Arms, Armor, and Systems!

Post/Author/DateTimePost
#1

maninthehat

Apr 17, 2010 5:42:53
Despite the rather unhelpful name; this is a thread for me to post some of the finished items in a campaign I've been running for a little over 2 years now; same players though a few more have joined since the start.

Mostly this is for suggestions to what I've designed, and more importantly a little help in setting the purchase DC for what each item provides, as that is the hardest part for me when developing things for the campaign. Go figure.

Anyways; on to the first posting of three developed firearms. History will proberly be elaborated upon later when its not 4 am.
#2

maninthehat

Apr 17, 2010 5:52:04

Oh and for weapon reliability rules check out UltraModern Firearms!



Name: MX-07
Primary Manufacturer: Warden Industries

Damage/Critical
3d8 20
Range
80ft
Rate of Fire
Semi-Automatic, Automatic
Magazine
30 rds
Weight:
10lbs
Special Qualities:
Highly Reliable (Ignores a single source of weapon unreliability)
Standard Scope/Sight mount (Iron sights included)
FAM Compatiable (Upon request)
Additonal Notes:
The MX-07 is the current line of assault rifles issued to UEASC troops; its well liked for its rugged reliability and stopping power. Its chambered for a standard 7.62 hotload. This leaves the weapon prone for future problems should severely adverse conditions arise during its deployment, which is why normal load ammunition is generally issued as part of a soldiers reserve stock.
Purchase DC14



Name: AR6 "Spiker"
Primary Manufacture: Warden Industries

Damage/Critical
2d10* 20
Range
60ft
Rate of Fire
Semi-Automatic, Automatic
Magazine
400rds Caseless 12mm 'spikes'
Weight:
12lbs
Special Qualities:
Digital Ammo Counter
Wide-Spread Spray - The AR6 consumes 25 rds when fired on autofire instead of 10; 15x15 square area Reflex DC20 for half
No Iron Sights
No Scope Mount
Additonal Notes:
The AR6 or "Spiker" as UEASC personal have dubbed it is a fully automatic rifle that fires 12mm spikes over conventional bullets. The weapon has a Semi-Automatic firing mode, but this was a secondary thought as the AR6 lacks conventional iron sights, making aiming 'from the hip' a requirment when firing. The weapon is at heart, a fully automatic weapon designed to surpress enemy positions with a withering volley of fire.
Purchase DC15

Ammo Varieties:
12mm Tungsten Core Spike PurchaseDC5 (20rd box)
Standard; no additonal affects

12mm Splintering Frangible Ammo Purchase DC6 (20rd box)
Imposes a -2 to hit armored targets but a +2 to damage

12mm Hardened Kinetic Penetrator Purchase DC6 (20rd box)
+2 to hit armored targets -2 to damage





Name: CSR-9  "Flatliner" (Counter Situation Rifle)
Primary Manufacture: Grunder Industries

Damage/Critical
8d8/15-20
Range
130ft
Rate of Fire
Single
Magazine
2 - 20mm armor-piercing-fin-stablized-discarding Sabot (APFSDS)
Size
Large
Weight:
43lbs
Special Qualities:
Ignores 10 Hardness
Adjustable Fittings - +1 when using Dead Aim
Collapsable - Weapons shrinks down into a medium object
Compact - Weapon is Large instead of Huge <=== Long story short, included to keep PC's from abusing gun
Expanded Magazine - Weapon chambers two rounds instead of one
Universal Scope Mount
High Reliabilty
Increased Damage Potential - Critical Threat range is increased
Additonal Notes:
The CSR-9 fires a highly modified 20mm APFSDS, designed specfically for Anti-Mech and Anti-Emplacment warfare. The weapon is the standard armament of the UEASC (United Earth Alliance Systems Commanwealth) elite Helljumpers. The CSR-9 is an upgraded version of the CSR-6 Anti-Material Rifle (AMR) used by seperatist fighters during the Belken Conflict of the late 23rd Century. This newer model see numerous upgrades and improvments over the orignal, including damage output, magazine capacity, and a reduction in weight and bulk, while still retaining all the lethality and rugged durability of the orginal. The weapon is easily reloaded through prefilled 2rd box cartridges, that are self ejecting after both shots are fired from the weapon.
Purchase DC: 39

