Weapons, Armor, Powered Armor, Biotech and Nanotech

Post/Author/DateTimePost
#1

fatal_error

Aug 24, 2006 22:48:01
So, to go with the new board upgrade (for a second time!) my similarly upgraded weapons, armor, powered armor, biotech and nanotech stuff lists. Feel free to steal any of it.

Longarms:
Weapon Damage Crit Type Range RoF Magazine Size Weight PDC Res<br /> CM-01 'Shredda' Flak PDR 2d8 20 Bal 40ft S 10 box Large 7lb 13 Lic<br /> CM-4 'Wildman' Slugthrower PDR 3d6 20 Bal 120ft S 20 box Large 9lb 15 Lic<br /> CM-7 'Militia' Slugthrower PDR 3d6 20 Bal 70ft S,A 40 box Large 8lb 14 Res<br /> CM-8' Savage' Flak PDR 3d6 20 Bal 60ft S,A 30 box Large 8lb 15 Res<br /> DA-3129 Plasma Rifle 3d10 20 Fire 80ft S,A 40 box Large 10lb 19 Mil<br /> DA-76 Plasma Carbine 3d10 20 Fire 60ft S,A 40 box Med 8lb 20 Mil<br /> DA-89 Conc. Carbine 2d10 20 Conc. 20ft S - Med 6lb 24 Lic<br /> DA-92 Riot Mark IV Las Rifle 2d8 20 Fire 60ft S,A 50 box Large 8lb 21 Res<br /> DA-95 "Punisher" Plasma Rifle/Gravity Snare 3d10 20 Fire 80ft S 40 box Large 15lb 24 Res<br /> DA-134 Squad Automatic Weapon (SAW) 3d12 20 Bal 100ft S,A 40 box Large 18lb 29 Mil (+3)<br /> Infelgro-001 "Eclipse" Rail Gun* 4d12 20 Bal 120ft S 10 box Huge 24lb 39 Illegal<br /> Infelgro "GR3@T3R SL@Y3R" Modified Las Rifle 3d8 20 Fire 70ft S,A 100 box Large 9lb 20 Illegal<br /> LAI-21 "Silent Blue" rail Gun* 3d12 20 Bal 100ft S 10 box Large 7lb 32 Mil<br /> OT-11 Plasma Blaster 3d10 20 Fire 60ft S 30 box Large 8lb 18 Lic<br /> OT-22 Las Rifle 3d8 20 Fire 70ft S,A 50 box Large 8lb 16 Res<br /> OT-25 "Hotshot" Las Rifle 3d8 20 Fire 90ft S 20 box Large 9lb 21 Lic<br /> PP-39F "LongShot" Pro Plasma Rifle 3d10 20 Fire 120ft S 20 box Large 9lb 21 Lic<br /> PP-41B "SureShot" Pro Plasma Rifle* 3d10 20 Fire 90ft S 20 box Large 9lb 22 Lic<br /> S-2A "Grounder" Tangler Gun Special - - 30ft S 20 box Large 8lb 17 Lic <br /> S-32C "Marksmen" Las Rifle* 3d8 20 Fire 150ft S 10 box Large 12lb 25 Lic<br /> S-77 "Shredder" Rail Gun 3d12 20 Bal 150ft S 20 box Large 18lb 30 Lic<br /> S-9B "Black Hole" Gravity Snare Special - - 50ft S - Large 7lb 19 Lic
#2

