.



#113

marcoasalazarm

Nov 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.
#114

kronos182

Nov 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 Tongue out
#115

marcoasalazarm

Nov 25, 2010 2:04:31

Well... it would be an anti-sniper system. So yeah, .50 caliber would be the only caliber needed.

#116

kronos182

Dec 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.
#117

marcoasalazarm

Dec 21, 2010 2:22:22
Oh, man, that name made me burst something inside.

The gun DESERVES the name, though. Rocking, as always.
#118

kronos182

Dec 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.
#119

marcoasalazarm

Dec 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.
#120

kronos182

Dec 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.
#121

kronos182

Jan 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."
#122

marcoasalazarm

Jan 09, 2011 2:21:18

Weapons I created for a setting by Octavian_5 called 'Night' (essentially, 'Daywalkers/Trinity Blood: the RPG').

ARCHER AND WESSON:


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:


IMAGE(http://img337.imageshack.us/img337/2737/71527225.jpg)


ARCHER & WESSON M-523 'MOSES' (.50 Action Express/10mm Heavy Pistol) (Personal Firearms Proficiency)
Damage: 2d8 (.50 AE)/2d6 (10mm)
Critical: 20
Damage Type: Ballistic
Range Increment: 40 ft.
Rate of Fire: Semiautomatic/Automatic.
Magazine: 14 box (.50 AE)/20 (10mm).
Size: Medium.
Weight: 4 lbs.
Restriction: Restricted (+2).
PDC: 18.
ADDITIONAL NOTES: The M-523 'Moses' comes with a laser sight (+1 to targeting rolls up to 30 feet away, +2 to Intimidation rolls when active).
The .50 Action Express version of the Moses fires in Semi-Automatic only. The 10mm version features a three-round burst setting. When used with the Burst Fire feat, this weapon fires only 3 rounds instead of 5, and can be used with only 3 rounds in the magazine. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if you use the setting without the feat, you make a normal attack, and the extra two bullets are wasted.


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'.



IMAGE(http://i237.photobucket.com/albums/ff86/marcoasalazarm/submgun.jpg)
Archer & Wesson M-411 'Garcia' 10mm Sub-Machine Gun (Personal Firearms Proficiency).


Damage: 2d6.
Critical: 20
Damage Type: Ballistic
Range Increment: 40 ft.
Rate of Fire: Semiautomatic/Automatic.
Magazine: 40 box.
Size: Large.
Weight: 9 lbs.
Restriction: Restricted (+2).
PDC: 20.


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.



IMAGE(http://i237.photobucket.com/albums/ff86/marcoasalazarm/shotgun.jpg)
Archer & Wesson M-435 'Regalbuto' Double-Barreled 12-Gauge Pump-Action Shotgun (Personal Firearms Proficiency).


Damage: 2d8/2d8
Critical: 20/20.
Damage Type: Ballistic
Range Increment: 40 ft.
Rate of Fire: Single.
Magazine: 12 box.
Size: Large.
Weight: 9 lbs.
Restriction: Restricted (+2).
PDC: 17.
Additional Notes: The 'Regalbuto' gives a user a +1 bonus on Intimidate rolls. Attack rolls with the ‘Regalbuto’ are rolled once, but the damage of both barrels must be rolled independently.


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.
Nevertheless, it's the fact that it's an intimidating, brutal piece of hardware which can turn opponents that get too close into splatter that has made it widely sought after by regular police/military forces and the Knights.



IMAGE(http://i237.photobucket.com/albums/ff86/marcoasalazarm/Assault556mm.jpg)
Archer & Wesson M-441 'Hotchner' 5.56mm Assault Rifle (Personal Firearms Proficiency).


Damage: 2d8.
Critical: 20
Damage Type: Ballistic.
Range Increment: 60 ft.
Rate of Fire: Semiautomatic/Automatic.
Magazine: 30 box.
Size: Large.
Weight: 8 lbs.
Restriction: Restricted (+2).
PDC: 20.
Additional Notes: The 'Hotchner' has a +2 circumstance bonus on Sleight of Hand checks to conceal the weapon. The 'Hotchner' features a three-round burst setting. When used with the Burst Fire feat, this weapon fires only 3 rounds instead of 5, and can be used with only 3 rounds in the magazine. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if you use the setting without the feat, you make a normal attack, and the extra two bullets are wasted.


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.



IMAGE(http://i237.photobucket.com/albums/ff86/marcoasalazarm/streetrifle762mm.jpg)
Archer & Wesson M-451 'Mirren' 7.62mm Semiautomatic Hunting Rifle (Personal Firearms Proficiency).


Damage: 2d10.
Critical: 20.
Damage Type: Ballistic.
Range Increment: 100 ft.
Rate of Fire: Semiautomatic.
Magazine: 10 box.
Size: Large.
Weight: 7 lbs.
Restriction: Restricted (+2).
PDC: 22.
Additional Notes: The M-451 'Mirren' is considered a mastercraft +2 weapon, and as such, it grants a +2 bonus on attack rolls.


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.



IMAGE(http://i237.photobucket.com/albums/ff86/marcoasalazarm/rocketlauncher.jpg)
Archer & Wesson M-481 'Jareau' 40mm Grenade Launcher (Exotic Weapon Proficiency (Grenade Launchers)).


Damage: By Grenade.
Critical: By Grenade.
Damage Type: By Grenade.
Range Increment: 70 ft.
Rate of Fire: Single.
Magazine: 4 Internal.
Size: Large.
Weight: 10 lbs.
Restriction: Military (+3).
PDC: 20.
Additional Notes: The M-481 'Jareau' includes the Rangefinding Laser Scope Gadget added to it, and thus cannot be added again. The 'Jareau' is considered a mastercraft +1 weapon, and as such, it grants a +1 bonus on attack rolls.


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.



IMAGE(http://i237.photobucket.com/albums/ff86/marcoasalazarm/gatlin.jpg)
Archer & Wesson M-491 'Morgan' 5.56mm Man-Portable Minigun (Exotic Firearms Proficiency (Heavy Machine Guns)).


Damage: 2d8.
Critical: 20.
Damage Type: Ballistic.
Range Increment: 70 ft.
Rate of Fire: Automatic.
Magazine: 100 Drum/Linked.
Size: Large.
Weight: 18 lbs.
Restriction: Military (+3).
PDC: 22.
Additional Notes:


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.
Archer & Wesson actually took their time to put this weapon on the market, making extensive research in light-weight, heat-resistant materials and miniaturized power cells to make sure that it wouldn't take a beast of a man to carry it around. Even then, a firm bracing is recommended before opening fire, and since its internal ammo reservoir dries up fast, field use of the 'Morgan' is done on a vehicle or with a team of at least two men, both of them carrying additional ammunition for the 'Morgan' aside from their own personal equipment.(())


 


IMAGE(http://i237.photobucket.com/albums/ff86/marcoasalazarm/grenadelauncher.jpg)
Archer & Wesson M-506 'Gideon' Mini-Grenade Launcher (Exotic Weapon Proficiency (Grenade Launchers)).


Damage: By Grenade.
Critical: By Grenade.
Damage Type: By Grenade.
Range Increment: 70 ft.
Rate of Fire: Single.
Magazine: 8 Box.
Size: Medium.
Weight: 8 lbs.
Restriction: Military (+3).
PDC: 18.
Additional Notes:


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'.

#123

kronos182

Jan 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. 
#124

kronos182

Jan 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.
#125

kronos182

Jan 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.
#126

marcoasalazarm

Jan 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
#127

AnimeSniper

Jan 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...
#128

kronos182

Jan 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
#129

backstabbist

Jan 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. 
#130

kronos182

Jan 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.
#131

kronos182

Jan 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.
 
#132

kronos182

Jan 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. 
#133

AnimeSniper

Feb 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...
#134

kronos182

Feb 16, 2011 9:30:35
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...



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.
#135

kronos182

Feb 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.
#136

kronos182

Feb 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. 
#137

kronos182

Feb 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 
#138

fatcatdeadrat

Feb 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
Critical: 20
Damage Type: Fire
Range Increment: 150'
Rate of Fire: S
Magazine: 20 special
Size: Large
Weight: 11 lbs.
Restriction: Restricted (+2)
PDC: 30
Notes: The weapon can be cahrged up as a full round action, this uses up another charge from the magazine for each round charged and adds +1d10 damage, up to the max of +4d10, after that it must be fired with in 1 minute or all charges are wasted, when charged the weapons rate of fire becomes singal. Using the weapon one handed is posible , but at -2 to hit. The weapons magazine is a sholder battery pack, it weighs 4 additional pounds, it can be recharged at any power source (even DC) in 4 hours, or replaced as a move action, additional power packs purchase DC 9.


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.

#139

kronos182

Feb 23, 2011 22:01:55
Not bad, but what is the range of the Zero-1? 
#140

fatcatdeadrat

Feb 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
Critical: 20
Damage Type: Fire
Range Increment: 50'
Rate of Fire: S/A
Magazine: 50 (box)
Size: Medium
Weight: 3lbs
Restriction: Military (+3)
PDC: 23
Notes: This weapon uses standard energy cells. The weapon has a pump handle on the front side, activating it changes the weapons damage to 4d8 and the rate of fire to single, using this mode drains 4 charges from the energy cell each shot.Comes with an additional rifle system that attaches to the gun (full round action) this adds 30' to the range of the weapon and makes the weapon large size. (Medium sized object, 2lbs, purchase DC 11)


 


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.

#141

fatcatdeadrat

Mar 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
Critical: 20
Damage Type: Fire
Range Increment: 40'
Rate of Fire: S/A
Charges used:1
Notes: Using a full round to aim will lock to a target, attacks aginst this target will recieve +2 to hit untill another target is locked.


Mode: Gauss Cannon


Damage: 2d6
Critical: 20
Damage Type: Bludgoning/Concussion
Range Increment: 20'
Rate of Fire: S
Charges used:2
Notes: deals double damage aginst robots, mecha and other electroonic items. robots mecha and powerarmor must make a fortitude save DC 15 or be disabled for 1d3 rounds


Mode: Singularity Cannon


Damage: 10d6
Critical: 20
Damage Type: concussion
Range Increment: 80'
Rate of Fire: S
Charges used:50
Notes: Ignores 10 points of object hardness. to prevent over heating this mode can not be used again for 1 minute (10 rounds).


Mode: Sword


Damage: 1d10+str
Critical: 18-20
Damage Type: Slashing
Range Increment: Melee
Rate of Fire: --
Charges used:--
Notes: +4 to rolls for conferming critical hits.


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.

#142

kronos182

Mar 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
The Ruby 100 is the smallest of the Ruby series of PDW made by HP, it is actually one of the smallest weapons produced by HP. It consists of two sets of metal sleeves that cover the lower segments of the index and middle fingers, but flexible at the joint to allow normal movement of the fingers. A small ruby like gem is mounted at the end of each sleeve above the last knuckle of the finger. To fire, the user must extend the index and middle fingers out straight, but not touching, then bring them together quickly to release the laser bolt. The laser discharges from the two ruby like gems, along the direction the fingers are pointing. It is suggested to practice several times before wearing these in public to prevent any mishaps with accidently firings. The discharge is very short ranged, and not particularly powerful, but is easy to use in close quarters. It's advertised for use by diplomats and business people, but many young women love them for personal defense and also as a fashion accessory.
The Ruby is so easy to use that even children can use them, however HP takes no responsibility for anyone under the age of 16 using one. Many daughters of famous actors or political leaders have personally designed Ruby 100s to blend in with their wardrobes.

Ruby 100 (PL 6/7 simple weapon proficiency)
Damage: 2d4
Critical: 20
Damage Type: Fire
Range Increment: 10 ft out to max of 5 increments
Rate of Fire: Single
Size: Diminutive
Weight: 0.5 lbs
Ammo: 10 internal
Purchase DC: 14 Lic +1
Note: Can be used in melee with half penalties normally associated with firing a ranged weapon while in melee combat. Requires a Knowledge (technology) DC 18 to recognize it is actually a weapon. Gains a +4 to conceal against search checks for weapons.
Comes with a docking port that recharges the internal battery in 1 hour.
Comes in several colours with a metallic sheen, which include black, blue, red, silver, gold and gun metal grey. Four different gem mountings are available at no cost. The colour of the gem can be altered but increases the PDC by +1. Other outward appearance modifications are available but increase the PDC by +1 for relative simple to +5 for complex or extravagant.


 


Ruby 200
The Ruby 200 is a larger, bracelet or arm band style version of the Ruby series. Usually appears as a half inch wide bracelet, usually gold, white gold or silver in colour, with several small rubies (between 3 and 6) or one or two larger rubies. The Ruby 200 is slightly more powerful and has greater range than the 100, and an increased payload. To fire, the user must make a fist and flex the fist and arm to fire the weapon. For people who have problems doing this, a conceal firing stud is available, and can lock out the flexing trigger if the user desires. The Ruby 200 can be outfitted with a stun module to make it more legal in areas where owning a weapon of any sort is heavily restricted. The Ruby 200 has the same customization as the 100, but also a few different styles are available besides a simple band, such as a snaking spiral band that goes up the arm, or two bands connected together, and so forth.

Ruby 200 (PL6/7 Personal Weapon Proficiency)
Damage: 2d6
Critical: 20
Damage Type: Fire
Range Increment: 20 ft out to a max of 5 increments
Rate of fire: Semi
Size: Tiny
Weight: 1 lb
Ammo: 20 internal
Purchase DC: 15 License +1
Note: Can be used in melee with half penalties normally associated with firing a ranged weapon while in melee combat. Requires a Knowledge (technology) DC 21 to recognize it is actually a weapon. Gains a +2 to conceal against searches for weapons.
Comes with a docking port that recharges the internal battery in 1 hour.
Same rules as the Ruby 100 for customization, but with more variation available to the client.


 
#143

kronos182

Mar 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.

Clark Mk5 (PL6 Personal Firearms Proficiency)
Damage: 2d10 rifle / 3d8 laser
Critical: 20 / 20
Damage Type: Ball / Fire
Range Increment: 90 ft / 80 ft.
Rate of Fire: S, A for both
Size: Large
Weight: 15 lbs
Ammo: 35 box / 50 box
Purchase: 26 Mil (+3)
Game Notes
Has alternate weapon gadget, variable charge gadget on laser component. Has a three round burst setting. Users with Burst Fire feat can use burst fire with only three bullets instead of normal five, even with only three rounds available. Switching between laser and ballistic rifle is a swift action. If the laser is being charged, the ballistic rifle can still be fired.


 
#144

Kira_Howler

Mar 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.
#145

kronos182

Mar 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.
#146

kronos182

Apr 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.



Smasher Ion Rifle (PL6/7 Personal Firearms Proficiency)
Damage: 4d6
Critical: 20
Damage Type: Electricity
Range Increment: 60 ft
Rate of Fire: S, A
Size: Large
Weight: 7.5 lbs
Ammo: 30 box
Purchase: 21 Res (+2)
Game Notes: Comes with stun module Fort DC 15 or be stunned for 1d4 rounds, on autofire mode, the user can gain the benefits of the Strafe feat

#147

kronos182

Apr 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.

MP655 Rattler (PL6/7 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20
Damage Type: Fire
Range Increment: 40 ft
Rate of Fire: S, A
Size: Large
Weight: 7.8 lbs
Ammo: 100 box
Purchase: 20 Res (+2)
Game Notes: Expanded magazine, pulse mode gadgets added. When set to pulse mode, the rattler fires 5 pulses very quickly instead of a single pulse, increase the damage to 5d6, which uses 5 rounds of ammunition. Unlike the pulse mode on the 102LPR, the Rattler doesn't lock into single fire mode, so someone with multiple attacks can use pulse mode in multiple attacks in a round, but this uses up ammunition at an alarming rate. Double tap increases the damage by +2 die and burst by +3 die instead of normal bonuses, using 10 and 25 rounds respectively. If the pulse mode is used in autofire, the pulse mode damage is used, using up 25 rounds instead of normal 10, and increases the Reflex DC by +5. Has collapsing stock, which when collapsed reduces the size to medium.

