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| #1maninthehatApr 15, 2010 5:00:05 | I have a few questions relating to D20 Modern and its supplements as the title suggests. Primarily to help ease some of my bookwork in running a somewhat overly complex but ever changing campaign. The books and supplements I am currently using in the campaign that I am running are D20 Modern CoreRulebook (Duh!) Modern Players Companion D20 Future FutureTech CyberScape Apocalypse(Mostly for feats and mutations) Future Players Companion Martial Arts Mayham Urban Arcana Modern Magic DarkMatter Past (For a few dream sequences that thrust the players way in the past to experience the history behind the artifact their searching for) Weapons Locker UltraModern Firearms Okay... now for the important part, the questions ![]() In Martial Arts Mayhem, do the feats Agile Riposte, Parry, and Redirect Attack all stack together; or do just Agile Riposte and Parry stack? In D20 Future what exactly determines wether a suit should be Light, Medium, Heavy, or Powered; or is it just up to personal prefrence (For creating new armor varients and custom types I just add gadgets to existing armors as the base and count them as new armors) And lastly; any advice on the workability of an anti-mech firearm? I have come up with one that I hope will function for it; opinions on it? Name:
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| #2backstabbistApr 15, 2010 9:21:54 | Have you looked at the compiled works of our resident mad bomber Backstabbist that have been saved over at BG? Backstabbists 'Nefarious' thread Plenty of toys for squishies to use against mechs in there, from the full set of Aliens Pulse Rifle tech weapons (from Pistol thru 15mm PulseAMR) to the ever popular MartyrMaker AT Dagger ... and the 5militon SlugNuke 12ga ammo, cause we have shotguns and we have nukes, its just obvious to put them together Dont try to adjust a current gun to be what is used in the future, else you end up with what I refer to as Mechs vs Museum-Guns. Future gun ordnance developemnet will rely heavily on active munitions, so run with the concepts of soulderfire rockets for the heavy work and grenade launchers / rifle grenades for medium AT/AM work. Look for the thread We Need Rockets for discussion on what the children and grandchildren of the Bazooka-Law-AT4-Dragon-Javelin chain will bring in the future. Lastly, consider advancements to the TemaJet set of weapons (gyrojet) for a heavy weapons system for pl5-early7. I developed the TemaJet for his alternate ww2 idea, but I can easliy dial the PL up to 6 and like in final jeapordy, the scores will really change keep in mind that the BG thread was a hastey grab from one of the time WoC was trying to destroy the Modern community here... so many of the posts in that thread are attempts at compiling antire thread conversations into one post on the subject. Also, since then my web host died so many of my graphic creations have been lost.... including the graphic chart showing all nominal role sizes of each weapon tech, such as the LtPistol thru AMR for laser/plas/rail etc... wouldnt a Laser AMR or MagnumPistol Plasgun be nice, I thought they would so I made the chart for them (grrr, where is the Aliens Pulse Rifle pictures I did....) wow, good thing the WoC board didnt let us upload all that good suff ![]() |
| #3kronos182Apr 15, 2010 9:47:26 | Hey backstabbist, these you looking for? The forum seemed to resized them alittle.. if you can view just the pictures they'll resize properly, at least they did for me.![]() ![]() ![]() |
| #4kronos182Apr 15, 2010 10:31:33 | Also found this part![]() |
| #5backstabbistApr 15, 2010 15:10:02 | Sah-weeeeeeet !! that second one is the main one I was worried about. The first one you posted was a workup in progress (stalled) for generic firarms, while the second one is the table for expanding the different technologies to all nominal size roles |
| #6kronos182Apr 15, 2010 15:24:51 | Lucky I still have them. I thought I lost them when my secondary drive died. |
| #7maninthehatApr 15, 2010 16:58:52 | The firearm is in itself using a similar load out as the base, if you were to look at the stats for the orignal and the one I posted they don't even come close to matching up at all. |