Ammuniton - Modifed 20mm APFSDS
Special Qualities
Improved Stopping Power (+10)
Improved Penetration (+3)
Additonal notes
The " " Modifed 20mm APFSDS round, is a high powered anti-armor round, capable of inflicting significant harm onto specfic mecha-hard points, or well fortified structures and vehicles. The ammo is unqiuly chambered, becauses of its extensive modifcations and its fin stablization system, that it is only compatiable with " " and no other firearms of similar caliber.

Purchase DC: 26 (4 - 2 pre-loaded cartridges)
#3

maninthehat

Apr 17, 2010 6:00:19
Mecha! Since EVERYONE loves them. This is the line of IFA's I'd designed exclusivly for the Ground Pounder units. They are essentially the same Mech, only diffrent variations on it; giving it a more extensive options for deployment, since changing the Mech's loadout is generally a few checks before a mission takes place.


Name: IFA Mk IV "The Knight" (Infantry Fighting Armor)
Class: Heavy Support-Type Armored Infantry
Size: Large (-1)

HP: 200

AC: 15
DR: 15
STR: 8

Armor: Dura Alloy
+8 Defense; -8 Armor Check Penelty; -10 Feet Speed Penalty

Equipment;
Modified Nuclear Power Core (+1 Equipment Slot)

Head: Oracle Targeting System Mk III (+3 to attack rolls)
Back: Cockpit & Light Fortifaction (25% of Critical Hits are Normal Hits)
LArm: Barricade Tactical Shield (+8 Defense, 10 Fire Resistance)
RArm: T95 Cavaclade Chain Gun (7d6/20 60 ft range; 500 rds)
Shldr: Six 50rd Cavaclade Ammo Belts
Torso: Cockpit
Boots: Class IV Sensor System
Description:
Grunder Industries IFA Mk IV, or commanly reffered to as "The Knight", is a popular unit with Mechanized infantry platoons, because of its ease of use, good armor protection and weapon load out. As well as its smaller, less restrictive size. The main drawback to the IFA Mk IV, is that its armor and weapon loadout isn't ideal for combating larger mecha or heavily armored targets as it lacks any formal explosive weaponry. It was designed mostly as a support unit for better armed and equipped units.




Name: IFA Mk IV-AV Varient "The Hammer" (Infantry Fighting Armor)
Class: Anti-Vehicle Armored Infanty
Size: Large (-1)

HP: 200

AC:15
DR: 15
STR: 8

Armor: Dura Alloy
+8 Defense; -8 Armor Check Penelty; -10 Feet Speed Penalty

Equipment;
Modified Nuclear Power Core (+1 Equipment Slot)

Head: Oracle Targeting System Mk III (+3 to attack rolls)
Back: Cockpit
LArm: Barricade Tactical Shield (+8 Defense, 10 Fire Resistance)
RArm: M87 - Talon Missle Launcher (15d6)
Shldr: 8 Talon Missles,
Torso: Cockpit
Boots: Class IV Sensor System

Description:
The Mk IV-AV, is the mechnized version of an anti-vehicle soldier. Equipped with the formittable Talon Missle Launcher, a small battallion is capable of engaging tanks and even larger Mecha using its small size and manuverability to flank the enemy and catch them in an overwheleming crossfire. Useually deployed with a contingency of regular Mk IV's, they make up the backbone of the support roles, while the MK IV's keep them well protected from shoulder mounted infantry weapons.