#148

Kira_Howler

Apr 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
#149

kronos182

Apr 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.  
#150

kronos182

Apr 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.
#151

kronos182

Apr 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)
Damage: 2d8 ignore 3 points of hardness (considered armour piercing so in RAW ignore two points of Defense)
Critical: 19-20/x3
Damage Type: Slashing
Range Increment: 110 ft
Rate Of Fire: S
Magazine: 30 box
Size: Large
Weight: 10.5 lbs
Purchase DC: 19
Restriction: Res (+2)
Note: The projectiles can be used to cut ropes and cables from afar due to the wider cutting edge they have compared to needler rounds.


Box of 50 shredder rounds has a PDC of 11
#152

AnimeSniper

Apr 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
#153

kronos182

Apr 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. 
#154

Kira_Howler

Apr 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
#155

kronos182

Apr 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.
#156

Kira_Howler

Apr 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.
#157

kronos182

Apr 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)
Damage: 3d6
Critical: 20
Damage Type: Electricity
Range Increment: 20 ft
Rate of Fire: S, A
Size: Small
Weight: 2.5 lbs
Ammo: 30 box
Purchase: 20 Res (+2)
Game Notes: Comes with stun module Fort DC 15 or be stunned for 1d4 rounds, on autofire mode, the user can gain the benefits of the Strafe feat. To meet laws that restrict lethal weapons, the Stinger can be locked in stun mode and deals only nonlethal damage, PDC is reduced to 17 and restriction to Licensed (+1)

#158

kronos182

Apr 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 Short Sword (Simple Weapons Proficiency PL 6)
Damage: 1d6 unpowered add 1d6 when powered, 3d4 bolt
Critical: 19-20 x2, 20
Damage Type: piercing, powered is piercing and electrical, electrical for bolt
Range Increment: 20 ft for the bolt, maximum of 5 range increments.
Ammo: 10 minutes of continuous use, or 10 bolts (one bolt is worth 1 minute)
Size: Small
Weight: 3 lbs
Purchase DC: 12
Restriction: -
Game Note: Shooting the bolt is a little awkward and suffers a -1 penalty to attack.


 


Shocker Dagger (Simple Weapon Proficiency PL6)
Damage: 1d4, add 1d6 when powered, 3d4 bolt
Critical: 19-20 x2, 20
Damage Type: piercing, piercing plus electrical when powered, electrical for bolt
Range Increment: 10 ft for throwing the dagger, 10 ft for bolt, maximum of 5 range increments,
Ammo: 10 minutes of continuous use, or 10 bolts (one bolt is worth 1 minute)
Size: Tiny
Weight: 1 lbs
Purchase DC: 10
Restriction: -
Game Note: The dagger is easy to point and doesn't suffer any attack penalties when firing the electrical bolt.



Shocker Longsword (Simple Weapon Proficiency PL6)
Damage: 1d8, add 2d4 when powered, 4d4 bolt
Critical: 19-20 x2, 20
Damage Type: slashing, slashing and electrical when powered, electrical for bolt
Range Increment: 25 ft for electrical bolt, max of 5 range increments
Ammo: 20 minutes of continuous use, or 20 bolts (one bolt is worth 1 minute)
Size: Large
Weight: 4.5 lbs
Purchase DC: 15
Restriction: -
Game Note: Aiming the sword to fire the bolt is awkward and suffers a -2 to attack rolls.

#159

kronos182

Apr 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.



LTB L1 (Personal Weapon Proficiency PL6)
Damage: 3d6
Critical: 20
Damage Type: Fire
Range Increment: 60 ft
Rate Of Fire: Semi
Magazine: 50 box
Size: Large
Weight: 6 lbs
Purchase DC: 16
Restriction: Res (+2)
Note: Due to the cheap construction of the L1, on a roll of natural 1, the weapon's electronics short out, making it useless. This can be repaired with a Repair check DC 17 and 20 minutes of work. The L1 is also inaccurate and suffers a -1 to attack rolls.

#160

kronos182

Apr 09, 2011 23:20:59

LTB L2

Less Than a Buck also released a laser pistol, the L2. The L2 is basically a plastic tube with a plastic handle attached. Simple, cheap, and just as reliable as the L1, meaning not completely. However, criminals and warlords love them, because they are cheap and if one breaks, easily replaceable, which is great for their cannon fodder troops. The L2 only comes in dull gun metal grey and matte black.


 


LTB L2 (Personal Weapon Proficiency PL6)
Damage: 2d6
Critical: 20
Damage Type: Fire
Range Increment: 20 ft
Rate Of Fire: Semi
Magazine: 50 box
Size: Small
Weight: 2 lbs
Purchase DC: 14
Restriction: Res (+2)
Note: Due to the cheap construction of the L2, on a roll of natural 1, the weapon's electronics short out, making it useless. This can be repaired with a Repair check DC 17 and 20 minutes of work. The L2 is also inaccurate and suffers a -1 penalty to attack rolls.

#161

kronos182

Apr 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.
This has led many conspiracists think that Faradai had these power packs already available but didn't release them for years. Of course Faradai denies such claims and says that they just made the packs designed to work with their weapons, and just good business to offer modifications to other weapons to boost the sales of the packs.


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.
Weight: 1 lb
PDC 13
Faradai offers the service of modifying other weapons to use the AEPs at a few of PDC 10 and takes about 2 hours of work.

#162

kronos182

Apr 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.


Knuckle Blaster (Simple Weapon Proficiency PL5)
Damage: 1d6 + unarmed damage
Critical: 20
Damage Type: electicity
Range Increment: -
Magazine: 10 internal
Size: Tiny
Weight: 1.2 lbs
Purchase DC: 8
Restriction: -
Game Note: Target must make a Fort saving throw DC 15 or be paralyzed for 1d6 rounds. The knuckle blaster can be used in melee combat, adding the user's unarmed damage, or just touched to deliver just the electrical charge. Holster is designed to give the user the benefit of the Quick Draw feat for the knuckle blaster only.

#163

kronos182

Apr 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.
#164

kronos182

Apr 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.
#165

kronos182

Apr 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.
Faradai products usually have a theme about them. Most of their weapons are plasma based, and Faradai has shown they have mastered plasma weaponry, making many of their plasma weapons dual use. Almost all plasma weapons have the capability to be used as a plasma based flamethrower. Many of their products are styled with sleek lines or aggressive designs, clearly designed for combat or to fill whatever role they are meant for.
In the last few years, there has been some controversy over Faradai Inc's advanced technology and available products to the public. Many point out that very little is known about Faradai's staff, policies or anything beyond the products they release and what little of their facilities that are open to the public. The investigation into how Faradai managed to release the Viper as a fully automatic weapon for public use only turned up a purely legal and well thought out marketing and proposals to the government. Not a single bribe or any other illegal means used. This has baffled conspiracists for years. Although many believe it was only possible with the fact that Faradai makes every sale of a Viper known to all police forces with the weapon's serial numbers and other specifications. That and the fact that any attempt to alter or remove serial numbers renders the weapon completely inoperable.
Faradai shows no signs of slowing in their ability to providing high quality advanced products for years to come. And with each passing year, new and interesting product will continue to be produced and marvel clients everywhere.

Secret about Faradai Inc. GM Notes.
Depending on the level of your campaigns, I'm providing a few possible choices for Faradai Inc, but feel free to use as much or none as you see fit.
1) Faradai Inc is funded by a group of very wealthy people who feel that they should rule the world. Using their wealth to higher experts in various fields, and began pushing technology and producing working prototypes as quickly and safely as possible. To aid in their plans of global domination, every piece of technology they sell has hidden tracking devices and Auidio/Video recording devices. These devices are tracked by Faradai's own satellites, and also any satellite that Faradai staff can hack, which is any civilian and about 50% of all military satellites at almost any given time, and uploaded through the satellite system or when the products are brought into a Faradai facility for updates or repairs. They use the information gathered for keeping up to date on all political and military events, collecting information for blackmails and plotting their eventual take over of other companies and eventually countries.
2) Faradai Inc is a secret front for a powerful criminal organization. Using Faradai to produce highly advanced equipment for use in their crimes. Think A.I.M from Marvel Comics, the publicly available products are only what the public and government sees, the criminals themselves get stuff that are years ahead of anything sold. Using the secret A/V and trackers allow the criminal organization to avoid authorities when necessary or to organize ambushes and other surprises.
3) Faradai Inc is a front for an alien race. Using the funds and facilities they have created, they are gathering information about the people around them. The aliens are either an invading force, and the creators of Faradai are an advanced scout group, creating a cache of advanced weaponry and robots, which upon the arrival of the main alien force, can be ordered remotely to turn on their previous users. OR the aliens are the survivors of a crashed alien ship, and using the money from the sales of Faradai products to gather materials to repair their ship, or just making their lives far more comfortable while stuck on this planet.

GM Note:


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.
Security forces will be armed with advanced versions of publicly available, usually have +1 die of damage, +50% range, considered masterwork granting +1 to attack rolls, have stun modules with a DC of 20 and target stunned for 2+2d4 rounds. Other unavailable weapons and devices will be available, so feel free to invent some interesting means to defend the facilities.


 
#166

kronos182

Apr 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. 
#167

kronos182

Apr 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.
#168

Kira_Howler

Apr 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.
#169

kronos182

May 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)
Damage: +1 plus 1d4
Critical: 20, x2
Damage Type: bludgeoning plus electrical
Range Increment: melee
Size: Tiny
Weight: 1 lb
Purchase DC: 10
Restriction: -
Game Note: If used by a character with the Brawl feat, shock gloves increase the base damage dealt by an unarmed strike by +1, this is in addition to the +1 granted by the shock gloves, and unarmed strikes deal lethal damage. Weight and cost is for a single glove.

#202

kronos182

May 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.
#203

kronos182

Jun 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.
#204

smiter

Jul 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?
#205

kronos182

Aug 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.

GEA211 12Ga Acid Shell
A special container, similar to the pellet shooter rounds is contained within a 12 gauge shotgun round to allow it to be safely used to in shotguns for use in breaching doors. The acid isn't much more powerful than that in the pellet shooter, but there is more of it to allow for a larger area to be affected.
The GEA211 deals 2d8 points of acid damage, ignores 10 points of hardness to a 5 foot radius area. If used against solid walls to burn through, if its ability to ignore hardness is greater than the target's, it burns a hole 2 inches deep in an area 5 foot in diameter. If the target's hardness is greater, and still deals damage past the hardness, it only burns a hold 1 inch deep. One round is usually powerful enough to burn away most doors or household walls.
PDC 15 for a box of 10 shells.

GEA232 40mm Grenade
Developing a 40mm sized grenade seemed like the next logical step. The grenade affects a 15 foot radius area, dealing 3d6 points of acid damage that ignores 8 points of hardness. Can burn through a 15 foot wide area up to 1 inch deep. PDC 16 for 10 grenades.

GEA236C2 Mini Grenade
A mini grenade version of the 40mm grenade is available, but with a reduced blast radius. It affects a 10 foot radius area, dealing 3d6 points of acid damage that ignores 7 points of hardness. Can burn through a 10 foot area, up to 1 inch deep. PDC 17 for 10 grenades.

GEA432C21 Rocket
This rocket version will fit in most shoulder rockets, such as the LAW or standard RPGs. The warhead is heavier than standard explosive warheads, which reduces the range of the launcher by 10 feet. The rocket deals 6d6 points of acid damage, ignore 10 points of hardness to a 30 foot radius area. It can burn a hole 30 feet wide up to an inch deep. PDC 18 for 5 rockets.

#206

kronos182

Aug 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.

LTB LC1 (PL6 Personal Firearms)
Damage: 5d6
Critical: 20
Damage Type: Fire
Range Increment: 80 ft
Rate of Fire: Semi
Size: Large
Weight: 11 lb
Ammo: 30 box
Purchase DC: 19 (Res +2)
Notes: Although it has standard quality components, due to the increased power running through the parts, on a natural roll of 1, the LC1 shorts and won't fire. This can be repaired with a Repair check DC 17 and about 20 minutes of work.
Some users have modified their LC1s so that each barrel fires individually, instead of together, granting it a sort of automatic fire mode. This also allows the user to make use of 50 rounds from the power pack like the L1, although it deals only 3d6 points of damage. This modification requires a Repair check DC 18 and 30 minutes of work, but also makes it slightly more unreliable so that on a roll of 1 or 2 the weapon shorts and requires work to make functional again.

#207

AnimeSniper

Aug 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
#208

kronos182

Aug 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..
#209

AnimeSniper

Aug 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...
#210

kronos182

Aug 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" ?
#211

kronos182

Aug 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.


HP MLR410 (PL6 Personal Firearms)
Damage: 3d6
Critical: 20
Damage Type: Fire
Range Increment: 50 ft
Rate of Fire: S, A
Size: Medium
Weight: 5.5 lbs
Ammo: 50 box
Purchase DC: 22 (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.

#212

kronos182

Aug 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).

XCLP3401 (PL7 Exotic Weapon Proficiency/Heavy Weapon)
Damage: 7d6 ignores 30 points of hardness/DR
Critical: 19-20 x3
Damage Type: Fire
Range Increment: 200 ft
Rate of Fire: Single
Size: Huge
Weight: 33 lbs
Ammo: 5 box
Purchase DC: 32 (Mil +3)
Notes: Laser defeating defensive systems are half as effective. Can use either the 340PP or 410PP to expand ammunition capacity. Comes with targeting systems and sensors granting a +1 to attacks when the user isn't moving. Has connection to allow for cybernetic uplink to the user.


 


XCL3452
This is the vehicle version of the XCLP3401, meant for light to medium vehicles such as light attack vehicles, both ground and air, and as a secondary weapon on medium tanks. With better range and increased power, and usually benefits from greater power supply to allow for greater payloads.

XCLP3452 (PL7 Exotic Weapon Proficiency/Vehicle weaponry/Heavy Weapon)
Damage: 9d6 ignores 30 points of hardness/DR
Critical: 19-20 x3
Damage Type: Fire
Range Increment: 300 ft
Rate of Fire: Semi
Size: Huge
Weight: 36 lbs
Ammo: varies
Purchase DC: 31 (Mil +3)
Notes: Usually mounted on a turret and uses vehicle sensor systems. Variable ammo due to what is installed on vehicle it is mounted on. Most usually have a 50 to 100 round capacity. Laser defeating defensive systems are only half as effective.

#213

kronos182

Aug 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)
Damage: Varies by missile/ Laser 3d6
Critical: varies by missile / 20 x2
Damage Type: varies by missile / fire
Range Increment: varies by missile, generally 200 ft / laser 175 ft
Rate of Fire: Semi for missiles / laser semi
Size: Huge
Weight: 30.5 lbs
Ammo: 10 missiles (5 per tube), laser 50 box
Purchase DC: 33 (Mil +3)
Notes: Scope has night vision (darkvision only out to 400 ft, but suffering -2 to Spot checks), thermal/IR vision, cybernetic uplink. Requires minimum Strength of 14 to wield properly or suffer a -2 to attack rolls. Mini missiles use user's attack roll on initial attack, but if misses, can make an additional attack next round using a +5 attack roll (higher or lower depending on missile quality). Reloading the missiles takes a full round per tube. Switching between either tube is a free action that can be done any number of times, but can only switch from missile or laser once per round as a free action. Con substitute mini missiles with mini rockets, however lose the ability to attack second round that mini missiles have.

#214

kronos182

Sep 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.

Infantry Powersaw (PL6 Archaic Weapons Proficiency)
Damage: 3d6
Critical: x3
Damage Type: Slashing
Size: Medium
Weight: 8 lb
Purchase DC: 10 (Res +2)
Notes: Free use of Cleave feat

#215

kronos182

Sep 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.

Power Spike (PL6 Simple Weapon Proficiency)
Damage: 2d6, ignores 4 points of hardness/DR
Critical: 19-20 x3
Damage Type: Piercing
Size: Small
Weight: 4 lbs
Purchase DC: 14 Mil (+3)
Notes: Make a touch attack to activate. Usually mounted on armour to provide bracing for the force of the spike. If not mounted on armour, and just strapped to the user's arm, deals half damage dealt to target in subdual damage to the user from the force of the spike driving forward and back with each strike.



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.
This is not a subtle tool. You cannot use the pincers to perform any task or skill that requires fine manipulation (DM's call as to which skills do and don't qualify).