| #8backstabbistApr 15, 2010 19:08:13 | Balanced? Well, if we say the squishys get to use big cannons that have been Compact/Miniaturized to be use able in roles way to small for them, then we will be seeing the Mech pilots ALSO using Compact/Miniaturtized 8"Navalguns on their Gargan mechs instead of the foolish noncompact guns they come with.... right? Its the classic problem of introducing the technology of Compact/mini ... folks only want it to be used in one specific application without admitting the military will OBVIOUSLY be using it in the much larger roles as well. Sure a 16" Iowa Battleship gun is too big for a PT-Boat... well, it was too big till we just Compact/Mini it, and if the technology to make guns too big for squishys exists then it also applies to the guns too big for PTboats/Mechs. I refer to the technology as Uber Gunpowder Extreme (UGPX)... of course ALL military ordnance will be using it if any ordnance does. We will shrink the 25mm Bushmaster down to be the m14 Rifle (large) replacement for squishys. How? Use the UGPX in the 7mm rifle to get 20mm performance. We shrink the 57Bofor Autocannon down to ba a 6d8 AMR (Huge) for squishies. We shrink the 5" RF navalgun to be a 1-Slot armgun for Large mechs (20rnd semi: 15d12 DTap) as a direct replacement for the Warpath Recoilless Speaking of the WpRR, if we shrink that ait we looking at the SquishyPathRR using Warpath stats? And Huge mechs get the ROF1 10"navalgun shrunk to fit on them. Remember how the Navy told the PT boat guys that a 40mm dont fit on a PTboat, and remember how the PT crews mounted the 40's on their boats despite what the navy said? More gun. Crews will ALWAYS put on More Gun. ![]() Tell me if you want me to paste in the stats for the TwinLink Battery6 Fender Bayonets Just fast-forward to PL6, and you have the mech crewcheifs using UGPX just like the squishys do to fit way too much gun on a mobility platform... be that a Large McChassis or Jungleboots, both will use UGPX weapons to kick more but than they could using stnd weapons. That tankgun inthe pic? Obviously a Miniaturized 12" navalgun.... why would it mount any smaller gun than the biggest it can... it already has plenty of smaller guns so it NEEDS the big gun to shoot at capitol ships |
| #9maninthehatApr 16, 2010 2:22:24 | The colapsable mod I edited slightly to mimic folding capabilities. A good example would be Sulu's collapsiable katana in the new Star Trek or any of the weapons in Mass Effect. The gun CANNOT be used in its collapsed state (sorry I didn't mention that; an oversight since all my players know) and second I allow only ONE application of the compact gadget; which is interestingly INCLUDED standard in the D20 Future gadget. Which means that it is a static ability I pulled directly out of the book itself. |
| #10Master_VegaApr 16, 2010 13:50:28 | That's a long post... Read it all, but if I forgot something between that and posting, sorry. >_>;; Have you considered the more traditional military method for giving infantry bigger guns: the three-man team? One guy get's X portion of the gun, one gets Y, and the other gets the tri-pod for the other guys to mount it on. Each man has ammunition for the big gun as well as a slightly lighter load-out for their assault rifles/smgs/whatever. Once the weapon's set up, the marksman of the group starts bringing in the pain and the other two guys guard him (or one spots, depending on range.) Here's an example of something like that (from a campaign I seriously need to run. @_@) : Mk-175 "Javelin III" Rail Cannon (Exotic ranged weapon) Damage: 16d6 ballistic (or other, depending on ammunition) Critical: 20/x3 Range: 150ft Rate of Fire: Single Capacity: 5 Box-magazine +1 in chamber, .65 caliber spear. Weight: 30lbs. Size: huge Cost: PDC 31 Special: Anchored - medium-sized and smaller characters must fire this weapon from a supported position (using the accompanying Su-21 HMS tripod or a rail-mount. The weapon is too powerful to use a normal bipod or resting support) Set-Up Time - A team of three medium to small humanoids with the Personal Firearms Proficiency feat 2 full-round actions to set up the Javelin and its tripod (meaning that it can be fired on the third round.) Untrained teams require 3+1d4 rounds to set up the weapon and tripod. Su-21 Heavy Munitions Support Damage: 2d6 fire Range Increment: 5ft Rate of Fire: Single, requires 1d4 rounds to recharge after every shot. Capacity: N/A Weight: 25lbs. Size: Large PDC: 22 or free with Mk-175 Rail Cannon Special: Support - This tri-pod is designed to act as a support for heavy munitions. It can be used to anchor any huge or smaller weapon with the "anchored" special trait. This tripod uses lasers to bore holes for the legs to anchor into; the