Name: IFA Mk IV-RS Variant "Longshot" (Infantry Fighting Armor)
Class: Recon and Sniping Armored Infantry
Size: Large (-1)

HP: 200

AC: 7
DR: 15

STR: 8

Armor: Dura Alloy
+8 Defense; -8 Armor Check Penelty; -10 Feet Speed Penalty

Equipment;
Modified Nuclear Power Core (+1 Equipment Slot)

Head: Oracle Targeting System Mk III (+3 to attack rolls)
Back: Cockpit, Stealth Suite (+10 to Hide & Move Silently)
LArm: PS - 15 Panther Claws (2d6 19-20)
RArm: M-300 Rhino Mass Cannon (8d12, 100 ft range increment)
Shldr: M-300 Rhino Mass Cannon
Torso: Cockpit
Boots: Class IV Sensor System

Description;The MK IV-RS "Longshot", is primarily an infilitration and recon unit. Its Stealth Suite, which include reactive camo and sonic damperners, render the Mk IV-RS, more manuverabile then even an individual infantry soldier on the ground. This capability to infilitrate well behind enemy lines combined with its long range Mass Cannon, make it the perfect choice as a sniper support role, or to fulfill long range Recon when orbital tracking is either ineffective or unavaliable.



Name: IFA Mk IV-AS "Storm Rider" Variant (Infantry Fighting Armor)
Class: Aerial Support Infantry
Size: Large (-1)

HP: 200

AC: 15
DR: 15
STR: 8

Armor: Dura Alloy
+8 Defense; -8 Armor Check Penelty; -10 Feet Speed Penalty

Equipment;
Modified Nuclear Power Core (+1 Equipment Slot)

Head: Oracle Targeting System Mk III (+3 to attack rolls)
Back: Cockpit
LArm: Barricade Tactical Shield (+8 Defense, 10 Fire Resistance)
RArm: T95 Cavaclade Chain Gun (7d6/20 60 ft range; 200 rds)
Shldr: Class IV Sensor System & Jet Assist Wings
Torso: Cockpit
Boots: Thruster Boots (100 ft fly speed, average)

Description:
The Mk IV-AS, was created quickly after the inception of the Mk IV, to help counter the problems with open and urban warfare. The former of the two, leaves the Mk IV's highly vunrable to attacks from the air, the latter infantry deploying in high rise buildings with shoulder mounted HOBW's and Anti-Armor weaponry. The AS variant was created as a means to engage the enemies air support, or to quickly ascend along buildings to directly counter hidden infantry. It also sees some deployment as a spotter unit for larger artillery bombardments from units further back.
#4

maninthehat

Apr 17, 2010 6:06:02
And EVERYBODY's favorite!

Name: MediGel (Adapted Medical BioGel)
Primary Manufacture: Hermes Medical Solutions

Special Qualities:
A single application of MediGel heals 1d8+HD worth of temporary hit points, these additional hit points CANNOT
increase your hit points beyond their normal maximum, that last for 1d4+1 hours; further it stabilizes a dieing character and adds a +2 bonus to treat injury checks made while the MediGel remains in effect. The +2 bonus is cumulative for each application of MediGel up to a +6 bonus from three applications.
Additional Notes:
MediGel (official designation - Adapted Medical BioGel) is sometimes referred to as a 'wonder' compound, given that its one of only a few chemical compounds capable of affecting all species in the galaxy equally. MediGel is in fact a chemical derivative from the excretions from the sentient Si'qu, which has been processed and manufactured for rapid availability and development. MediGel uses a complex process of painkillers, coagulating agents, antimicrobial agents and a chemical process to mimic the adaptive and regenerative secretions of the Si'qu to make a single use multi species restorative compound. Unfortunately MediGel breaks down and is absorbed harmlessly into the body after a few hours, meaning that its possible for an already treated wound to return, thankfully a secondary application of MediGel can be applied to cover any 'returning' wounds until the subject can seek proper medical attention. Due to MediGel's regenerative nature the compound makes the treatment of complex and damaging injuries somewhat easier, due to the system already cleaning and partially restoring the damaged tissue.
Purchase DC6
#5

AnimeSniper

Apr 21, 2010 13:51:12
Looking good and I snagged them over to a word doc for compilation and later printing... hope you don't mind
#6

maninthehat

Apr 22, 2010 14:12:35
Compiliation and printing into what?
#7

maninthehat

Apr 22, 2010 16:10:48
A few more firearms! If anyones interested when I get the greater bulk of this out of the way I'm considering running a PbP D20 game here on the WotC forums if anyones interested.