Pincer Gauntlet (PL5/6 Simple Weapons Proficiency)
Damage: 2d6
Critical: 20 x2
Damage Type: Bludgeoning
Size: Medium
Weight: 6 lbs
Purchase DC: 14 Res (+2)
Notes: Once you have hit the target with the pincers, you can keep squeezing them for an additional 2d6 damage per round without having to roll to hit them again. If you scored a critical hit, it only applies to the first round—don’t keep rolling double damage. Escaping the pincers requires a Strength roll vs. DC 25.


 
#216

kronos182

Sep 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.
Restrictions: Non-energized melee weapons of Medium-size or larger (see Chapter 4: Equipment in the d20 Modern Roleplaying Game for a list of these weapons).
Purchase DC Modifier: +2




Plasma Weapons
Melee weapons can be made even deadlier with the addition of plasma ejectors. The weapon is made with special ceramic laced alloys and a weak magnetic field to help protect the blade and user from the plasma that is emitted along the striking surface of the weapon. When not activated, the weapon looks like a high quality version of whatever melee weapon it is modelled after, but when activated, it is bathed in plasma fire.
The weapon's weight is increased by 3 pounds for the plasma and EM generators. When activated the weapon gains +2d6 fire damage and ignore 2 points of Defense granted by armour. The battery lasts for 50 rounds before needing to be recharged.
The gadget increases the weapon's PDC by +7.

#217

kronos182

Sep 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.


Javelin (PL5 Exotic Weapon Proficiency)
Damage: 11d6, ignore 13 points of hardness
Blast Radius: 15 ft, Reflex 19
Critical: 20 x2
Damage Type: fire
Range Increment: 200 ft
Rate of Fire: single
Size: large
Weight: 50 lbs
Ammo: 1
Purchase DC: 34 (Mil +3)
Notes: Ignores 13 points of hardness, will not fire at a target within 30 feet. In top-down fire mode takes full round to fire, ignore 1 point of Defense from target's armour and a further 4 points of hardness, but reduce range increment by 50 feet. In direct fire mode, firing is a normal attack action. Attaching to removing the targeting unit is a move equivalent action. The detached targeting unit can act as nightvision goggles with a 200 ft range and binoculars, a laser designator and range finder.

MILAN


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.

MILAN (PL5 Exotic Weapon Proficiency)
Damage: 14d6, ignores 18 points of hardness
Blast Radius: 30 ft, Reflex 18
Critical: 20 x2
Damage Type: fire
Range Increment: 630 ft
Rate of Fire: SS
Size: large
Weight: 36 lbs for launcher, 16 lbs for missiles
Ammo: 1
Purchase DC: 30 (Mil +3) for launcher, missiles 28 (Mil +3)
Notes: Reloading is a standard action, will not fire if target is within 30 feet of launcher. Firing is a full round action as the user must keep the target in the sights. With the aid of a second person, the weapon can be fired every round as long as there are enough missiles at hand.

#218

fatcatdeadrat

Sep 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).
#219

kronos182

Sep 10, 2011 1:06:11


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 on 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 +2 circumstance 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).
#220

fatcatdeadrat

Sep 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.
#221

kronos182

Sep 12, 2011 19:20:20
I made several uses for spam before.. and there's a squid gun in Despicable Me movie.
#222

fatcatdeadrat

Sep 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)
#223

kronos182

Sep 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.



Phoenix (PL6 Personal Firearms Proficiency)
Damage: 2d6+1 ball +2d6 fire
Critical: 20 x2
Damage Type: ball +fire
Range Increment: 40 ft
Rate of Fire: S
Size: small
Weight: 3 lbs
Ammo: 6
Purchase DC: 17 (Lic +1)
Notes:  Uses plasma explosive rounds, box of 30 PDC 9. Masterwork weapon, granting a +1 bonus to damage. Comes with a gun camera with passive night vision and records up to 3 hours. When drawn, the large weapon provides a +4 bonus to Intimidate checks.

New Ammunition
Plasma Explosive Rounds
These ballistic rounds have a core of deuterium and through a company secret, when the round strikes a target, the impact ignites the deuterium, superheating it into a plasma state, dealing significant damage to the target, far greater than normal explosive rounds. Plasma explosive rounds deal +2d6 fire damage, and require no modifications to the weapon. PDC +4


 
#224

kronos182

Sep 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.
Damage Type: Ballistic.
Purchase DC: 11.
Restriction: Military (+3).



AMMUNITION, CHARGED (PL 7)
Looking like standard ammunition, charged rounds contain a miniature electrical device that can hold a charge for a few seconds. When fired, a charged round crackles with electricity, looking almost like a tiny blast of lightning. A weapon firing charged rounds inflicts 1d6 points of electricity damage in addition to its standard damage. A standard weapon cannot fire charged ammunition; in order to fire charged rounds a weapon must be equipped with a charging chamber gadget (purchase DC modifier +3, restricted). Once a weapon is outfitted with a charging chamber it may fire regular ammunition and charged ammunition. Mounting a charging chamber on a weapon requires a Craft (mechanical check) (DC 20), a workspace, and four hours.A weapon with a charging chamber is one size category larger and is obviously modified.The weapon uses a standard power pack in addition to ammunition.
Damage Type: Ballistic/Electricity.
Purchase DC: 13.
Restriction: Military (+3).


AMMUNITION, CYBER DISRUPTOR ROUNDS (PL 7)
Commonly known as “cylock” rounds, cyber disruptor ammunition carries a specialized system that emits a micro-burst electromagnetic pulse the instant the round comes into contact with a target (armored or unarmoured). The damage is unaffected when a cylock round is fired at a character or creature that does not have any cybernetic devices installed. It’s when a cylock round impacts a cyber-enhanced character or creature that the ammunition really comes into its own;a cyber-enhanced character or creature that is hit by a cylock round suffers 1d6 points of electricity damage for each cybernetic attachment or enhancement and must succeed on a Fortitude save (DC 15) or be stunned for 1d4 rounds. If the cybernetically enhanced character or creature rolls a natural 1 on its Fortitude save, each of its cybernetic attachments takes 1d6 points of electricity damage as well. Cyber disruptor rounds emit such a small, brief electromagnetic pulse that most other electronic or computer devices carried by the attack’s target are unaffected – 2% chance of shorting out each electronic or computer device carried by the target. Affected devices remain nonfunctional until repaired.
Damage Type: Ballistic/Special.
Purchase DC: 12.
Restriction: Military (+3).


AMMUNITION, LASER PRICK (PL 7)
With laser weapons on the rise, it was only a matter of time before a weapons laboratory experimented with mounting tiny laser projectors within the core of a standard ballistic round. When fired, as it leaves the weapon’s barrel, a laser prick round instantaneously fires a microburst laser beam. On a successful attack the weapon deals 1d4 points for fire damage to the target which is then followed by the weapon’s standard, ballistic damage. Laser prick ammunition can be loaded in a weapon’s ammunition magazine mixed with regular rounds. The ammunition’s laser ability requires no special modification to the weapon – all of the work is done by the round itself which engages a nanomachine system that fires the laser the instant the weapon is fired.
Damage Type: Fire/ballistic.
Purchase DC: 10.
Restriction: Military (+3).

#225

AnimeSniper

Sep 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)
#226

kronos182

Oct 03, 2011 2:22:57

105 mm Cannon
A smaller cousin to the 120 mm found on the Abrams main battle tank.

Cannon, 105 mm (PL 5 Heavy or Vehicle Weapons Proficiency)
Damage: 8d12
Critical: -
Damage Type: Ballistic
Range Increment: 300 feet
Rate of Fire: S
Size: Gargantuan
Weight:
Ammo: 1 Internal (some models have a box)
Purchase DC: 36
Notes: Military (+3)




20 mm Autocannon
A vehicle heavy weapon, used on armoured personnel carriers, light tanks, and aircraft. Can be used on mecha as well.

Autocannon, 20mm (PL 5 Heavy or Vehicle Weapons Proficency)
Damage: 4d10
Critical: 19-20 x2
Damage Type: Ballistic
Range Increment: 150 feet
Rate of Fire: A
Size: Gargantuan
Weight:
Ammo: Linked
Purchase DC: 32
Notes: Military (+3)

#227

kronos182

Oct 04, 2011 5:06:01

"Standard" Anti-Aircraft Platform (PL 5, Heavy weapons proficiency or Vehicle weapon proficiency)
This heavy trailer mounts a small radar system as well as a twin 20 mm turret. The radar has an effective range of 10 km for plotting and tracking aircraft, and has a minimum height of 100 feet with a maximum attack height of 5 km. Once towed into position, the trailer deploys stabilization jacks, and rotates the wheels underneath to act as added cushioning as it lowers to the ground. This process takes about 1 minute. The turret is then unlocked, barrels lift from travel position and free to track aerial targets designated by the radar. The radar system can have friendly IFFs inputted and the system allowed to designate potential targets for a user to accept or deny the system to engage, or left to engage any none friendly IFFs. The turret can be manned with a bonus from the radar and targeting system, or fully automated with only a crew for reloading and fixing any jams or other problems that might appear. The 20 mm shells are longer than those used in most autocannons for enhanced range, along with longer than normal vehicle mounted weapons.
When manned, the system provides a +3 bonus against aerial targets. As an automated weapon, it has two attacks, both at +6 attack bonus. The trailer is 5 squares long and 2 squares wide in travel mode, and 3 squares wide in deployed mode. The system carries 100 rounds for each cannon and is usually linked to an ammunition trailer with a farther 1000 rounds. In a pinch, the system can be used against ground targets like a tank, but does not gain any bonus to attack, in fact the user takes a -2 to attack rolls.
Twin linked 20 mm autocannons 6d10 19-20x2, ballistic, 300 ft, S/A, linked (This is fire linked stats. If one cannon is damaged, drop damage to 4d10).


PDC 33 for whole system, 16 for 50 rounds of standard ballistic rounds.

Alternate ammunition:
High Explosive: These rounds contain an explosive for dealing greater damage upon impact with its target. Increase damage by +2 Die which is fire damage.
Armour Piercing: These ballistic rounds are meant for penetrating heavy armour. Many critics laughed at heavy armour piercing rounds in anti-aircraft roles, due to the thin armour on aircraft in use, but the military likes to be prepared. Reduce damage by 1 die, ignores 3 points of Defense provided by armour (For RAW), and 10 points of hardness/DR.
Shrapnel: This shell explodes before reaching the target, throwing a large cloud of razor sharp metal in an attempt to strike multiple targets. Deals 3d8 slashing damage to a 50 foot area, Reflex save DC 18 for half. In twin linked configuration deals 4d8 slashing damage to a 75 foot area with a Reflex save DC 21 for half.

PL6 Version
The next age version of the anti-aircraft platform is very similar to the previous generation, but instead uses twin long range lasers. The basic PL6 version sits on a trailer that is 2 squares wide and 4 squares long. The weapon system is slightly smaller, but still has long barrels. The reduction in weapon physical size allows for a powerful power generator to be installed which powers both the radar and refilling the high capacity burst capacitors. This version has a radar range of 20 km and an effective firing ceiling of 7 km, and a minimum range of 50 feet. The PL6 version can be used against ground targets as well, but suffers a -1 to attack rolls. The system has an improved sensors and not only can identify targets by IFF information, but can also use visual systems to identify targets, but only with an effective range of 10 km. This aids in target priority designation for users, or for identifying civilian craft that accidently fly into its target area. In manual mode it only provides a +3 bonus to attacks, but also allows the user to use the visual sensors to identify potential targets as possible friendlies with damaged IFF and comm systems. In automated mode, it has two attacks at +8 attack bonus each, and will not fire on targets it scans as possibly friendly by visual methods that are not broadcasting friendly IFFs and prompts a user for confirmation of attack or not.
Twin Linked Long ranged lasers 6d8 20, fire, 400 feet, S/A, -
If one barrel is damaged, a single barrel deals 4d8 points of fire damage.
PDC 34 for the whole system.

#228

kronos182

Oct 09, 2011 4:04:30
Couple of weapons from Colt for late PL5/Early PL6.


Colt 2011
The 2011 is modelled after the famous 1911 model, only it's a bit larger as it's chambered in .75 caliber rounds (.75AE). This weapon is designed for use by cybernetically enhanced people or those wearing power armour. Any unaugmented person trying to use the weapon will hurt themselves, as was proven with demonstrations of .600 express rounds, which videos of amateurs firing such rounds are easily found on the net.
The 2011 has gained popularity amongst cyborg gunslingers as the weapon uses the same reliable firing mechanism as found in the 1911, just larger, and the added weight of the weapon allows them to use the weapon as an impromptu melee weapon without worrying about any damage to the weapon.

Colt 2011 (Late PL5 / PL6 Personal Firearms Proficiency)
Damage: 2d12
Critical: 20
Damage Type: balllistic
Range Increment: 40 ft
Rate of Fire: S
Size: med
Weight: 9 lb
Ammo: 9
Purchase DC: 19 Res (+2)
Notes: Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, 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 2011. So a normal person, with Strength 18 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 19, 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.
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 50 .75AE rounds has a PDC 7.



M5011
This is Colt's version of the old Browning M2B .50 caliber machine gun chambered in .75 caliber rounds. This weapon replaces the old M2 as an anti armour weapon or heavy machinegun mounted on vehicles like the humvee. However, since the ammunition is larger and heavier, not many humvee style vehicles haven't switched to the M5011, although newer MBTs have had them installed in the coaxial mounts or used as light anti aircraft weaponry.

M5011 (PL 5 Exotic Weapons Proficiency or Heavy Weapons Proficiency)
Damage: 2d12+6
Critical: 20
Damage Type: ballistic
Range Increment: 110 ft
Rate of Fire: S, A
Size: Huge
Weight: 80 lb
Ammo: Link
Purchase DC: 23 Mil (+3)
Notes: Ignores 3 points of hardness/DR
Ammunition: Box of 20 rounds of .75 caliber has a PDC 7.

#229

kronos182

Oct 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.
#230

kronos182

Oct 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.
They have been searching through Earth's history and ancient designs looking for ones that have a long history of popularity and reliability and even at some eccentric designs that might catch their fancy.
In their search, they not only uncovered weapons, but also vehicles and aircraft that have caught their fancy and are beginning work on updating the designs with newer equipment.




VA1911RP
The VA1911RP is a rail gun pistol modelled after the Colt 1911. Using Grongah railgun technology, allows the weapon to remain small without having to have a power pack to power the magnetic accelerator. Using the naturally magnetic minerals of the Grongah homeworld, the weapon doesn't require as much power to direct the magnetic field down the barrel. The weapon comes with 5 empty magazines which have built in power cells that contain enough power to fire all the rounds in the magazine. These magazines come with a power dock for recharging after they are refilled.
The VA1911RP has decent range for a pistol, and a larger magazine than the original, and commands respectable damage, although its only about the same as the average Grongah rail pistol, using a very reliable firing mechanism. Even though the hammer serves no real purpose in the design, it can still be pulled back, which also disengages the safety. If slowly decocked, it the safety will engage automatically. The slide also moves, even though there is no casings to be ejected. This is more just for show, but also allows any special ammunition that might be loaded that jams to be ejected quickly by pulling back on the slide, popping the round out.

VA1911RP (PL6 Personal Firearms Proficiency)
Damage: 2d12
Critical: 20
Damage Type: ballistic
Range Increment: 50 ft
Rate of Fire: s
Size: med
Weight: 4 lb
Ammo: 15 box
Purchase DC: 18 Lic (+1)
Notes: Looks exactly like a Colt 1911, except for the small digital display which is cleverly disguised, which displays the ammo count and a red light for safety on while it's being gripped, and a green light when safety off. Has a rail under the barrel for mounting laser sight, flashlight or other accessory. Has a digital ammo counter.


VA1911LP
This is a laser pistol version of the VA1911RP. Visually there isn't much difference between the two weapons on the outside, nor with the original. The only way to tell the difference is the engraving of Vintage Arms 1911LP on the side. The digital display, also disguised like the RP model, instead has a power level bar set in increments of 10 and only changes to digits once it reaches 5 rounds. The slide moves back just for visual effects, and the hammer, when pulled back, the weapon emits an ominous hum, like a power build up sound, but does nothing else. Vintage Arms has also added a small noise maker to the weapon that when it fires, it makes the sound like a real Colt 1911 being fired. This option can be turned off at the push of a recessed button near the safety.