lasers can also be used in combat, but are rather useless as anything but a last resort against a foe rushing into melee. Any character attempting to attack with the digging lasers takes a -4 to hit in addition to the normal -4 penalty for non-proficiency. (This item takes up the underside accessory slot on any weapon that it is attached to.) .65 Caliber APFS Spear. Weight: 1lb Cost: PDC 10 (+3Mil) for 5. Special: Ignore 20 hardness. .65 Cal. Fragmentation Spear Weight: 1lb Cost: PDC 13 (+3Mil) for 5. Special: Deals damage in a 15ft cone after a designated point. Reflex save (DC15) for half damage. .65 Cal. HE Tank Buster Spear Weight: 1lb Cost: PDC 17 (+3Mil) for 5 Special: Explodes within target, dealing extra damage to vehicles. Ignore 20 hardness, +8d6 damage. |
| #11maninthehatApr 16, 2010 15:49:09 | Had considered that for conventional military tactics. Unfortunatly the Helljumper drop pod is designed to drop a unit in the middle of an enemy engagement zone. Useually they are deployed in preperation of a long planetary assault; hopefully able to be deployed before the enemy has a chance to bring their full garrison of troops to active status. They rely heavily on the fact that prior to deployment the ship that drops the pods onto the planet will likely be active in a battle for control of orbit around the planet. Useually for an assault you take the enemy in stages, first you dominate the surrounding orbit and then deploy a full on ground assault. Helljumpers are sent in when that tactic isn't possiable to pull off. Useually because of heavily fortified anti-air and anti-ship based planetary defenses in reinforced and shielded locations. Meaning that the odds of winning the space battle is slim-to-none due to defensives measures located on the planets surface, and dropships with conventional troops; and even air cover, cannot see effective deployment due to anti-air defensive systems. The pods themselves are only large objects, no more then a few feet high and wide, allowing them a better chance of reaching the ground then dropships, mech or starfighters. Once on the ground they useually have a fairly simple mission objective. Which is normally neutrilize a small area of the enemies antiair defense network. Once the Helljumpers have opened up a weakness in the enemy defenses a small number of prepped and readied dropships will launch from the orbiting ships that are engaging any enemy vessals and Orbital Defense Platforms. The dropships once successfully arriving at the Helljumpers current position will deploy Ground Pounder IFAs (Infantry Fighting Armor - Heavily armed Large Mechs) to secure a forward position and further disable any nearby defense systems so that a FDCS (Forward Deployment Command Ship) can deploy a mobile command center on the new front lines, fully stocked with an arsenal of tanks, air support, useually in the form of modified IFAs, additonal ground troops and a full compliment of supplies. Due to the very rapid and blitzkreig style of the tactics employed by Helljumpers their gear requires equally rapid deployment by a single unit. Hence why the gun is kind of heavy, but can be shrank down for storage and carring. That, and it wouldn't really leave much room in the pod if it couldn't. Long story short again, Helljumpers have to have highly specilized equipment that can be deployed in the field rapidly and quickly by about eight people. So anytime you have a gun that requires multiple soldiers to deploy you drop down the avaliable manpower to complete the mission. Hence why each soldier is trained to fill a variety of rolls, and their weaponry, armor, and equipment are easily specilized and adaptable for a variety of situations. Naturally considering the importance of their missions they deploy in two, eight man teams per designated mission area. And any givin mission can have any number of respective mission areas; meaning they could deploy anywhere from 16 to 320 Helljumpers (Approx 25 teams) each with specific objectives located in diffrent areas around the planet their deployed to. When each team completes their specific objective they move to other mission areas, leaving one of the fireteams (depending on casulities about 2 to 8 soldiers) while the other moves on to reinforce another Helljumper team; and so on and so on Which is the reasoning why their gear needs to be deployed so rapidly and by a single person; if they fail to secure their objectives in a certain amount of time, the enemy will have enough time to