But for now; as I said... more guns!


Name: TS-VP (TriShot Variable Pulsar)
Primary Manufacture: Unknown (Manufactured in the Alethien systems)

Damage/Critical/Type
2d10 20 Fire - Cold - Electricity
Range
40ft
Rate of Fire
Automatic
Magazine
50 box
Size
Medium
Weight:
2lbs
Special Qualities:
Random Variable Energy(x2) - Cold, Electricity (Roll % with fire 1-33%, cold 34-66%, electricty, 67-99% reroll on 100% OR roll 1d12 with fire 1-4, cold 5-8, electricity 9-12)
Tamper Resistant - This device is made to resist attempts to alter, replicate or otherwise modify. Attempts to repair, duplicate or change this weapon suffer a -4 penelty
Alien Construction - Attempts to repair, replicate or otherwise modify this weapon are imposed a -8 penalty due to its complex and alien construction.
Additional Notes:
The TriShot-VP is a small pistol with three rotating barrels. The weapon fires only on full auto which causes the barrels to spin about in the same style as a gatling gun; the major downside to this model is that the energy type that fires out is random and impossible to determine the type that will emerge with each shot until after the weapon has been fired. The exact reason for such an unusual and unpredictable firing method is unknown; and as the weapon cannot be openly purchased on the open market; and all models are either salvage found amongst wreckage from Alethien vassals or are stolen and then sold via black-market.
Purchase DC: 17 (Minimum Black-market Purchase DC21)

Name: TS-VP Advanced (TriShot Variable Pulsar II)
Primary Manufacture: Unknown (Manufactured in the Alethien systems)

Damage/Critical/Type
2d10 20 Fire - Cold - Electricity
Range
40ft
Rate of Fire
Automatic
Magazine
50 box
Size
Medium
Weight:
3lbs
Special Qualities:
Variable Energy(x2) - Cold, Electricity
Tamper Resistant - This device is made to resist attempts to alter, replicate or otherwise modify. Attempts to repair, duplicate or change this weapon suffer a -4 penelty
Alien Construction - Attempts to repair, replicate or otherwise modify this weapon are imposed a -8 penalty due to its complex and alien construction.
Additional Notes:
The TS-VP Advanced is a step up from the original TS-VP in that it features a selector switch, allowing the firer to pick and choose what energy types the weapon fires at any given time. It still only fires on automatic, featuring an identical rotating barrel. Its assumed that its internal networks are slightly different as this model is relatively the same size, but is slightly heavier then the original Variable Pulsar. And like the original the weapon cannot be purchased on regular markets; having to be discovered either as working salvage or purchased on the black-market.
Purchase DC: 20 (Minimum Black-market Purchase DC24)


Name: Wave Rifle
Primary Manufacture: Titan III Manufacturing

Damage/Critical/Type
3d6 20 Non Specific
Range
80ft
Rate of Fire
Semiautomatic, Automatic
Magazine
80 box
Size
Large
Weight:
8
Special Qualities:
This weapon is not subject to energy resistance
Additional Notes:
The Wave Rifle is essentially the same weapon as the Wave Pistol as far as power output. In its favor is that its able to hold a greater charge and through the use of better aligned focusing arrays along the entire length of the weapon, its effective range is double that of the Wave Pistol. The Wave Rifle is manufactured primarily via the Administrations 'Foundry Worlds' by Titan III Manufacturing, but like the Wave Pistol and Heavy Wave Rifle it was originally designed for the Illuminos Commonwealth, but its manufacture was primarily taken over after the Administration began to manufacture its own weapons and armaments sixty years ago. Much like all 'Wave Weaponry' the cost of the weapon excludes it from seeing widespread deployment amongst Administration or Illuminos personal. It has seen effective deployment being issues to Administration Ghost Teams and the Illuminos' SROG (Special Recon Operations Group) unit.
Purchase DC: 21