VA1911LP (PL6 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20
Damage Type: fire
Range Increment: 40 ft
Rate of Fire: s
Size: med
Weight: 3 lb
Ammo: 50 box
Purchase DC: 17
Notes: Looks almost exactly like a Colt 1911 except for small digital display with ammo counter. Has a rail under the barrel for accessories. When held to a person's head in an intimidating manner and the hammer cocked, the ominous hum adds a +1 bonus to Intimidate checks.




VA M29PP
The M29PP is a remake of the old Smith and Wesson M29 .44 magnum, upgraded with plasma technology. The cylinder is actually a modified power pack, which Vintage Arms sells 5 with the weapon. As the weapon is fired, the cylinder rotates, just like it would in a real revolver, but doesn't actually serve any other purpose. Since the power pack is smaller than those in most weapons, the ammo capacity is reduced, but still greater than what a ballistic revolver would be. To reload the weapon, it breaks open just like the original M29 would, and the spent power pack pops out and a new one slid into place, then snap shut. The hammer just rotates the cylinder and disengages the safety. A small digital display shows a power level bar set in increments of 5, and when gets to 5 shots switches to numbers to count down the remaining shots.

VA M29PP (PL6/7 Personal Firearm Proficiency)
Damage: 2d10
Critical: 20
Damage Type: fire
Range Increment: 40 ft
Rate of Fire: s
Size: med
Weight: 3 lb
Ammo: 25 box (shaped like a cylinder for a revolver)
Purchase DC: 17 Lic (+1)
Notes: Looks like a SW M29, has a rail under the barrel for accessories and digital ammo display. 

#231

kronos182

Oct 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.

Acid Fog Grenade/Proximity Mine (PL6)
Damage: 3d6, ignores 5 points of hardness/DR
Damage Type: Acid
Range Increment: 20 ft thrown, proximity sensor detects targets out to 20 ft but won't detonate until 10 ft
Blast Radius: 30 ft Will linger in the air for 6 rounds then dissipates harmlessly as the acid compounds breaks down.
Reflex Save DC: 20
Size: Tiny
Weight: 1.3 lb
Purchase DC: 19 Mil (+3) for a box of 5 grenades.

#232

kronos182

Oct 16, 2011 1:03:22

HP HILR541
As technology progresses, HP has kept up. As plasma weapons begin dominating the markets, HP has kept their share of the weapons market with their high quality lasers, and now high intensity lasers with a few x-ray lasers. HPs leading HI laser is the HILR541, which is favoured heavily by law enforcement and hunters due to its variable damage settings, and its armour penetrating abilities. On its lowest damage setting, it does lose the armour penetrating abilities, but this suits most hunters and officers as the point is to wound and not blast through and possibly hurt any possible hostages. The other advantage of the variable damage setting is the lower the setting, the greater the range. The user changes the setting by a thumb dial just above the trigger. The design is completely ambidextrous and has dials on both sides. The power pack as a quick release, close to the trigger, which ejects the spent power pack quickly speeding up reload times.

HP HILR541 (PL7 Personal Firearms Proficiency)
Damage: 3d10*
Critical: 20
Damage Type: fire
Range Increment: 90 ft.
Rate of Fire: S
Size: Large
Weight: 10 lb
Ammo: 50 box
Purchase DC: 21 Restricted (+2)
Notes: Considered to have the armoured piercing gadget, in RAW ignore 2 points of Defense, reduce damage rolls by 2. If using armour as DR rules, ignore 3 points of DR.
*Variable damage: as a free action, using the dial on the side, the user can lower or raise the damage by 1 die per setting. Can not go above 3d12. At 2d12 setting range is changed to 135 ft. At 1d12 setting, range is changed to 180 ft, but loses the armour piercing ability.

#233

kronos182

Oct 24, 2011 4:32:50

Darter Organic Rocket Launcher

Commissioned to produce some heavy weapons for a colony where high technology suffered from high solar radiation and EM fields, Life Sciences went to work producing a man portable organic rocket system that would renew its ammunition supply. The launcher itself is a large bone tube with a handle and soft spongy material for a shoulder rest. Behind where the shoulder rest is a bone plated bulge about a foot wide, a foot long and hangs down about two feet. On the side is what appears to be a smaller bone covered tube which ends in an eye like object, which includes eye lids to protect the eye when not in use. This is the optic sights, which includes night vision.
A set of four insect legs, usually folded against the primary tube can extend to allow the user to have greater support while in a prone position, but also allow the weapon to move about in a holding pen. The mouth is covered by an armoured plate under the bulge. The darter requires to be feed a diet of various minerals and some organic matter. It has a primary lithorvore, eating dirt, stones and the like, and grazing on grass for the little organic matter it needs.
The weapon creates small rockets made of bone, propelled by an organic explosive chemical, which also provides the explosive power behind the warhead. The launcher will hold 6 rockets and takes about an hour to produce a new rocket.
However, the weapon can be feed a high concentrated energy bar which will allow it to rapidly produce six rockets, in about a minute (10 seconds to make a rocket), but after they have been used, the weapon will need to rest for about two hours as its metabolism is put into overdrive.
The darter has a lifespan of about 30 years, as long as it gets feed regularly, about every two or three days when not in use.
Can be combined with a chirp communicator to be used as a type of IFF system and allowed to roam on its own and can attack targets on its own as a remote weapons system. Its crude intelligence won't allow it to distinguish different priority targets unless commanded to attack enemy targets over a certain size.
Some colonies will leash or pen several darters along walls made of rock and dirt with orders to attack only large creatures or objects if they don't possess the proper IFFs.

Darter Organic Rocket Launcher (PL 6/7)
Damage: 6d6, 30 ft radius
Critical: 20
Damage Type: half fire half slashing
Reflex DC: 18
Range Increment: 130 ft
Rate of Fire: semi
Size: large
Weight: 24
Ammo: 6 internal
Purchase DC: 21 (Res +2), energy bars are PDC 15 for box of 3 bars.
Notes: Has integrated night vision, with included chirp (sold separately), can be used as a remote weapon system. Has speed of 10 ft, ranged attack bonus of +3, and a Climb skill of +2.

#234

kronos182

Oct 30, 2011 3:18:11

MP311
 




The MP311 is an automatic bullpup pistol released by H&K that makes use of new materials and better ballistic charges, although doesn't make use of the XZ caseless rounds, instead uses readily available 9mm to ease logistics for new users. The bullpup design allows for a longer barrel, giving it better range over other pistols and the curved magazine allows for a larger capacity. Fully ambidextrous design with a clear magazine allows the user to quickly see how many rounds are left. Features full automatic fire as well as a three round burst setting.

MP311 (PL5 Personal Firearms Proficiency)
Damage: 2d6
Critical: 20
Damage Type: ballistic
Range Increment: 50 ft
Rate of Fire: S, A
Size: Med
Weight: 4 lb
Ammo: 25 box
Purchase DC: 17 (Res +2)
Notes: Ambidextrous design allowing easy use of left or right handed people, three round burst setting allow the use of burst fire feat with only three rounds, but does not grant the use of the feat if the use does not have it.

#235

kronos182

Nov 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 
#236

kronos182

Nov 04, 2011 16:17:29

Bone Spitter

Commissioned by the same colony that requested the Darter, Life Sciences has produced an organic projectile firearm. The weapon looks like a bullpup style rifle covered in segmented chitin. The barrel is lined with powerful muscles which expel an extremely sharp shard of bone with enough force to equal most ballistic rifles. The rifle has a lithorvore metabolism and eats dirt, minerals and earth to sustain itself and produce its ammunition. It has a chitin covered mouth on the underside of the stock. The bone spitter regenerates its stock of bone shards at a rate of one shard every thirty minutes. Special high energy and mineral heavy bars are available which force the bone spitter to quickly replenish its internal supply of bone shards the following round. It can be forced to do this three times before it must rest for 5 hours due to the strain. Bone Spitters live for about 50 years.

Bone Spitter (PL6 Personal Firearms Proficiency)
Damage: 2d8
Critical: 19-20
Damage Type: Piercing
Range Increment: 75 ft
Rate of Fire: S, A
Size: Large
Weight: 13 lb
Ammo: 30 internal
Purchase DC: 18 (Lic +1), energy bars are PDC 10 for box of 10.
Notes: Can be fitted with an organic scope which is a tube with what appears to have an eye on one end which makes it an organic equivalent to a 10x scope. The scope has a PDC of 9 if bought separately.

#237

maliceincarnate

Nov 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
#238

kronos182

Nov 12, 2011 13:22:39

Weapon Pods
These devices look like white plastic ovoids with a hole running length wise through them. The user puts their arm through the hole which covers the forearm. With a specific muscle flex of the hand and wrist, the top and bottom half of the ovoid slides forward and closes, encasing the hand and half the forearm. A handle extends from the top and bottom half and joins in the middle, for the user to take hold of inside the pod. A trigger is on the top part. There is also several buttons which the user can use from inside the pod by extending a finger. A second set of buttons is concealed under a slide away panel on the outside which just act as a redundancy set. The handle is able to twist. Twisting forward engages the melee feature, while twisting back causes the ovoid to split open and slide back to its rest position covering the forearm.
These pods are designed to create an easy access, quick drawing, multiweapon system. Most come with a light to medium anti-personal ranged weapon, a heavier secondary weapon, and a form of melee weapon, which is usually in the form of energy encasing most of the pods outer casing, allowing melee strikes with the pod itself as it encases the hand.

Police Weapon Pod
The police version comes in the standard white, but also has a thick blue strip that runs down the middle when the pod is closed, so when open, two strips along the inner halves. It comes armed with a laser carbine that also has a stun setting, a 18 gauge shotgun for specialty rounds, such as explosive or those that blast out door locks, and a taser-like electrical field for melee use which also works on robots.
Police Weapon Pod (PL6 Personal Weapon Proficiency)
Damage: 3d8 laser, 2d8 18 gauge (or varies), 1d4 +1d6 melee
Critical: 20
Damage Type: laser fire, 18 gauge ballistic/varies, melee 1d4 bludgeoning plus electrical (can be lethal or nonlethal)
Range Increment: 60 ft laser, 30 ft 18 gauge, melee
Rate of Fire: SA laser, semi 18 ga
Size: Medium
Weight: 8 lbs
Ammo: 50 box laser, 10 internal 18 gauge, melee discharge uses 1 charge from laser
Purchase DC: 22
Notes: User may quick draw the weapon as if they had they Quick Draw feat. Laser has stun setting which target needs to make a Fort save DC 15 or be stunned for 1d4 rounds. Melee weapon can deal lethal or nonlethal damage. In nonlethal also has stun setting, Fort save DC 16 or stunned for 1d4+1 rounds. This stun setting also works to temporarily disable robots as the electrical field interferes with their neural pathways and electrical systems.

Ballistic Weapon Pod
This weapon pod uses only ballistic weapons. Armed with a rapid fire ballistic weapon, which is an enlarged system used in the Viper and King Viper personal defense weapons, firing a slightly larger caliber. The secondary weapon is a mini grenade launcher. It contains a similar electrical system as the police version, but lacks the stun setting, instead going for greater electrical damage.
Ballistic Weapon Pod (PL6 Personal Firearms Proficiency)
Damage: 4d4 gun, varies mini grenade, 1d4 +2d6 melee
Critical: 20
Damage Type: ballistic gun, varies by grenade, bludgeon plus electrical
Range Increment: 60 ft gun, 50 ft grenade, melee
Rate of Fire: SA gun, semi grenade
Size: Medium
Weight: 9.5 lbs
Ammo: 150 box gun, 8 mini grenades, 150 discharges for electrical melee
Purchase DC: 24
Notes: Gun ammo is in a helix cylinder, uses augmented energy packs for melee electrical weapon.

Plasma Weapon Pod
This weapon pod makes use of Faradai's favoured form of energy: plasma. This version contains a few more features than the other weapon pods due to their speciality in plasma weaponry. The primary weapon is a multimode plasma weapon, with a secondary mini grenade launcher, and two melee attack modes. The first is a plasma field surrounds the end of the pod, similar to the electrical fields of the other two versions. The other melee mode is a blade made of plasma that extends from the end. The multimode plasma weapon is a modified version of the Aggressor Plas-weapon, only lacking the plasma torch feature.
Plasma Weapon Pod (PL6 Personal Firearms Proficiency)
Damage: 3d8 plasma carbine, 3d10 plasthrower, varies by grenade, 1d4+2d6 melee or 2d6 ignoring 2 points of Defense from armour for plasma saber
Critical: 20, 19-20 plasma saber
Damage Type: fire for plasma weapons, varies by grenade. Bludgeon plus fire for melee or fire for saber
Range Increment: 65 ft plasma weapon, 30 ft long 5 foot wide line plasmathrower, melee
Rate of Fire: SA plasma weapon
Size: Medium
Weight: 8 lbs
Ammo: 150 box plasma weapons, 8 mini grenades, each melee plasma discharge or round of use for the plasma saber uses one charge.
Purchase DC: 24
Notes: Makes use of the augmented energy packs. Can use a standard power packs, which provide only 50 charges.

#239

kronos182

Dec 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.
#240

kronos182

Dec 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.
#241

kronos182

Dec 02, 2011 11:58:58

VA Thompson M1RG
Searching through Earth's history, Vintage Arms discovered many references to the Thompson, or "Tommy Gun" as it is commonly known, caught the designers eyes. Keeping in with the love of a fully automatic weapon that fires projectiles, the M1RG version is a rail submachine gun, which can use either a 30 round box or a 120 round drum. Several test users claim that using the Thompson on full auto was quite as good as some carnal pleasures of the flesh. Security was necessary to pry a Thompson from one tester who refused to return it for tests.

VA Thompson M1RG (PL 6 Personal Firearms Proficiency)
Damage: 2d12
Critical: 20
Damage Type: ballistic
Range Increment: 70 ft
Rate of Fire: S, A
Size: Medium
Weight: 10 lb
Ammo: 30 box or 120 drum
Purchase DC: 18 Lic (+1)
Notes: Looks almost identical to the old Thompson submachine gun, a small digital ammo counter is on the left side, automatically detects if a 30 round box or 120 round drum is attached, which adds 5 lb.

#242

kronos182

Dec 15, 2011 20:00:20

CW1
Crystal Works first, and most successful entry into energy weapons. A very simplistic design, consisting of a handle and a tube attached with a trigger and an opening at the end of the barrel where the emitter is. Inside this simple shell is a large crystal and less than a half dozen moving parts, including the trigger, hammer, spring and safety. The CW1 works on piezoelectric principles, creating a simple, easy to maintain, and doesn't require a power pack. When the trigger is pulled, the hammer strikes the crystal, which creates an incredible amount of electrical energy, which is transferred into the emitter, then ejected in a small electrical pulse to strike at a target.
As it doesn't require a power pack, the CW1 is a favourite weapon for those who need a weapon but can't spare space or weight for ammunition, all one needs is the weapon, as it generates its own power internally. The crystal inside is good for about 20000 shots before it should be serviced and a possible crystal replacement is needed.
Although damage isn't high, the simplicity and advantage of the design makes training incredibly simple, and the weapon well liked by many.

CW1 (PL6 Personal Firearms Proficiency)
Damage: 3d4
Critical: 20
Damage Type: Electrical
Range Increment: 35 ft
Rate of Fire: S
Size: Tiny
Weight: 2 lb
Ammo: -
Purchase DC: 14 (Lic +1)
Notes: Does not require a power pack as the crystal inside generates enough energy to fire each time the trigger is pulled. Can NOT be modified to fire in automatic mode.



CW2
The CW2 is Crystal Works rifle version of the CW1. A basic tube with a padded grip and a handle at the back with a folding wire stock. It uses the same principles as the CW1, where a hammer strikes the crystal inside to create an electrical discharge. However, the CW2 uses two crystals for a more powerful blast. It also includes an automatic mode, which when selected, creates a connection to a small motor which draws a little bit of a charge from the discharge to cause the hammer to keep striking the crystals as long as the trigger is pulled back. Comes with basic iron sights and has a mount for a scope and a mounting underneath for lights, mini-grenades or bayonets.