fatal_error

Aug 24, 2006 22:48:32
Simple Weapons:
Weapon Damage Crit Type Range Size Weight PDC Res<br /> DA-09 Tactical Mark I HF Knife 1d6 19-20 Slash 10 ft. Tiny 1 lb. 11 Mil (+3)<br /> DA-36 Riot Mark IV Stun Baton 1d6 20 Bludg ~ Med 2 lb. 18 Lic (+1)<br /> Infelgro "Deathgrip" Shock Boxing Gloves 1d6* 20 Elec ~ * 1 lb. 16 Illegal (+4)<br /> Infelgro "Knockout" Shock Boxing Gloves * 20 Bludg ~ * 1 lb. 13 Illegal (+4)<br /> OT-3s Shock Boxing Gloves * 20 Bludg ~ * 1 lb. 9 ~<br /> OT-43 Industrial Knife 1d4 19-20 Slash 10 ft. Tiny 1 lb. 7 ~<br /> S-7A "Scout" Knife 1d4 19-20 Slash 10 ft. Tiny 1 lb. 10 ~<br /> S-73B "Ultimate Scout" Knife 1d6 19-20 Slash 10 ft. Tiny 1 lb. 22 Res (+2)<br /> TransLife Gymnotoid Fist * 20 Bludg ~ * 1 lb. 14 Lic (+1) <br /> TransLife Self Defense Wrist Spine 1d4 20 Pierc ~ Tiny 1/4lb 20 Mil (+3)
#3

fatal_error

Aug 24, 2006 22:49:04
Armors:
Class: Type Defense Nonprof. Dex ACP Spd Weight PDC Restriction<br /> Light <br /> K&amp;G X-Sports Leather Jacket Impromptu 1 1 8 0 30 2lb 11 -<br /> Infelgro Stalker Suit Impromptu 1 1 7 0 30 2lb 22 Illegal (+4)<br /> Seltiar Extreme Frontiersmen's Suit Impromptu 1 1 7 0 30 3lb 16 -<br /> TransLife Skinsuit Impromptu 1 1 7 0 30 1lb 14 -<br /> OT 'Mass Protection' Laser Proof Shirt Concealable 1 1 7 0 30 1lb 11 Lic (+1)<br /> PT Undercover Protective Shirt Concealable 2 1 7 0 30 2lb 13 Lic (+1)<br /> PT 'MIB' Battleweave Suit Concealable 2 1 7 0 30 2lb 18 Lic (+1)<br /> PT Battleweave Military Fatigues Tactical 3 1 6 0 30 4lb 12 Lic (+1)<br /> PT 'Civil Defender' Undercover Vest Concealable 3 1 5 -2 30 3lb 14 Lic (+1)<br /> Medium <br /> PT '3 to 1' Concealable Vest Concealable 4 2 4 -3 25 4lb 15 Lic (+1)<br /> PT Patrol Vest Tactical 5 2 3 -4 25 8lb 16 Lic (+1)<br /> PT Patrol Vest, CCC Tactical 5 2 3 -3 30 8lb 20 Lic (+1)<br /> TransLife Battle Carapace Tactical 5 2 4 -3 25 9lb 18 Lic (+1)<br /> PT Full Battle Vest Tactical 6 2 2 -5 25 10lb 16 Lic (+1)<br /> PT 'Legionary' Battle System Tactical 7 2 2 -5 25 10lb 20 Res (+2)<br /> Heavy <br /> PT 'Praetorian' Assault System Tactical 8 3 1 -6 20 15lb 21 Res (+2)<br /> PT 'Immortal' Heavy Assault System Tactical 10 3 0 -8 20 20lb 22 Res (+2)<br /> Shield <br /> DA-05 Riot Shield Tactical 3 1 - -1 - 6lb 10 Lic (+1)
#4

fatal_error

Aug 24, 2006 22:49:56
Power Armor Introduction

Powered Armor is, in fact, not a clean cut subject of study. It is becoming ever more prevalently defined, however, by corporate interests and specialization of powered armor forces. These events have split powered armor into two main categories; micro-assist armor, and exo-suits.
#5

fatal_error

Aug 24, 2006 22:50:36
Introduction:

The following biotech equipment, templates, and more, are divided into two, usually distinct, categories; symbiotic and integrated. Symbiotic biotechnology is defined by being an organism, grown completely separately from its host, which is engineered for a specific role. After fully grown the symbiotic organism is attached to either a skinsuit or a human being, which keeps it alive and allows it perform the function it was grown for. Take, for example, the spinesword, a mutated mollusk. It is completely unrecognizable from its species of origin, specially engineered, mutated, and grown to function as a living sword for a human. Remember, all symbiotic biotech is a separate organism from the human or skinsuit it is attached to, even if it is implanted, such as the wrist spine.