Name: Heavy Wave Rifle
Primary Manufacture: Titan III Manufacturing

Damage/Critical/Type
3d8 20 Non Specific
Range
100ft
Rate of Fire
Semiautomatic, Automatic
Magazine
80rds
Size
Large
Weight:
14lbs
Special Qualities:
This weapon is not subject to energy resistance
Additional Notes:
The Heavy Wave Rifle is a slightly larger, more powerful version then the standard Wave Rifle, offering more damage and range to the weapon. Like the original Wave Rifle the weapon's exuberant cost prevents it from being deployed for full scale military operations; but has seen effective deployment amongst special operations groups such as Administration Ghost Teams and Illuminos SROG unit.
Purchase DC: 26



Name: Heavy Incinerator
Primary Manufacture: Titan III Manufacturing Facilities

Damage/Critical/Type
12d6 20/x3 Fire
Range:
110ft
Rate of Fire:
Single
Size:
Huge
Magazine:
Unlimited
Weight:
52lbs
Special Qualities:
Requires the Exotic Weapon Prof(HOBW)
Requires Power Backpack - Provides unlimited ammo, but is incompatible with regular power packs.
Focused Beam - The focused beam of this weapon ignores 10 points of a targets hardness
Diffusion - This weapon suffers a -1 to damage for every range increment beyond the first instead of a -1 to accuracy
Anchored - The Heavy Incinerator cannot be fired by medium or smaller sized characters without first mounting the weapon onto a specially designed tripod.
Additional Notes:
The Heavy Incinerator is a three man 'Crew Served Weapon'. A single soldier carries part of the weapon and specifically handles firing the weapon, the second carries part of the barrel assembly while the third soldier carries the power backpack and the tripod to mount the weapon on. The weapon cannot be effectively fired without first being mounted on the tripod due to its weight and bulk. The weapon is frequently issued to Administration Marine battalions in an Anti-Armor and Anti-Mech role. The weapon takes a three man team two full rounds to set up, leaving it ready to fire by the third; and the other two soldiers act as defenders and/or spotters for the weapons operator.
Purchase DC: 26

 

Name: CS07
Primary Manufacture: TransWorld Systems

Damage/Critical/Type
3d8 or Special (see special qualities) 20 Ballistic/Fire OR Special
Range
60ft
Rate of Fire
Single
Magazine
20box or Single/Six-Cylinder
Size:
Large
Weight:
10lbs
Special Qualities:
40mm launcher - the CS07 can alternately be chambered with a standard 40mm grenade.
Additional Notes:
The CS07 does not technically fire energy rounds, instead fires a specialized canister shell at a maximum range of about 600ft. The canister shell is a specially designed round, roughly the same size as a standard 40mm grenade. Due to the similarity of the canister round and a standard grenade round the CS07 can uniquely chamber both the Canister Shell and a Grenade Round. Due to the intentional similarity in design the magazine drum for the CS07 can be substituted for a Six Cylinder grenade drum. The true beauty of the CS07 Canister Round is that a Craft(Mechanical) Check DC15 can change the contents of the canisters load out and a Repair Check DC15 can alter the canister from opening as it exits the weapons barrel to opening upon impact with another target. This gives it nearly limitless versatility, as the unique design of the CS07's shells and firing mechanism will effectively launch anything relatively dangerous that can fit inside the enclosed canister from Napalm, Acid, Shrapnel, Glass, Nails... hell even jellybeans could effectively be loaded and fired. This has lead to the impromptu slogan "If it fits, it shoots!".

Purchase DC: 18
Ammo Varieties - 20Rd Box

CS Plasma Slug Purchase DC13
Deals half ballistic, half fire damage, drops the bonus provided by armor by 2(min+1) and receives a +2 to hit armored targets

CS Plasma Flecchette Purchase DC16
Deals half ballistic, half fire damage, drops the bonus provided by armor by 2(min+1), suffers a -1 to hit but has its critical chance improved by 1.