CW2 (PL6 Personal Firearms Proficiency)
Damage: 4d4
Critical: 20
Damage Type: Electrical
Range Increment: 80 ft
Rate of Fire: S, A
Size: Med, Large with stock extended
Weight: 4.3 lb
Ammo: -
Purchase DC: 15 (Res +2)
Notes: Does not require power packs. Has iron sights, mounting for under barrel weapons, and mounting for scopes, folding wire stock.


 

#243

kronos182

Dec 21, 2011 21:26:31

Nuclear Pumped X-Ray Laser Missile (NPXL Missile)
The idea of nuclear pumped lasers is an old idea, and quickly fell out of use once more reliable power sources and laser technology was available, as such weapons were expensive, and needed constant replacement, similar to a missile. The NPXL missile uses more advanced methods, and cheaper materials to create a disposable x-ray laser of starship scale for fighters to carry, giving them great anti-ship capabilities. The NPXL uses a nuclear detonation to power an x-ray laser emitter, but the explosion also powers a short lived force field which contains the explosion for a short while. The x-ray laser punches a whole in the hull of a ship with its great penetration capabilities, then the force field starts to break down at the front where the laser emitter is, destroying it, and forcing the explosion forward like a shaped charge into the breached hull before the rest of the force field collapses. This further damages the ship, and also has the side effect of hitting the ship's crew with high levels of radiation. This does make the weapon some what illegal in many areas, but critics can not deny its effectiveness.

Nuclear Pumped X-Ray Laser Missile
Damage: 10d8 ignoring 50 points of DR/hardness (x-ray laser) + 14d8 (nuclear explosion) ignores hardness
Critical: 19-20x3
Damage Type: Fire (laser) + energy (nuclear explosion)
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 34
Restriction: Military (+3) to Illegal (+5)
Note: The critical is only for the x-ray laser, the nuclear explosion ignores hardness as it is being directed right into the breach the x-ray laser just made milliseconds before. Also 30% of the crew will be severely irradiated with an exposure time of 1 round, see page 80-81 d20 Future. Most fighters will carry only one or two of these missiles on an external weapon mount.

#244

kronos182

Dec 22, 2011 7:41:12

CW3
The CW3 are Crystal Works' most simplest weapons - grenades. These grenades are essentially large crystals with a metallic cap which is part of the safety and clip that holds them in their holders. These crystals have extremely high piezoelectric properties. To use, one merely undoes the clip on the cap to release it from the holder, then throw the crystal. Upon impact, the crystal releases a burst of electrical energy from the kinetic force imparted from the impact. There is a chance that the crystal doesn't break on impact, which allows it to be collected and reused repeatedly. This makes the CW3 a very attractive alternative to normal grenades as the need to replace them is lower. Another advantage is the electrical burst doesn't do severe damage to the surroundings, which makes it much safer to use onboard starships and stations, with a much lower risk of a hull breach.
CW3 grenades come in belts or bandoleers with 8 holders, each containing a crystal grenade. These containers are highly insulated and impact resistant to prevent a premature release of the electrical energy.

CW3 (PL6)
Damage: 3d8
Critical: 20
Damage Type: Electrical
Blast Radius: 20 ft
Range Increment: 20 ft
Size: Tiny
Weight: 1.2 lb
PDC: 17 Mil (+3)
Note: When thrown, the crystal grenade has a 25% chance of cracking and breaking, rendering it useless. If not broken, it can be easily picked up, placed into the holder for use later.

#245

kronos182

Jan 06, 2012 8:37:15

Hi-Star Laser Rifle

A military laser that is quite reliable even under harsh battlefield conditions. For the most part it is a normal military laser rifle, but has one unique feature, a continuous fire mode which allows it to burn through armour.


 


Hi-Star Laser Rifle (PL6 Personal Firearms Proficiency)
Damage: 3d8 or 3d6 beam ignores * points DR/hardness
Critical: x2
Damage Type: fire
Range Increment: 75 ft or 50 ft beam
Rate of Fire: S,A or single beam mode
Size: Large
Weight: 10 lb
Ammo: 50 box
Purchase DC: 20 Mil (+3)
Notes: Has a beam mode. When in beam mode, a continuous beam is emitted. Considered a full attack, user can not move while in beam mode. Each time the target moves, a new attack roll is required to keep the beam on target. * Ignores 1 point of DR/hardness and 1 point of Defense for each consecutive round the beam is held on target, up to a maximum of 10 points of hardness/DR and Defense. So first round doesn't ignore DR/Hardness or Defense. Second round the beam is held on target, gains ignore 1 point of DR/hardness and Defense from the armour. If the user moves while holding the beam on target, a new attack roll at -5 for every 10 feet moved to keep the beam on target. If the user misses on any of the attack rolls, the ignore DR/hardness and Defense bonuses reset to 0. Beam mode also only has 5 range increments. A critical hit with the beam mode is only for the round it was made in.

#246

kronos182

Jan 07, 2012 12:41:52

HCP399
Research studies made by H&K showed that there was a need for heavy firepower in a small package. After two years of development, the HCP399, or heavy combat pistol, was built and released. A fairly heavy pistol, designed to look intimidating, and pack an incredible punch, dealing more damage than most laser rifles, but unfortunately uses up an incredible amount of power. Many special forces units favour the 399 for close range combat as it nearly guarantees a one shot one kill capabilities.

HCP399 (PL6 Personal Firearms Proficiency)
Damage: 4d8
Critical: 20
Damage Type: fire
Range Increment: 30 ft
Rate of Fire: S
Size: Med
Weight: 5 lb
Ammo: 10 box
Purchase DC: 19 Mil (+3)
Notes: Masterwork granting a +1 to attack rolls. Uses standard power packs but due to the power needed reduces the amount of shots available by 5 (uses 5 shots worth per firing). Grants a +2 to Intimidate checks when drawn.

#247

kronos182

Jan 07, 2012 16:26:46

M505 Light Support System

The M505 is an underbarrel rifle attachment consisting of a mini grenade launcher and a retractable high frequency bayonet. The grenade launcher uses a type style magazine to hold 3 mini grenades and the bayonet can be deployed quickly and easily should the need to suddenly engage an opponent in melee combat within a split second.

M505 (PL6 Personal Firearms/Exotic (Grenade Launcher))
Damage: varies by grenade/ 1d6
Critical: - / 19-20x2
Damage Type: varies by grenade / slashing
Range Increment: 50 ft grenade / melee
Rate of Fire: S / -
Size: Small
Weight: 3 lb
Ammo: 3 internal grenades
Purchase DC: 15 Mil (+3)
Notes: Attaches to the underside of any rifle with mountings. Bayonet can be deployed as a free action as long as holding the rifle with both hands, one on the M505 system.

#248

kronos182

Jan 14, 2012 20:20:02

MG834
The MG834 is a departure from normal H&K design philosophy, in that it is a light laser machinegun held in an underslung position, being fired from the hip. The other unique feature is that it uses a rotary system, similar to gatling style weapons to allow a high rate of fire while keeping the heat build up low for each focusing chamber and emitter, allowing for a longer life before emitters need to be changed. The only disadvantage of the 834 is it's a bit on the heavy side, but still manageable by a single person without requiring power armour, and is energy intensive, requiring two standard power packs, although it can be tied into a more powerful power source. Critics claim these are the design's major flaws, but many users enjoy the higher rate of fire plus the larger kill zone even at the expense of accuracy.

H&K MG834 (PL6/7 Heavy Weapon or Exotic Weapon Proficiency)
Damage: 3d10
Critical: 20
Damage Type: fire
Range Increment: 80
Rate of Fire: Auto
Size: Large
Weight: 37.5 lb
Ammo: 50 box
Purchase DC: 34 Mil (+3)
Notes: Requires two power packs, one to provide 50 rounds, the other powers the rotary system for up to 400 shots. Suffers -1 to attack due to firing from the hip. Autofire targets a 15 ft by 15 ft area using 10 rounds with a Reflex save DC 15. After 5 range increments, the weapon becomes even more inaccurate, suffering -3 penalty to attack rolls.

AO35B
The optical attachment AO35B is designed to mount to the MG834 and connect to the user's helmet HUD systems to aid in gaining some better accuracy with the MG834. Comes with a motion countering system based on those found in cameras used in action films and night vision, allows the user to better see what is in direct line of the barrel.
Requirements: MG834 and a HUD with a targeting system.
Benefit: Negates the -1 penalty to attack rolls the MG834 normally suffers, use of the Burst Fire feat has penalties reduced by 1 within the first range increment.
Weight: 2 lbs.
PDC: 20 Mil (+3)

#249

kronos182

Jan 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.
#250

kronos182

Jan 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.
#251

AnimeSniper

Jan 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
#252

kronos182

Jan 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. 
#253

AnimeSniper

Jan 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
#254

kronos182

Jan 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.
#255

kronos182

Jan 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.

Clark Mk3 (PL5)
Damage: 2d8
Critical: 20
Damage Type: ballistic
Range Increment: 80 ft
Rate of Fire: s/a
Size: large
Weight: 9.5 lb
Ammo: 45 box
Purchase DC: 17 Res (+2)
Notes: Due to the recoil system, penalties for double tap and autofire are halved. The Mk3 can be converted to fire 7.62 mm rounds with a conversion kit, with a PDC 7. Converting the mk3 changes the damage to 2d10, increases weight by 1.5 lb, and reduce ammo to 40 round box.

#256

kronos182

Feb 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. 
#257

kronos182

Feb 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 
#258

kronos182

Mar 06, 2012 9:46:02

Dragon Perception Weapons
These weapons are well crafted melee weapons with dragon motifs of different colours. All dragon perception weapons have a few basic abilities, but then differ based on the colour of dragon used in the motif. These weapons use advanced materials and construction techniques, as well as being enhanced with nanite technology. Dragon perception weapons can be of any melee weapon of small or larger size. The wielder must hold the weapon and its scarab or sheath for at least 6 hours, and keep it in their possession or within 10 feet to gain the benefits. The weapons release a small group of nanites into the user which links the user and weapon together. If the two are separated physically for more than 24 hours, the nanites in the user will die and be flushed out of the user. The user must hold the weapon for at least 5 minutes every day to recharge the nanites within him/herself. These nanites allow the user to mentally activate the weapon's abilities.
Every dragon perception weapon can glow along the weapon's striking surface, illuminating with a blue light in a 20 foot radius. If the weapon and user are separated, the user can sense the general direction and if they are close or far from the weapon up to a range of 100 miles. They can tell instantly if someone else takes hold of the weapon. When drawn, the user gains the benefits of the Alertness feat as the nanites link the user to the weapon's basic sensors to enhance their awareness of the area.
They are all considered masterwork weapons granting a +1 to attack and damage rolls due to their high quality, balance and design to maximize damage.
Furthermore, the weapon will grant an additional bonus based on the type of dragon in the motif (these bonuses are granted as long as the owner keeps the item on his/her person in some form, some do  not require the weapon to be wielded):
• Black – Owner granted a +3 bonus to all saves against fatigue, exhaustion diseases and toxins. PDC +3


• 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
Dragon Perception weapons are considered PL8, and are difficult to find as the society that originally developed them seems to have disappeared.
Example
Red Dragon Perception Knife
This well crafted knife has a red dragon head at the end of the handle. When drawn, the blade can take on a blue light to use as a lamp. Upon mental command, the blade bursts into flames, and the user discovers while having the knife on their person, fire doesn't hurt them as much.

Red Dragon Perception Knife (PL8)
Damage: 1d4+1 +1d6
Critical: 19-20x2
Damage Type: piercing + fire
Range Increment: 10 ft
Size: Tiny
Weight: 1 lb
Purchase DC: 10 (Rare +5)
Notes: Masterwork quality granting a +1 to attack and damage (damage included in stat block), upon command emits blue light like a candle in a 20 ft radius, user gains benefits of Alertness feat while within 10 ft of user, Fire resistance 3, +3 bonus to saves related to heat related conditions, such as heat exhaustion, weapon can burst into flames for an additional 1d6 points of fire damage on command.

#259

kronos182

Mar 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. 
#260

kronos182

Mar 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)
Damage: Varies by missile/ Laser 3d6
Critical: varies by missile / 20 x2
Damage Type: varies by missile / fire
Range Increment: varies by missile, generally 200 ft / laser 175 ft
Rate of Fire: Semi for missiles / laser semi
Size: Huge
Weight: 30.5 lbs
Ammo: 10 missiles (5 per tube), laser 50 box
Purchase DC: 33 (Mil +3)
Notes: Scope has night vision (darkvision only out to 400 ft, but suffering -2 to Spot checks), thermal/IR vision, cybernetic uplink. Requires minimum Strength of 14 to wield properly or suffer a -2 to attack rolls. Mini missiles use user's attack roll on initial attack, but if misses, can make an additional attack next round using a +5 attack roll (higher or lower depending on missile quality). Reloading the missiles takes a full round per tube. Switching between either tube is a free action that can be done any number of times, but can only switch from missile or laser once per round as a free action.

#261

kronos182

Mar 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.
#262

fatcatdeadrat

Mar 22, 2012 12:37:04
Kronos you must own a copy of Arsenal.
#263

kronos182

Mar 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. 
#264

kronos182

Apr 10, 2012 15:32:46

Thudder (PL6/7)
As an experiment in their plasma weaponry, Faradai Inc expanded upon the capabilities of the magnetic containment fields, adding new functionality to their plasma weapons. The thudder functions as a normal plasma weapon, including using their augmented energy packs, but also has a secondary mode. The secondary mode fires a concussive force by creating a magnetic bubble with a vacuum inside, then launches this magnetic bubble. Although not as powerful as the plasma blast, it does have greater range, has greater kinetic energy, which it can knock a target prone, and also has the capability to stun robotic opponents. The Thudder is fairly angular, with ambidextrous design, and the barrel is slightly larger with what looks like a muzzle brake, but is just a focusing unit for the magnetic field.
Thudder (PL6/7)
Damage: 2d10 / 2d6
Critical: 20
Damage Type: fire / force
Range Increment: 30 ft / 60 ft
Rate of Fire: s,a
Size: small
Weight: 5 lb.
Ammo: 50 box or 150 using augmented energy pack
Purchase DC: 21
Restriction: Military (+3)
Notes: Ambidextrous design, mastercraft +1 attack, can switch between either setting as a free action once per round. Secondary mode fires a whitish coloured pulse, target hit must make a Fort save DC 14 or be knocked prone. Robots and droids must make a Fort save DC 18 or be stunned for 1d4+1 rounds due to the magnetic bubble temporarily disrupting their systems.

#265

kronos182

Apr 11, 2012 21:45:31

Arasaka EMF Launcher
The EMF launcher is little more than a normal antitank rocket launcher, only instead of a shaped-charge warhead, it is replaced with special high-energy capacitors and an enlarged tangler grenade. The warhead sticks to the target, usually power armour, robots or mechs, splashing it with the sticky compound to immobilize it. The capacitors discharge, releasing magnetic energy, temporarily disrupting electrical systems, but also magnetizes the metal armour, causing it to attract to itself, making movement difficult.
Arasaka EMF Launcher (PL6)
Damage: 2d10 plus special
Critical: 20
Damage Type: ballistic plus special
Range Increment: 250 ft
Rate of Fire: single
Size: large
Weight: 19 lb
Ammo: 3 box
Purchase DC: 19, box of 3 rockets 12
Restriction: Military (+3)
Notes: When struck, the robot, mech or power armour target makes a Fort save DC 15 or be stunned/disabled for 1d4 rounds, and even if the target makes the save, speed is reduced by 10 feet due to the metal armour and superstructure being magnetized and the limbs being attracted to each other. The tangler solution adds a cumulative -3 penalty to Dexterity. This penalty remains until the solution is dissolved. If the target is hit with enough tangler solution, from tangler guns, grenades or more EMF rockets, so that the cumulative penalty is equal to the target's Dexterity score, the target is immobilized and can do nothing until the solution is dissolved. 