Integrated biotechnology, on the other hand, is defined as being made entirely of the engineered human, whether the engineering is made by pre-birth gene screening and generational breeding programs; or by post-birth reengineered viruses and cell growth catalysts. One should not, however, mistake this for being any less capable of extreme changes, both within and without, than symbiotic biotechnology. Indeed, some changes can seem more extreme simply given they are indeed part of the person’s body, not simply a living piece of gear. Take for example, the Camazotz Parahuman, genetically engineered to be practically more bat than human, with arms doubling as wings, echolocation processing, and thin fur covering its body. The thing to remember is, all integrated biotechnology, pre-birth or post-birth, is part of the person, and cannot simply be removed and replaced with a new one, or upgraded to the latest model.
#6

fatal_error

Aug 24, 2006 22:53:06
Introduction:

Nanotechnology is a vast realm of technology, from the now banned self-reliant AI utility nanite swarms to ‘Invisiservant’ personal helpers. It can construct a building or tear it down, kill a virus or poison the blood, close a door or break it down. It is also very new, unrefined, and very expensive. In similar form to biotechnology, nanotechnology can be categorized in laymen’s terms as being either internal or external in design. It is important to note that in either of these duties nanites are banned from being manufactured for offensive purposes, nanotech weapons could be as deadly as atomics, and so are just as prohibited and prohibitive.

Internal nanites can perform a variety of duties. The most common is medical - either replacing or helping heal the human body after injury or disease. There are others, of course, which boost human capabilities beyond the norm, such as the brain boosting Prometheus nanites. The main difficulty with internal nanites is rejection. A problem once encountered in organ donation in the past, a similar principle holds sway. Nanites, like donated organs, aren’t naturally a part of the host’s body, and are therefore subject to rejection. The problem is, nanotechnology is still rather new in the form of internal use, and is too complicated to either tailor each batch of nanites to particular individuals, or to have developed a ‘universal’ nanite like what has been done to organ transplants. This means that the majority of mankind rejects nanite colonies in their bodies, especially the more complex and intrusive ones. This last part is important to understand, as a batch of, say, Clotbots, is nearing universal acceptance, because it simply floats along the bloodstream waiting for a wound to appear to carry out its duty. However, a nanite colony such as the Alexandria memory boosters is much more intrusive, weaving itself throughout the various sections of the brain to boost memory retention. Weaving nanites into a person’s brain is a delicate process, rife with opportunities for the body to reject the nanites and possibly cause brain damage if the link-ups go awry. To boost acceptance rates, biotechnology, long a fierce rival of nanotechnologies, may provide an answer to this problem; modifying gene-sequences to produce a more accepting vessel for nanites.