organize a counter attack, which means the Helljumpers would have to begin to fight a defensive battle against a superior enemy force. Worse, and still possiable is that the orbital battle AND the land battle will either end in a stalemate or a loss leaving the Helljumpers without additonal support requriering them to fight a prolonged gurriella war until reinforcements can at long last be deployed to the surface. Its because of the demands of their missions and the number of additonal risks they face, each soldier has to be able to utilize equipment, resources and manpower to peak efficency. Meaning that any weapon that takes time to set up, costs them precious seconds from an already dwindling mission clock before the enemies approaching counter attack. Now I do like the idea of the weapons you've listed; and could easily see them deployed by more conventional troops (those that arrive with the FDCS, and as a defensive emplacement) or even by the Helljumpers themselves should they be required to fall back and abandon their mission zone for a reinforcable location. So its likely a weapon they would carry only to have and not need; then to need it and be up s*** creek without a paddle. So additonal thoughts... and the other questions I asked possiably? |
| #12Master_VegaApr 16, 2010 16:32:50 | In D20 Future what exactly determines wether a suit should be Light, Medium, Heavy, or Powered; or is it just up to personal prefrence (For creating new armor varients and custom types I just add gadgets to existing armors as the base and count them as new armors) Well, the general rule I get is that the higher the bonus, the more restrictive the unit, and thus the heavier the grade of armor. Higher Tech armors should be able to provide better bonuses and fewer penalties, and require a lower level proficiency than normal. Personally I just took the rules for Mecha and made a medium sized variant for powered armor. Sadly I don't have martial Arts Mayhem, so I can't really answer your question there. As for the helljumpers getting miniturized equipment, I can kinda buy it if the technology behind it is leading edge and ridiculously expensive (to the point where outfitting the entire army with equivalent tech wouldn't be cost-effective or time-effective.) If that's the case than even most helljumper teams wouldn't be equipped with the uber rifle. Probably something more like 1 for every four fireteams (depending of course on the mission.) You'll find the occasional mecha ace who's been deemed valuable enough an asset to grant similar tech to. Could be he works with helljumpers often, too. IMHO a shoulder-launched guided missile might be a more effective weapon, though, considering the launcher will be much lighter. Ammo will be more expensive, though. If you do end up using the deployable railgun at some point during your game, it'd be cool to hear how things go. I always imagined it being primarily used as an ambush/long range anti-vehicle gun, but I guess it'd serve well as a defensive turret, too. |
| #13maninthehatApr 16, 2010 17:29:04 | Rifle Purchase DC 39 |
| #14backstabbistApr 16, 2010 21:45:40 | Vega remember the Vanadium Breastplate and Fullplate armors I drafted up? Futuristic Materials in my 'nefarious' thread at BG, with demonstarted future armor stating and an attempt to capture part of the dicussion about it. What happens when we make armors out of materials 3x as strong a mild steel? It weighs 1/3 OR it has 3x protection. |
| smart bullets?Master_VegaApr 17, 2010 0:26:26 | Good point, sir. Good point. Was this responding to my kinda not so helpful armor statting guide? Man-in-the-Hat - Do you have any sub OMGWTFBBQ-gun marksmen on a helljumper team? Y'know, people who use something equivalent to an advanced M14, or have a med-long range modded assault rifle? I ask because, to my knowledge, most modern armed forces don't restrict snipers/marksmen to carrying around M82's (today's BFG.) Also: have you given any thought to smart bullets? |
| #16maninthehatApr 17, 2010 2:12:28 | They are not so much restricted in carring multiple weapons so much as the bulk of the firearm in question and more importantly a drop pod no more then a few feet high and about two feet accross. It starts becoming a real question of what you need over what you'd like to have. |
| #17Master_VegaApr 17, 2010 3:12:51 |