#266

kronos182

May 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. 
#267

kronos182

May 17, 2012 21:30:31

LTB MP1
Ever to make more sales and gain more of the weapons market, Less Than a Buck went back to basics for their next line of weapons, ballistic weapons. The MP1 is a 9mm machine pistol, however, following in LTB's design philosophy of lower quality, the weapon can be dangerous to one's enemies and to oneself. It looks like a toy metal gun pistol with the magazine extending a fair bit past the bottom of the handle. The mechanism is actually very reliable and simple, which would make it a good weapon, except for the low quality of the materials, which makes the rare jams potentially fatal.

LTB MP1 (PL5)
Damage: 2d6
Critical: 20
Damage Type: Ballistic
Range Increment: 45 ft
Rate of Fire: S, A
Size: Medium
Weight: 4.5 lb
Ammo: 25 box
Purchase DC: 13
Notes: Inaccurate, attacks suffer a -1 to attacks. On a natural roll of 1, roll again and if 5 or less, the weapon jams and the propellant explodes, dealing 1d6 points of fire damage to the user and the weapon is rendered inoperable. If the roll is 6 or higher, the weapon just jams and requires a Craft:  Mechanical check DC 10 and 2 minutes of work to unjam.

#268

AnimeSniper

May 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
#269

kronos182

May 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.
#270

kronos182

Jun 11, 2012 14:42:05

Royal Enfield Ordnance Liquid Propellant Assault Rifle LPA1

The LPA1 is a twin-magazine, liquid-propellant, variable velocity assault rifle, designed as a multi-role small arms weapon system that is entering limited test service. The LPA1 is laid out in a traditional bullpup configuration with the liquid propellant stored in a self-sealing armoured cassette in the butt. The twin helical magazines are situated on either side of the receiver. Each magazine holds 45 rounds, giving the rifle an immense 90 round ammo supply. With dual magazines it is possible to carry mixed ammo types for greater flexibility, coming in 5.56 mm.
The rifle has three velocity setting, which can be selected manually or through a weapon link. The settings are 1) low-riot, 2) medium-urban, and 3) high-full combat. Because of the high recoil on full velocity, a hydro-pneumatic recoil damper was built into the rifle. The liquid propellant is injected into the breech under computer control, the amount injected depends on the velocity setting and range of the target. This information comes from the integral sight and rangefinder situated on top of the receiver. The LPA1 carries enough liquid propellant to fire 180 rounds at high velocity.

LPA1 (PL Late 5/early 6)
Damage: 2d4 / 2d8 / 2d10+1
Critical: 20
Damage Type: ballistic
Range Increment: 60 ft / 65 ft / 95 ft
Rate of Fire: S, A
Size: large
Weight: 16
Ammo: 90 (2 boxes) and 180 liquid
Purchase DC: 19 Rare Mil (+4)
Notes: Has built in sight and laser rangefinder, dual magazines which allows for two different ammunition types to be used, switching between magazines is a free action. Replacing a single magazine is a move-equivalent action, replacing the liquid propellant is a standard action. Autofire and burst fire penalties are reduced by 1 on settings 1 and 2, but not 3.

#271

kronos182

Jun 26, 2012 22:05:09

Airfoil Grenades
These are ring-shaped grenades sculpted into a self-stabilizing airfoil. They can be thrown twice the normal throwing distance of normal hand grenades. Any hand thrown grenade can be made into an airfoil grenade, which is added at the time the grenade is made. This gadget makes the grenade more aerodynamic and more stable in flight, making them more accurate, granting double range increment when thrown and grants a +1 to attack.
Restrictions: Hand thrown grenades only.
PDC: +3 Mil (+3)

#282

kronos182

Aug 25, 2012 15:41:14

Pulsing Grenade (PL8/9)
The pulsing grenade is a marvel of technology, although difficult to produce. Once thrown, a part of it breaks off and detonates, while the rest shifts slightly out of phase. Seconds later it unphases then releases another part that detonates, and repeats again. The grenade is larger than normal grenades, and the explosive components after the primary explosion are not as powerful, but still quite useful when used against large groups of infantry or against stationary objects.
The primary explosion deals 4d6 points of fire damage, the next round deals 3d6 points of fire damage, the round after 2d6 points of fire, and the round after 1d6 points of fire damage, all to a 20 foot radius, Reflex save DC 15 for half damage.
Weight: 3 lbs.
PDC: 17 Mil (+3) for a box of 3 pulsing grenades.

#283

kronos182

Aug 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.
#284

kronos182

Aug 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).
#285

kronos182

Oct 08, 2012 22:16:05

CW4P
With Crystal Works' specialization in crystal technology, it isn't much surprise that they released a weapon that is a great boon to psychic people. The CW4P is a fairly standard laser pistol, although there is a large crystal on the top. The psychic can use it as a standard laser pistol, or can pump power points into the weapon to enhance various aspects of it. By pumping in 2 power points, the psychic can increase damage by 1 die, or increase range by 10 feet for the next single attack. To do both the psychic must pump in 4 power points. Both can be enhanced up to 3 times, so the CW4P could gain a maximum of +30 feet in range and +3 dice of damage. Also, the psychic can pump in 3 power points to improve the critical multiplier by 1, bringing it up to x3 for the next attack. This can only be enhanced once. When there is psychic energy pumped into the weapon, the crystal on top glows a soft blue. The crystal can only hold the psychic energy for a short period, and if not used before that time is up, it is released harmlessly as a bright blue light from the crystal.

CW4P (PL6 Personal Firearms Proficiency)
Damage: 2d8
Critical: x2
Damage Type: fire
Range Increment: 40 ft
Rate of Fire: S
Size: Med
Weight: 3 lbs
Ammo: 50 box
Purchase DC: 19 (Res +2)
Notes: When used by a character with psionic powers, can pump 2 power points to enhanced damage by 1 die or range by 10 ft up to a maximum of 3 times for the next attack. Or can pump 3 power points to increase the critical multiplier to x3 for the next attack. The weapon can only hold the psychic energy for up to 3 rounds before it dissipates harmlessly as a flash of blue light from the crystal on top.


 


CW5P
The CW5P is the rifle version of the CW4P, for greater range and damage. Other than all the same features as the CW4P, the CW5P can have its autofire setting enhanced, but not as much as a single shot. It comes with a CS1 standard scope as its standard scope.

CW5P (PL6 Personal Firearms Proficiency)
Damage: 3d8
Critical: x2
Damage Type: fire
Range Increment: 80 ft
Rate of Fire: S, A
Size: Med
Weight: 8 lbs
Ammo: 50 box
Purchase DC: 21 (Res +2)
Notes: When used by a character with psionic powers, can pump 2 power points to enhanced damage by 1 die or range by 10 ft up to a maximum of 3 times for the next attack. Or can pump 3 power points to increase the critical multiplier to x3 for the next attack.  On the autofire setting, by pumping in 3 power points, the damage can be increased by 1 die up to two times, or the Reflex save (normally DC 15) can be increased by +1 up to 3 times for the next autofire attack. If the weapon is switched to semi mode before an autofire attack is made, the choice of which parts to be enhanced are carried to the semi mode, but the extra power points are wasted. For example, if 6 power points are pumped in to increase the damage by 2 die, then it is switched to semi before being fired in autofire, the next shot in semi will have +2 die of damage and the extra 2 power points are harmlessly dissipated. The weapon can only hold the psychic energy for up to 4 rounds before it dissipates harmlessly as a flash of blue light from the crystal on top.



Psychic Bullets
These bullets are made of crystals that are able to hold psionic energy. These bullets can only be fired by weapons designed to channel psionic energy. When loaded, a psionic user can manifest a power with a limited range or a range of touch, into the bullets through the gun, to strike a target farther away. However the psychic must also pump an additional 2 power points beyond what the power requires to successfully activate the bullets.
PDC: 15 for 20 rounds
Restriction: Restricted (+2)
 


Psi Weapons (Psicraft Gadget)
Psi weapons are ballistic weapons designed to channel psychic energy into psychic bullets. These weapons have specially crystals built into the handle and receivers which channel the psionic powers into the bullets. These weapons can still fire normal bullets for their caliber, which makes them versatile and quite useful when the psychic is out of the expensive psychic bullets.
PDC: +2
Restriction: Restricted (+2)

#286

kronos182

Oct 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.
#287

kronos182

Oct 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.

Heavy Thudder (PL6/7)
Damage: 3d10 / 3d6
Critical: 20
Damage Type: fire / force
Range Increment: 90 ft / 120 ft
Rate of Fire: s,a
Size: large
Weight: 9 lb.
Ammo: 50 box or 150 using augmented energy pack
Purchase DC: 23
Restriction: Military (+3)
Notes: Ambidextrous design, mastercraft +1 attack, can switch between either setting as a free action once per round. Secondary mode fires a whitish coloured pulse, target hit must make a Fort save DC 16 or be knocked prone. Robots and droids must make a Fort save DC 19 or be stunned for 1d4+1 rounds due to the magnetic bubble temporarily disrupting their systems. Includes weapon uplink for HUDs and cybernetics.

#288

kronos182

Oct 28, 2012 14:46:29

VA1895R
As Vintage Arms looks farther into the past for inspiration, they came across the lever action rifles, such as the Winchester 1895, and many others produced by Winchester during the late 1800s. Modeled after the Model 1895, the VA1895R is a rail gun, with the magazine fit into the stock, instead of using a tubular magazine as the original did. The lever, instead of being used to chamber the next round as the VA1895R has full automatic capabilities, triggers a series of extra capacitors and rails to give the next round a great boost in speed and power, but alters the rate of fire to single shot. This requires the use of an integrated power pack that requires recharging after 25 uses. The weapon comes with a universal power connector to allow for quick and easy recharging, taking about 30 minutes to recharge.

VA1895R (PL6/7 Personal Firearms
Damage: 3d12
Critical: 20
Damage Type: Ballistic
Range Increment: 90 ft
Rate of Fire: S, A
Size: Large
Weight: 9.5 lb
Ammo: 30 box
Purchase DC: 24 (Res +2)
Notes: When the lever action is used (a free action), the weapon's rate of fire changes to single for one full round, and enhances the range to 150 ft and deals an additional +3 points of damage for a total of 3d12+3. 

#289

kronos182

Dec 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.
#290

kronos182

Feb 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.
  
#291

kronos182

Feb 24, 2013 18:52:24

Targeting rounds PL6
Targeting rounds are projectiles that emit a signal which allies can use to aid in targeting. Allies with HUDs and radios set to pick up the proper frequencies receive the targeting information and the target is highlighted on their HUDs. The targeting round deals 1 die less in damage, and the firer and allies gain a +2 bonus to ranged attack rolls the target struck with a targeting round.
PDC: +1 to cost of ammunition.


Knockdown Weapons (PL6)
These bludgeoning melee weapons seem to vibrate slightly when held, which doesn't affect the wielder's aim. Targets struck, of the same size as the wielder or smaller, must make a Fort save (DC 17 + attack's Str bonus (1.5 if a two handed weapon)) or else be knocked back 5 feet for every difference between sizes of the attacker and target, and knocking them down and prone. These weapons contain a system that upon impact with a surface, release a small, but powerful concussion blast that has enough force to knock someone back.
Restriction: Bludgeoning melee weapons only.
PDC: +2


 

#292

kronos182

Mar 02, 2013 17:39:09

M-25
As the M-16 is showing its age, newer weapons were needed. The M-25 was selected for its replacement. A bullpup design, reducing the overall length, using an ambidextrous design and more ergonomic curved handles, which also reduce chances of snagging, the M-25 was a great improvement over the older M-16. With two universal mounts, on under the barrel and one on top. Instead of a normal magazine, the M-25 uses a 50 round cylindrical magazine that fits into the stock. The M-25 uses caseless 5.56mm rounds, but with a simple conversion, with a kit that fits in the forward handle, the M-25 can be made to fire older rounds with casings.

M-25 (PL5 Personal firearms Proficiency)
Damage: 2d8
Critical: 20
Damage Type: ballistic
Range Increment: 90
Rate of Fire: S, A
Size: Large
Weight: 6.5 lb.
Ammo: 50 box
Purchase DC: 17 (Mil +3)
Notes: Ambidextrous design, two mounts for scopes and other accessories, fires caseless 5.56mm but can be converted to fire standard 5.56mm cased rounds with built in kit and Repair check DC 13 and 10 minutes of work. Uses light weight materials (reduced weight gadget).

#293

kronos182

Mar 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.
Inertial accelerator rounds do not function properly in zero-g; the magnetic field requires a gravitational field that it uses as for guidance and without gravity’s focus the round careens off in an unexpected direction (the GM should select a random target when an inertial accelerator round is fired in a zero-g environment). Use of inertial accelerator ammunition is illegal on public starports and starships.
Damage Type: Ballistic.
Purchase DC: 12 for box of 20.
Restriction: Military (+3).


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.
The nanites have a transmission range of 10 miles, unless their signal is routed through an orbiting satellite system, or starship in orbit. The nanites will transmit to any computer system that has the appropriate software, which comes with each box of rounds and the proper frequencies for each round. The nanites transmit the target's general health (current hit points, if they are suffering from any disease or poisons, but not exact ones, and any conditions such as exhaustion, fatigue, etc). The nanites will also show what the target is seeing, however a little distorted. Any Search or Spot checks made through the target's eyes suffer a -2 penalty. The nanites will only remain active for 24 hours before degrading. At this time they can either disintegrate harmlessly, or violently self destruct upon programming from the firer, dealing 1d4 points of Constitution damage. Damage for the round is reduced by 1 die type, d8 to d6, d6 to d4, etc.
Damage Type: Fire/ballistic.
Purchase DC: 16 for 10 box of 10 plus software and frequencies.
Restriction: Military (+3).

#294

kronos182

Mar 21, 2013 19:05:56

Ravager
The ravager is a pump shotgun with two tubular magazines to increase it's ammunition capacity. The barrel and magazines are laid out in a triangle, with the barrel at the top point and the two magazines making up the two lower points. A single pump connects to both tubes and is well padded and grooved for a more comfortable fit. A thumb selector allows for easy switching between either magazine, which can allow for more versatility of being able to load two different types of rounds. At only 26.1 inches long, the ravager is a decent size, but doesn't come with a stock. An optional stock is available. Mounting rails on either side of the barrel allow for tactical lights or even laser targeters to be attached.

Name (PL5 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20
Damage Type: Ballistic
Range Increment: 30 ft
Rate of Fire: s
Size: Large
Weight: 12 lb
Ammo: 12 (2 sets of 6 internal)
Purchase DC: 17 Lic (+1)
Notes: The weapon  has two tube magazines, with a thumb selector to switch between the two as a free action any number of times in a round. Universal mounts on both sides of barrel to allow mounting of devices. Mount for optional stock, adds 2 lbs to weight, PDC 8.

#295

kronos182

Mar 23, 2013 18:55:46

Cherry Bomb (Toon Bomb)
This is one of Paragon Corp's most mundane products, a small, but potent explosive. This explosive device, functions like a grenade, shaped like small dark iron ball with a fuse-like piece sticking out the top, about half the size of a regular grenade. Although the area it affects isn't much more than a regular explosive grenade, the power in its small size may surprise some people. When the pin is pulled and the release is let go, the small fuse-like string that sticks out the top sparks a bit at the end and works its way down, like an actual lit fuse would, however this is just pure show. Some opponents may think if they can cut the fuse before it reaches the grenade it might prevent the detonation, but it actually doesn't, only delaying it by a round. The grenade actually explodes on a delay fuse of about 12 seconds (the round after the pin and release are pulled).

Cherry Bomb (PL6-7)
Damage: 5d6
Critical: -
Damage Type: Fire
Burst Radius: 20 ft
Reflex DC: 15
Range Increment: 15 ft
Size: Tiny
Weight: 0.8 lbs
Purchase DC: 28 for box of 5
Notes: Delayed detonation, exploding round after triggered. Cutting the fake fuse before detonation only delays the grenade's detonation by 1 round. Looks just like an old style grenade or explosive from old cartoons, requires Knowledge: Weapons or Technology DC 15 to recognize it's a modern explosive.

#296

kronos182

Mar 23, 2013 19:39:43

Note about Depleted Uranium and Uranium rounds.