CS High Powered Purchase DC31
Deals half ballistic, half fire damage, drops the bonus provided by armor by 2, gains a +2 to hit armored targets, suffers a -1 but has its critical chance improved by 1. Its range is doubled, and it receives +1 and 1 additional damage die.

CS Canister Purchase DC6
Deals 1 point of damage. The CS Canister 'round' is an empty canister shell. It’s offered as a means for free agents to purchase, modify, and create their own variations of ammo.
#8

AnimeSniper

Apr 22, 2010 16:25:24
Compiliation and printing into what?



Replied to your PM to my account
#9

maninthehat

May 03, 2010 4:33:08
And a few more firearms.

Name: MR-24
Primary Manufacture: Warden Industries

Damage/Critical
3d8 20
Range
100ft
Rate of Fire
Single
Magazine
5 Box
Size
Large
Weight:
14lbs
Special Qualities:
Standard Scope Mount
Adjustable Fittings
Highly Reliable

Additonal Notes:
The MR-24 is the standard sniper rifle issued to UEASC forces. It sees widespread usage as a conventional sniper rifle. An odd note about this weapon is that it relies on a rather primitive, but effective, bolt action to eject a spent cartridge and chamber the next round. The weapon is chambered for a standard 7.62 round.

Purchase DC: 14





Name: MR Model 70
Primary Manufacture: Warden Industries

Damage/Critical
3d12 20
Range
120ft
Rate of Fire
Single
Magazine
5 Box
Size
Huge
Weight:
35lbs
Special Qualities:
No Iron Sights
Standard Scope Mount
Adjustable Fittings

Additional Notes:
The MR Model 77 is a heavy 50 caliber rifle, designed for maximum range firepower. Its weight is a hindrance to some deployment, but the increased damage potential is usually considered 'fair trade-off' by UEASC forces. This weapon is fairly commonly deployed in most UEASC Marine Infantry units as a primary sniper weapon.

Purchase DC: 17




Name: MR Model 80 "Neutralizer"
Primary Manufacture: Warden Industries

Damage/Critical
3d12 20
Range
140ft
Rate of Fire
Single
Magazine
5 box
Size
Huge
Weight:
44lbs
Special Qualities:
Adjustable Fittings
Standard Scope Mount
No Iron Sights
Penetrating Bullet - Does -1 damage but ignores 5 hardness

Additional Notes:
The Neutralizer is a "counter snipe" weapon designed for maximum range and penetration. It fires a special 50 Caliber 'Heavy Penetrator' round designed to pierce hardened targets and strike an enemy hiding on the other side. The weapon has extremely long range and is designed to be deployed outside the range of traditional sniper weapons and pick them off from behind cover; by simply going through any intervening object the enemy is hiding behind. It is a considerably heavy and bulky weapon, but the ability to counter enemy snipers from a safe distance has proven invaluable to the effectiveness of UEASC soldiers.

Purchase DC: 19
#10

Kira_Howler

May 06, 2010 7:12:15
Humm most looks good and balanced. fine how about this one for your armory?

Mar-102x Magneticly accerlerated rail cannon
Primary Manufacture: Dictator Tech
Damage: 8d8 Crit 19-20
Range 200
Rate of fire: semi
Magazine: 20 box (shard cylinder)
weight: 108
Size: gargantuain
speacal qualites: Range finding thermal scope, no iron sights
Round quility: Ignores 20 points of hardness

This massive weapon was designed to be an anti mecha/tank weapon. it breaks into 3 parts for easier carry, and due to the fact that it is a rail gun and fires Iron coated depleted urainium Tugstun sabot slugs or the ever so popular "Genocide" slug which is an iron coated depleted urainium slug cored with high exsplosives and set for air burst. This weapon has been adopted by many armed forces groups. The reduced wheight version is on it's way as well as new ammo types.
"If you want to blow something up right look no further then Dictator Tech for all your mass destruction needs" Dictator Derek the founder of Dictator tech.
#11

maninthehat

May 24, 2010 2:51:40
Its a very interesting weapon, but no longer all that important; for a long list of varied and compounding reasons I am no longer going to run the campaign.