It's been awhile since I've read through FutureTech. Still I was thinking more about beyond line-of-sight shots. You're currently on side X of the hill, while your buddies on side B have spotted a mech and really need it's railgun gone. You've only got seconds to react, and sprinting isn't going to work with your BFG, so your buddy on the other side tags it with an IR (or some new tech) laser. You fire with the bullet as close to the crest of the hill as you can, it spots the designated target and homes in on the desired hardpoint. Sounds like a helpful tech for people who have seconds to work with. ![]() Now as for why take the rifle at all is to give a single soldier the ability to engage an enemy at stand off range without requiring an exotic firearms prof feat to allow them to take other specilized feats. Understood. And as for an equivilent to an M14 or M82; I have (just not the stats for right now) the MX-7 which is a highly advanced light weight 7.62 assault rifle that is designed to fit a number of weapon attachments; and there is the as to yet be givin a numerical designation 'Komodo Dragon'. Alright. So it's sort of a multi-role weapon defined by how the owner customizes it. On that regard though; considering the damage diffrence between a PL5 weapon and a PL6 (which is where most of the technology rests) isn't all that intense, plus with the numerous variable ammo types listed for the ballistic weapons most of the PL5 guns still function with perfect efficency in comparison. I understand that creates the whole 'muesum' weaponry and that the progress of the future is sadly going nowhere; etc. etc. Huh. I would just blame the use of old weapons on lack of progress+supply and demand. But that's just how I'd do it. Your way of handling it works just fine. The method my PC's and I prefer is that they are a dieing breed of firearms preparing to enter the final stages of their humble lives before being replaced by the UEASC's newest lineup of armaments. Completing these firearms is MOSTLY a secondary concern; since NONE of the PC's even work for the UEASC. They work for another organisation known simply as the Galactic Administration - shortened to simply 'The Administration'. The only reason they need to be completed is because they in fact interact with the UEASC frequently. Well, re-reading this, it sounds almost exactly like what I posted above. lol So back to the orignal concern is the price for the rifle fitting for the damage that it deals? (remember that you will crit 1/4 of the time) And if anyone feels like it, I'm short for today on the inspiration for a numerical designation and a nickname. Ex. 'Komodo Dragon' Your weapon costs as much as a small, customized transport ship. I think that's just fine considering it's a gun meant to damage mecha. If this is largely a war story, then honestly the equipment is only unbalanced if their enemies have unreasonably inferrior equipment. Be sure to make it only available through the military (or pirates) and thus difficult to obtain just anywhere. Just because it costs as much as a transport ship doesn't mean it's just as common. Also, honestly, if you have a character who's broken the wealth system, it doesn't matter how high you price the gun. :\ |
| #18maninthehatApr 17, 2010 3:27:14 | Smart munitions? X-Ray Scope and Phasing rounds. All D20 Future. Gives you the ability to shoot through and see through objects. |
| #19maninthehatApr 17, 2010 3:41:30 | I might open another thread to post my other campaign related inventions.; main thing I have an issue with is setting purchase DC's that are appropriate for the item in question. |
| #20backstabbistApr 17, 2010 10:46:31 | Vega look what I found on my old laptop now I just gotta get it put back into the threads with my Pulse Rifle stats for 5mm Pulse Pistol 7mm Pulse Magnum 10mm Pulse SMG/PDW 10mm Pulse Carbine 10mm Pulse Sniper 15mm Pulse ATR ![]() |
| #21maninthehatApr 17, 2010 15:06:31 | Wow... those are some weird looking variations of the USMC Pulse Rifle from the aliens movies. ![]() |
| #22backstabbistApr 17, 2010 15:31:45 | I prefer the term 'Astute' over 'Weird Looking' If there is a GrenadeLauncher variant of the PulseGun technology weapon system, it stands to reason there would be other variants as well... such as the carbine, sniper, pistols (lt/hvy) and AT/AntiMech To add a grenade launcher to a standard pulse rifle implies there to be a standard pulse rifle in the first place |
| #23maninthehatApr 17, 2010 15:49:38 | And I prefer the terms 'Objectively Eccentric' to 'freaking insane', but if I can't get people to accept the fact I'm not a mental case; least I can do is grant you your 'astute'. |