Depleted Uranium rounds are used for their damage and armour penetration capabilities, but require extra shielding and their use is restricted for heal reasons as over time prolonged use of DU (depleted uranium) rounds can cause mild radiation poisoning. It has been discovered that these rounds can slow the healing abilities of species that have incredible healing abilities, such as fast healing or regeneration. DU rounds cause such abilities to be half as effective, reducing Fast Healing by half to a minimum of Fast Heal 1, rounding down, and Regeneration changes Fast heal of the same amount, and makes the creature more vulnerable to normal weapons fire. For example, a Troll hit with DU rounds has its Regeneration 5 change to Fast Heal 5, and normal ballistic weapon will now damage it. This lasts until the DU rounds have been physically removed from the target. Multiple DU rounds do not have a cumulative effect of reducing the creature's healing abilities beyond the first round.
DU rounds still have whatever armour penetration and extra damage as before, but restriction of such rounds might be even greater in areas that are controlled by races with increased healing. Decrease ammunition of the magazines by 10% due to shielding.

Uranium Rounds are ammunition that is made from pure Uranium, and require even greater shielding. These rounds have even greater effect on creatures with enhanced healing. Creatures with Fast Healing have it cancelled completely, while those with Regeneration have it changed to Fast Healing at half the Regeneration rate, rounding down. Creatures without enhanced healing will suffer from mild radiation exposure sickness if they suffer between 1 and 12 points of damage, low radiation exposure from 13 to 24, moderate from 25 to 36, and high from 37 to 48, and severe radiation exposure if they suffer more than 49 damage from just U rounds. This damage does not include damage from other sources, just U rounds. For example if a human is hit by a double tap attack using U rounds for a total of 16 damage, he will suffer from low radiation exposure sickness, must make a Fort save DC 15.
U rounds are considered a lightly radioactive materials, meaning if the round is removed quickly, the subject will only have mild or low exposure and can be treated easily. But the longer the round is in, the greater the exposure and more difficult to treat.
Uranium rounds increase the cost of the round by +6 PDC, and have all the armour penetration and bonus damage properties of depleted uranium rounds. Magazines have their capacity reduced by 30%, round down, to make space for the extra shielding to keep the user safe from the radiation. Increase restriction to Military or Illegal, especially in areas controlled by creatures with enhanced healing abilities.

#297

kronos182

Apr 08, 2013 11:57:48

GEWS520B1 Triple Iron
The Triple Iron is a heavy ion weapon with three ion projectors, laid out in a triangle, use for heavy support of infantry. It comes with several firing modes, giving it greater versatility than just as a heavy weapon. In its standard mode, it'll fire each barrel in succession allowing for excellent autofire capability as it helps keep the heat in the projectors. The next mode is a long ranged mode, reducing the rate of fire, shunting power from other barrels into the top barrel to boost the range dramatically. The last mode fires all three barrels for heavy damage, but range is reduced for increased damage potential and armour penetration for anti-armour purposes.
Unfortunately, the Triple Iron is heavy, requiring the user to have high strength, or have some kind of power assist such as from power armour, weapon rigs or augmented strength through bio-mods or cybernetics. Although not a very long weapon, it is thick, barely making it man portable, due to the cooling shroud to keep it cool.

GEWS520B1 Triple Iron (PL6/7)
Damage: 4d6, 4d6, 8d6
Critical: 20
Damage Type: Electricity
Range Increment: 70 ft, 180 ft, 50 ft
Rate of Fire: S/A, Single, Semi
Size: Large (almost huge)
Weight: 40 lbs.
Ammo: 50 box
Purchase DC: 26 Mil (+3)
Notes: In standard mode the barrels fire in tandem, which when fired in autofire keeps the barrels cooler, increases the Reflex DC to 18. In the ranged mode, the rate of fire switches to single and increases range greatly. In the anti-armour mode, all three barrels fire at once, rate of fire changes to semi and ignores 5 points of hardness. Strength of 18 is required to carry and fire the Triple Iron while on the move, or must be braced. If not braced and the user has strength lower than 18, or lacks a weapon rig, suffers a -1 penalty to attack rolls.

#298

kronos182

Apr 08, 2013 12:28:11

GEPB03
As GE's experience with particle beam weapons, they released the GEPB03, a heavy anti-armour weapon. Meant to be mounted on a vehicle or used in two man teams, similar to the old M2B .50 cal heavy machineguns. It has decent range, heavy damage, but lacks automatic fire capability, although it does have excellent damage potential for one-shot kills of lightly armoured vehicles. The GEPB03 is power hungry, eating up twice as much power as other weapons. It can accept standard power packs, which give it a limited supply of shots, or if hooked into a power generator for a near unlimited supply.

GEPB03 (PL7)
Damage: 1d6x10
Critical: 20 x3
Damage Type: Unspecified Energy
Range Increment: 80 ft
Rate of Fire: Semi
Size: Huge
Weight: 76 lbs
Ammo: 25 box
Purchase DC: 33 Mil (+3)
Notes: Comes with barrel mounted bipod, mountings for tripod or turret mounting on vehicles or buildings. Breaks into two pieces to be carried easier by two people. Takes 2 rounds to assemble, 1 round to disassemble. To attach a power supply rakes a standard action, which can be done as part of the assembly if two people are assembling the weapon.

#299

kronos182

Apr 23, 2013 19:15:59

Balor
The Balor is a large framed magnum revolver with a single shot gyrojet barrel mounted ontop. The revolver chamber holds 7 magnum pistol rounds, while the gyrojet holds a single gyrojet rifle round.
Balors were designed for survivalists that might encounter hostile indigenous creatures that are too large for smaller arms. The magnum rounds have more stopping power than standard pistols, using XZ propellant .44 magnum caseless rounds. The gyrojet rifle round provides an even longer range, and sometimes fitted with an explosive rounds. Balors are also found amongst some officers as the magnum offers good stopping power at modest range, plus the gyrojet's long range allows for greater striking range, if a bit slower to reload.

Balor (Late PL5/PL6)
Damage: 2d8+2 revolver / 2d6 gyrojet (2d6 +1d6 for explosive rounds)
Critical: 20 / 20
Damage Type: ballistic
Range Increment: 40 ft / 140 ft
Rate of Fire: s / single
Size: medium
Weight: 5 lbs
Ammo: 7 cylinder / 1 internal
Purchase DC:
Notes: Switching between gyrojet and revolver is a free action. Can not fire both gyrojet and .44 magnum at same time due to single trigger design. Reloading the gyrojet is a standard action, which is separate from reloading the magnum cylinder.

#300

kronos182

Aug 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.
#301

kronos182

Aug 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.
#302

kronos182

Aug 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.
#303

kronos182

Sep 30, 2013 16:36:17

Sonic Fist
The sonic fist is a heavy gauntlet with a sonic emitter built in. Originally built for construction, using sonic waves to cause sympathetic vibrations in materials for demolition purposes, the sonic fist has since been turned to military purposes. The gauntlet is reinforced to allow it to be used in melee combat. The sonic fist is also fitted with a small sensor that detects any sonic based attacks against the user, then emits a counter sonic pulse to nullify or lessen the sonic attack.

Sonic Fist (Exotic Weapons Proficiency (Sonic Fist) PL6/7)
Damage: 2d4 or 1d6
Critical: 20x2
Damage Type: Sonic or Bludgeon
Range Increment: 30 ft or melee
Rate of Fire: Semi
Size: Small
Weight: 4 lb
Ammo: 50 box
Purchase DC: 23 (Res +2)
Notes: User is considered armed, can make ranged or melee attacks. Sonic ranged attacks only have a maximum range of 5 range increments. Against inanimate objects, the sonic attacks have the ability to ignore 3 points of DR/Hardness. Each time the user would be subjected to a sonic based attack, the user gains sonic resistance 10, but this uses up one charge from the power pack.

#304

kronos182

Oct 06, 2013 17:45:31

Acid Darter

Expanding upon the work done with the Darter rocket launcher and bone spitter rifle, Life Sciences created the acid darter. Based upon the cone snail, this large slug looking creature has a powerful muscular tube to launch acid tipped barbs. This creature is a symbiotic creature, feeding off the blood of a host to stay alive and to create it's ammunition. Placed on the arm, it connects to the host's nervous system through a series of small hooks. To fire a simple muscle reflex with the thought to fire as the neural impulse is read by the acid darter, combined with the muscle reflex acts as a type of safety to prevent any accidental firing.

Host Type: Humanoids, monstrous humanoids.
Location: Arm or similar appendage
Size: Tiny
Weight: 1 lbs
Hit Points: An unattached Acid Darter has 2 hit points
Average Life Span: Unattached has a lifespan of 10 years. Attached lives up to 60 years.
Attaching: Attaching an acid darter is simple, place it on the host's arm, requiring the host to remain motionless for about five minutes.
Benefits: The host gains a ranged attack through the use of the acid darter. As a standard attack, the host can shoot an acid tipped barb dealing 1d4 points of piercing damage, critical 20x2,  plus 1d4 points of acid damage, dealing an additional point of acid damage the following round, with a range increment of 30 feet. The acid darter holds 15 barbs, replenishing new barbs at a rate of 1 barb every hour of inactivity.
Note: The barbs have a 50% chance of breaking upon striking a target. Fired barbs that don't break can be collected and make excellent throwing knives with a range increment of 15 feet, dealing 1d4 points of damage, critical 20x2. The acid is neutralized on the used barbs after about 5 rounds making it safe to pick up.

#305

kronos182

Nov 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.

Toaster (PL6 Personal Firearms)
Damage: 10d8
Critical: 20, x3
Damage Type: fire
Range Increment: 300 ft
Rate of Fire: single
Size: Huge
Weight: 15 lbs
Ammo: 1 ( 1 power pack)
Purchase DC: 20 (Illegal +4)
Notes: Requires 1 round to charge, then must be fired within 1 minute.

#306

AnimeSniper

Dec 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?

#307

kronos182

Dec 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.

I haven't seen Almost Human so I don't know what tech they have. I've been watching Agents of S.H.I.E.L.D. and there's a couple of neat examples of tech (I need to rewatch a couple of episodes for a few that I can't remember off hand).

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

#308

AnimeSniper

Dec 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

#309

kronos182

Dec 07, 2013 15:12:45

I think d20 Future has something like the Life Sign Monitor.. part of services section I think.

There might be something like the Face Maker but I can't remember for sure. 

#310

kronos182

Mar 03, 2014 15:58:00

TX-7 Hybrid Pistol
The TX-7 is a combination laser pistol and revolver. Under the long barrel of the laser is the short barrel of the revolver, with its ammunition cylinder in front of the trigger guard. The revolver uses .357 rounds, but with advanced technology, allows for various types of ammunition to be available. The laser has a stun module, making the TX-7 popular amongst law enforcement.

TX-7 Hybrid Pistol (PL6 Personal Firearms Proficiency)
Damage: 2d8 laser / 2d6 .357
Critical: x20
Damage Type: Fire / Ballistic
Range Increment: 40 ft / 40 ft
Rate of Fire: S
Size: Med
Weight: 5.5 lb.
Ammo: 50 box / 6 cyl
Purchase DC: 17 Lic (+1)
Notes: Switching between laser, stun and revolver is a free action, can not fire both at same time. Stun module for laser, target makes Fort save DC 15 or stunned for 1d4 rounds.

#311

kronos182

Mar 05, 2014 16:58:17

M-67 Hydra

With new technologies in ballistics and metallurgy, and the aging M2 heavy machinegun showing its age, militaries were looking for a replacement weapon. The hydra is a triple barreled .50 cal weapon, but instead of using a gatling style, the hydra has three fixed barrels in a triangular pattern. This saves on weight and maintenance. Using new materials allows the barrels to cool faster, allowing for a high firing rate without worrying about the barrels overheating and warping.
The hydra only fires in full automatic, but has two firing modes. The first fires all three barrels at once for heavy damage. The second fires each barrel in sequence for lower damage, but this allows for ammunition conservation, but also has the side effect of making it far harder to dodge any rounds. This was a surprising feature, and much welcomed when used against augmented foes.
The hydra requires three ammunition feeds, making its use as a semi man-portable weapon more limited. Hydra's are usually found in static locations or on vehicles where more space is dedicated to ammunition and bracing for the recoil of all three barrels firing. The hydra uses the XZ propellant for caseless rounds, allowing for slightly lighter weight, better range and damage over the old .50 cal rounds.

M-67 Hydra (Late PL5/Early PL6 Exotic weapon or Heavy Weapon Proficiency)
Damage: 2d12+4 or 4d12+8
Critical: 20
Damage Type: ballistic
Range Increment: 130 ft
Rate of Fire: A
Size: Huge
Weight: 83 lb.
Ammo: Linked
Purchase DC: 24 Mil (+3)
Notes: Autofire only, two fire modes. Sequence deals 2d12+4 damage to a 10 foot area, Reflex 20 for half, uses 15 rounds per autofire attack. Full barrel deals 4d12+8, 10 foot area, Reflex 16 for half, uses 30 rounds per auto fire.

#312

kronos182

Apr 25, 2014 14:29:44

A few magic weapons..

 

Magic Pepperbox Pistol
This four barreled pepperbox style pistol is powered by a magic power pack, firing four magical energy darts, similar to magic missile spell. There is a fire select that allows the user to fire anywhere from 1 to all four missiles, but each time the weapon fires, it uses one charge, no matter how many missiles are fired.

Magic Pepperbox Pistol
Damage: 1d4, 2d4, 3d4, 4d4
Critical: x2
Damage Type: Force
Range Increment: 40 ft
Rate of Fire: S
Size: Small
Weight: 2 lbs
Ammo: 50 box using magic power packs
Purchase DC: 18 Lic (+1)
Notes: For purposes of Spell resistance, use roll as a 7th Level caster.
 

Magic Missile Rocket Pack
This weapon consists of a shoulder harness, similar to hockey or football shoulder pads, only heavier with better straps for support, with a box like device on one shoulder, about one foot wide, half a foot tall and three feet long, with a handle and trigger in front of the shoulder. A sight is mounted on the side with a couple of buttons and dials on it. The dials and buttons are used to selecting targets within sight and zooming in and out. This rocket launcher fires 5 magic missiles, able to target up to 5 targets within 20 feet of each other within the sight. The magic missiles can be divided amongst the number of targets selected, up to 5, or all to one, requiring a single attack roll for all targets.
The box launcher is on a pivot mount, letting it tilt back into an upward position against the back, with the handle folding back so that it's out of the way when not in use.

Magic Missile Rocket Pack
Damage: 1d4+1 per magic missile
Critical: x2
Damage Type: Force
Range Increment: 150 ft
Rate of Fire: S
Size: Large
Weight: 15 lbs
Ammo: 50 box using magical power packs
Purchase DC: 23 Mil (+3)
Notes: For purposes of Spell resistance, considered 9th level caster.

#313

kronos182

Dec 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.

Vampiric Sword
Damage: 1d8+1 +2d6 vs undead + 1d4 bleeding.
Critical: 19-29
Damage Type: slashing
Size: medium
Weight: 6 lbs
Purchase DC:
Notes: Bleeding, vampiric bite, undead bane.
Bleeding - The vampiric sword uses powerful magic, some say even parts of vampires themselves to deliver grievous wounds, dealing 1d4 bleeding damage every round. This applies to even vampires.
Vampiric Bite - Every time the vampiric sword deals damage to a target, living or undead, and even outsider, the wielder is healed 1d4 hit points.
Undead Bane - the vampiric sword deals an extra 2d6 against undead targets including zombies, skeletons, vampires, mummies, etc.

#314

kronos182

Dec 20, 2014 20:42:35

A few more weapons I was going to post at halloween. Demon influenced weapons!

Infernal Weapons
These weapons were crafted by demons and impart evil magic on those they wound, causing curses or pain upon the target for acts of sins they perform, usually violence.
Many of the weapons have engravings on their blades of various demons, devils and acts of violence. The blades are usually also black with sickly green or red accents, and feel warm to the touch, and seem to vibrate as they draw blood.

Infernal Blade
This sword is similar to a falchion, large curved heavy blade, with serrations on the back side. Along the sides are depictions of various demons and violent acts. This is the most basic of the infernal weapons, causing a Sin that reduces the target's defenses, leaving them open to attack every time they perform an offensive action.
Infernal Blade
Damage: 2d4+2
Critical: 19-20x2
Damage Type: slashing
Size: Medium
Weight: 5 lbs
Purchase DC: 24 (Illegal +4)
Notes: Defensive Sin
Defensive Sin - When a target is strike and it successfully deals damage, the target immediately suffers -2 to Defense for 1d4+1 rounds (Fort save DC 11+damage dealt to reduce duration by half). During this time, if the target takes any kind of offensive action, the target suffers a cumulative -1 penalty to Defense and -1 to Reflex. Multiple strikes from the Infernal Blade will increase the duration of the Defensive Sin by 2 rounds.


Soulfinder
The soulfinder is a heavy blade  attached to a stout handle that runs up the entire blade, used in a more chopping motion. The markings on the sides depict demons pulling souls from victims. Soulfinder blades also imbue Defensive Sin on targets, but also have the ability to strike back almost on their own against targets with Defensive Sin when they attack the wielder.
Soulfinder
Damage: 1d10+2
Critical: 20x3
Damage Type: slashing
Size: Larger
Weight: 10 lbs
Purchase DC: 26 (Illegal +4)
Notes: Defensive Sin, Counter Sin
Defensive Sin - When a target is strike and it successfully deals damage, the target immediately suffers -2 to Defense for 1d4+1 rounds (Fort save DC 11+damage dealt to reduce duration by half). During this time, if the target takes any kind of offensive action, the target suffers a cumulative -1 penalty to Defense and -1 to Reflex. Multiple strikes from the Infernal Blade will increase the duration of the Defensive Sin by 2 rounds.
Counter Sin - Whenever an opponent suffering from Defensive Sin attacks the wielder of a Soulfinder, the wielder makes a Reflex save DC equal to the attacker's attack roll. Success means the wielder gains a free attack of opportunity with the Soulfinder. This attack of opportunity does not count against wielder's normal number of attack of opportunity and can happen as many times as the wield is attacked in a round by opponents with Defensive Sin.

 
Infernal Axe
The Infernal Axe is a two headed axe with images of blood sacrifices along its blades. The edges are always stained with blood, which looks fresh no matter how much they are cleaned. These weapons cause deep wounds that continue to bleed. These weapons deal even greater wounds to those suffering from Defensive Sin.
Infernal Axe
Damage: 1d8+2
Critical: 20x2
Damage Type: Slashing
Size: Medium
Weight: 10 lbs
Purchase DC: 25 (Illegal +4)
Notes: Wounding, Mortal Sin
Wounding - The Infernal Axe has the wounding ability.
Mortal Sin - Those hit with the Infernal Axe that are suffering from Defensive Sin suffer 1d4 points of damage each round, which is similar to the wounding ability, and stacks with wounding and each successful strike from the Infernal Axe. This damage functions just like the wounding damage.


Sinflayer - This double headed axe has images of demons using their claws ripping into people, and feels warm to the touch. When used in combat, it seems to want to strike targets on its own, sometimes hitting opponents that had just be struck by the wielder.
Sinflayer
Damage: 1d12+2
Critical: 20x3
Damage Type: Slashing
Size: Medium
Weight: 15 lbs
Purchase DC: 28 (Illegal +4)
Notes: Wounding, Mortal Sin, Blood Hungry
Wounding - The Infernal Axe has the wounding ability.
Mortal Sin - Those hit with the Infernal Axe that are suffering from Defensive Sin suffer 1d4 points of damage each round, which is similar to the wounding ability, and stacks with wounding and each successful strike from the Infernal Axe. This damage functions just like the wounding damage.
Blood Hungry - When the wielder hits an opponent that is suffering a bleeding wound, such as the wounding ability or mortal sin, the wielder gains a free attack at -5 to attack roll, but with a +1 for every point of bleeding damaging the opponent is suffering per round. For example, if an opponent is suffering from 3 points of bleeding damage each round, the wielder gets a free attack at -2 to the attack roll.

#315

kronos182

Dec 21, 2014 19:33:01

Thunderfist Disposable Hold-Out Gun

The Thunderfist is a two shot 11mm caseless derringer formed of woven graphite fiber. In cross-section, the Thunderfist is only just over an inch and a half across, and only 5 inches long. Readily concealable and containing no ferrous metals, this baby still packs a punch out to 75 feet. Internal chemical propellent fires the ceramic projectiles that are sharpened for armour penetration. When both rounds are fired, the weapon can be thrown away as the left over chemicals from the propellant melts the frame. These weapons are used by many military specialists and infiltrators as a back up weapon due to the construction and stealth material used in it's construction.
When not in use, the Thunderfist looks like just a handle with a button the left side. Pressing the button with your thumb, with fingers held out, the barrel and trigger swing up and out for quick and easy use.

Thunderfist Disposable Hold-Out Gun (Late PL5
Damage: 2d8
Critical: 20x2
Damage Type: Ballistic
Range Increment: 15 ft
Rate of Fire: Single
Size: Tiny
Weight: 2 lbs
Ammo: 2 internal
Purchase DC: 23 Mil (+3)
Notes: Only effective out to 5 range increments. After the second shot is fired, the weapon begins to melt down 1 round after it is fired, turning into a melted pile of slag. +5 to hide from weapon detection systems and +5 to sleight of hand checks.

#316

kronos182

Dec 21, 2014 21:01:16

Hedgehog Needle Rifle
A needle rifle that fires a stream of 1mm diameter stainless steel slivers by means of oscillating magnetic fields, using a similar principle as rail guns, gives the Hedgehog excellent range for a needle rifle. Silent except for the hiss of the flying projectiles, the Hedgehog has no muzzle flash to reveal its position. Due to the relatively low kinetic energy of individual projectiles, the hedgehog is not designed to punch through heavy armour, but is devastating against unarmoured or lightly armoured infantry. The hedgehog is sealed and designed to work in virtually any environment, from normal air to vacuum, under water and even exotic atmospheres.
Besides having semi and full automatic fire modes, the hedgehog has a wide field fire mode, firing a large amount of metal slivers in a cone like area, however using up a large amount of ammunition in the process and with a much shorter range.

Hedgehog Needle Rifle (PL7)
Damage: 2d6
Critical: 20x2
Damage Type: Slashing
Range Increment: 90 ft
Rate of Fire: S, A
Size: Large
Weight: 12 lb
Ammo: 200 box
Purchase DC: 20 Res (+2)
Notes:
Wide Field Mode - This fire mode sets the Hedgehog to single fire and fills a 50 foot long, 25 foot wide cone with slivers of metal, damaging all within. Reflex DC 20 for half damage, uses 20 rounds of ammunition.

#317

kronos182

Dec 27, 2014 19:38:53

Big Bore 1

The first of the big bore series was essentially a 40mm grenade launcher modelled into a shotgun with a tube magazine, usually loaded with frag grenades or even shot versions of the 40mm grenades. This series was marked as a close combat weapon for the first series of combat cyborgs as they had the strength to carry the weapon easily and it gave them the feel of familiarity of having a weapon similar to what they used to use before being augmented.

Big Bore 1 (PL 5 Personal Firearms Proficiency)
Damage: varies
Critical: 20
Damage Type: varies
Range Increment: 70 ft
Rate of Fire: S
Size: Large
Weight: 25 lbs
Ammo: 6 internal
Purchase DC: 20 (Mil +3)
Notes: Constructed strong enough, with the stock and barrel reinforced so that it can be used as a club, dealing 1d8 bludgeoning damage. 


 

Big Bore 6

The Big Bore 6 is a M16 style rifle chambered in the same shortened 20mm as the Big Bore 5, as well as an upgraded version of the suppression system to allow for autofire. Due to its weight and recoil, this weapon can only be handled by those with enhanced strength, usually via cybernetics or those with extraordinary strength. Instead of a standard box magazine, it uses a large saddle style due to the large caliber.

Big Bore 6 (Late PL5/PL 6 Personal Firearms Proficiency)
Damage: 4d10
Critical: 20x2
Damage Type: Ballistic
Range Increment: 80 ft
Rate of Fire: S, A
Size: Large
Weight: 35 lbs
Ammo: 20 box
Purchase DC: 23 (Mil +3)
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. On auto the DC is increased by +2. A Strength of 22 is required for full autofire or suffer an additional -2 penalty to attack, and suffer the full damage as subdual damage with less Strength.
When used to bludgeon someone, it deals 1d8 points of bludgeoning damage instead of the normal 1d6 for rifles 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 BB6 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 120 feet, but damage is reduced to 4d8. PDC 13 for 25.

#318

marcoasalazarm2

Jan 29, 2015 0:15:44

This is pretty impressive firepower, man.

#319

kronos182

Feb 06, 2015 10:11:24

EIPP Weapons

After Colt's plasma explosive rounds research, they began researching electro-induced plasma propellant technology as an alternative to chemical propellants, especially with laser technology starting to become mainstream. This research would eventually lead to Colt's Rhino plasma rifle years later, however Colt would keep making ballistic weapons as they have more versatility over laser and plasma weapons.
EIPP technology gives a cleaner and more powerful explosion to propel the round. A liquid in the weapon is superheated to the point of becoming explosive plasma, which then drives the round out. EIPP weapons have a bit more damage and range over conventional chemical propellant rounds, plus with a variety of rounds available make them still useful for different purposes over energy weapons. These weapons require a power pack to ignite the liquid, which is also contained in the clip in many of the weapons to save on logistic concerns. Empty magazines are returned to the manufacturer or a licensed shop which has the equipment to reload and refill a magazine. A standard power pack will have enough power for about 200 rounds as not much liquid isn't needed to be turned into plasma to fire the round.
This system does make the weapons heavier, but Colt found that many clients find that a good heavy weapon seems to symbolize a powerful weapon. Also the additional weight helps to absorb some of the increased recoil.
Note: EIPP versions of ammunition has the PDC increased by +2.

Super 5 Shotgun (aka EEP)
The Super 5 shotgun is the first shotgun that Colt released using the EIPP technology. It is large and intimidating, partly due to the reinforced barrel and receiver to survive the heat of the plasma propellant. It comes in 12 gauge, however uses special cartridges instead other standard due to the plasma propellant, which does make them more expensive than standard 12 gauge, but Colt has made any currently available 12 gauge round also available for the Super 5.

Super 5 Shotgun (Early PL6/PL6 Personal Firearms Proficiency)
Damage: 2d8+3
Critical: 20
Damage Type: Ballistic
Range Increment: 50 ft
Rate of Fire: S
Size: Large
Weight: 14
Ammo: 8 box, power pack 200
Purchase DC: 17 (Lic +1)
Notes: Requires a power pack which allows the weapon to fire 200 times, the liquid required is in the magazine.
Knockdown - Target must succeed a Fort DC 15 save or be knocked prone.

Officer's ACP 3
This is a modern upgrade to the old Officer's ACP concealed weapon for police and other undercover officers, using Colt's new EIPP. A small power pack is included in the magazine, but due to the liquid and battery in the magazine, the Officer's ACP has a lower round count than it's ancestor, but the increased power and range hopefully counters this one flaw.

Officer's ACP 3
Damage: 2d6+3
Critical: 20
Damage Type: Ballistic
Range Increment: 50 ft
Rate of Fire: S
Size: Small
Weight: 3 lb.
Ammo: 6 box
Purchase DC: 15 (Res +2)
Notes: +2 to conceal the weapon. The magazine contains enough liquid and battery power to fire all the rounds in the magazine. To recharge and refill must be returned to a licensed dealer or the manufacturer.

#320

kronos182

Feb 06, 2015 10:41:14

GEWS6013A1 Stopper Heavy Ion Pistol
GE released the Stopper to provide a close combat weapon with heavy damage for vehicle crews and S.W.A.T. members, with the standard option of a stun setting. However the governments wouldn't have it although the military testers wanted them as the option for stunning was greatly desired amongst black ops units as it meant less equipment to carry for capturing a target and switching to killing. The high damage makes it an excellent one shot kill weapon, but it has limited effective range.
The Stopper is based on the Stinger, but with larger barrel, non-metallic construction, sealed and a neutral buoyancy so it floats in water where it is let go, and heavier barrel shroud. The sides have mounts for tactical lights and a bayonet mount.

GEWS6013A1 Stopper Heavy Ion Pistol
Damage: 5d6
Critical: 20x3
Damage Type: Electricity
Range Increment: 30 ft, limited to 5 range increments
Rate of Fire: S, A
Size: Medium
Weight: 9 lbs
Ammo: 50 box
Purchase DC: 24 (Mil +3)
Notes: Stun setting Fort DC 15 or be stunned for 1d4 rounds, on autofire mode, the user gains the benefits of the Strafe feat. Mounts on sides for tactical light and bayonet or similar items, but no secondary weapons.
  

#321

kronos182

Feb 06, 2015 10:48:42

GEPB05
The next in GE's particle beam series, the GEPB05 takes the lessons of earlier versions, improves energy consumption, size and armour penetration. The GEPB05 is visually very similar to the GEPB01 except it has a slightly more ergonomically designed frame, mounts for accessories such as bayonets, lights or secondary weapons on the top and bottom of the weapon. 

GEPB05 (PL7 Personal Firearm Proficiency)
Damage: 1d4x10 ignore 3 points of DR/hardness
Critical: 20 x3
Damage Type: Unspecified Energy
Range Increment: 65 ft
Rate of Fire: S
Size: Large
Weight: 12 lbs
Ammo: 30 box
Purchase DC: 25 (Res +2)
Notes: Mounts on top for scope/light with a mount under the barrel for secondary weapons such as bayonets, shotguns or grenade launchers.

#322

kronos182

Mar 29, 2015 14:10:30

P9 Sonic Harpoon Artillery Remote Projectile Rifle

The P9 Sonic Harpoon Artillery Remote Projectile Rifle (SHARP Rifle), nicknamed the Sharp Stick after its unique ammunition, is a prototype weapon that fires a time-delayed explosive tipped darts. Instead of normal explosives, the SHARP uses powerful sonic emitters to create a sonic shockwave. The premise of this design was to create an alternate form of area damaging munition that wouldn't set off potential flammable or temperate sensitive materials. The sonic shockwave is powerful and resonates in numerous frequencies allowing it to be used to damage structures, although not quite as effective as focused sonics or other more standard explosives.

SHARP Rifle (PL5-6 Personal Firearms Proficiency)
Damage: 2d6 + 2d8
Critical: 20
Damage Type: ball + sonic
Range Increment: 80 ft + 15 ft blast radius (DC 15 for half except the original target struck, no save allowed).
Rate of Fire: S, A
Size: Large
Weight: 16 lbs
Ammo: 15
Purchase DC: 23 Mil +3
Notes: Ammunition has timer delay, easily selectable as a free action before firing. Can delay by 1 to 3 rounds (6 to 18 seconds). The sonic damage ignores 5 points of hardness. Those in the blast radius must make a Fort Save DC 15 or be deafened for 1d4 rounds.
10 rounds of ammunition PDC 12.

#323

kronos182

Mar 29, 2015 15:31:56

Whip-Flex Gauntlet
This heavy gauntlet contains a carbon-fiber whip laced with metal threads. The whip can be used as a regular whip, extending as part of an attack and retract in the same action, plus it can be used to entangle or trip opponents. A built in taser unit electrifies the whip allowing it to potentially stun opponents through the whip.

Whip-Flex Gauntlet (Late PL5-PL6 Exotic Weapon Proficiency)
Damage: 1d4 nonlethal, +1 to unarmed strike
Critical: x20
Damage Type: slashing nonlethal, unarmed strikes are lethal
Range: 15 foot reach
Size: Small
Weight: 3 lbs
Purchase DC: 21 Restricted (+2)
Notes: As part of an attack, the wielder can dealer an electrical charge through the whip, dealing 1d3 nonlethal electrical damage plus target must make Fort Save DC 15 or be paralyzed for 1d6 rounds. Has enough power for 10 discharges.
+2 to opposed checks to disarm opponents and +2 to trip attempts. If the wielder is tripped during the trip attempt, the user can cause the whip-flex to relax and retract as a free action to avoid being tripped themselves.

A lethal version of the whip-flex gauntlet is available, dealing 1d4 slashing damage, and the taser function is upgraded to deal 1d6 lethal electrical damage and DC to save against being paralyzed is increased to 16, but only has 5 discharges. Increase PDC to 22 (Mil +3)