External nanites perform more overt duties than the healing or performance enhancing internal nanites. From keeping a look out in all directions to forming swords and shields from thin air, external nanites can be impressive, but also potentially incredibly double edged. The most important thing to note about external nanites is the law passed some three centuries ago, banning full artificial intelligence and self-sufficiency from being given to them. This is to prevent several deadly possibilities which will not be discussed in this brief description, suffice to say the possibility of a nanite controlled galaxy is too great to ignore. This means several important things for external nanites; they cannot be self-sustaining, or replicating, therefore reducing their effectiveness at various construction and terra-forming projects severely. This said, external nanites are still a powerful technology. Due to the laws concerning nanites that requires them to at all times be under at least the supervision of a living being, nanites can only be operated by two means: First, there is the ‘manual’ control, using various broadcasting devices that act as remote controls to the nanites, this could be a computer terminal, a handheld remote, or simply an on and off switch on a wall. The second method is the more efficient, that is mental control. This makes use of a neural sequence translator and multi-wave broadcaster implanted into the controller’s skull, usually at the back or the base. This device translates neural signals sent to it into computer coding, and then broadcasts this coding to the nanites, just like the manual broadcaster would. This allows completely hands free control of nanite colonies as well as, with training, only a quick thought with almost no advanced concentration needed, to send orders to most nanite colonies. There are two main problems with mental control, however: rejection and limited processing. Rejection is the same problem encountered in internal nanotechnology, and is dealt with in the same way. The simpler the implant, the smaller and less likely it is to be rejected or cause brain damage to the host, however, the simpler the implant the fewer nanites can be controlled at once. The more complex, and more commonly rejected, implants can handle up to half a dozen nanite colonies at once, without needing to switch translator programs, broadcast signals, or rework remote network connections. While the smaller, one or two slot implant would need to change translators, broadcast signals, and reconnect to each nanite colony it needs to send order to. This, despite the speed of computer processors, takes a noticeable amount of time and can be quite inconvenient.
#7

fatal_error

Aug 24, 2006 22:59:20
One never knows. . .

Ok, I'm done.
#8

Skrittiblak

Aug 25, 2006 3:20:22
Seems like there is more you could expand on vis-a-vis nanotech.
#9

marcoasalazarm

Aug 25, 2006 16:08:20
Love it all, Error! A true work of art, this thread is.

Hope ya don't mind me grabbing some stuff.
#10

marcoasalazarm

Aug 25, 2006 18:22:16
I'm thinking of this weapon for my own setting, could use some help:
The 'Cronenberg' Assassin Pistol, made purely of bone and bio-enginnered muscle (it even uses teeth as bullets), it can be taken apart (to hide inside food or something), and because it's bone, it's invisible to weapons scanners (although X-ray scans will show the bones, and that could raise suspicion at most times...).

(And BTW, the idea I got out of watching 'ExistenZ').
#11

fatal_error

Aug 25, 2006 18:56:57
Haven't seen the movie, but I figured it would probably do less than a laser but also be silent. It's based on a .45 Falcon, with a -2 PDC for being in PL 6. Maybe up it's PDC to 26 since Sound Supressor is actually PL 7, if you're in PL 6 that is.

Cronenburg Assassin Pistol
Damage: 2d6
Critical: 20
Damage Type: Piercing
Range Increment: 40ft
Rate of Fire: Semi?
Magazine: ?
Size: Small
Weight: 2lb?
Purchase DC: 25
Restriction: Illegal (+4)
---Description---
This weapon has had the Techno-Organic Makeup, Sound Supressor and Advanced Collapsible gadget added to it, they therefore cannot be added again.

Advanced Collapsible
This gadget works like the Collapsible gadget, but is even harder to detect while broken down. It requires a knowledge (technology) check DC 25 to recognize the components of the weapon if examined during a search.
Purchase DC Modifier: +4


And yea, I should make some more Nanite colonies, It's just somewhat difficult to come up with ones that aren't useless, aren't overpowering despite price, and ae at least somewhat logical.
#12

zombiegleemax

Nov 22, 2006 20:00:13
i love some of those ideas can i take some of them and tweek them for my game.
#13

Cyber-Dave

Nov 22, 2006 20:45:16
Wow. Just wow. This is fantastic stuff. One thing I might suggest to look at for the symbiotic weapons and armor, there are symbiotic weapons and armor found in the Eberron setting. I love the stats you have here, but some of the mechanics from the sybiotic creatures from the eberron setting might be intresting to impliment. Specifically, when first attaching a sybiot one takes ability damage (number depends on the item). This ability damage heals at the normal rate for ability damage. A couple pieces of equipment must actually feed off the user, and thus do a set ammount of ability damage each day (1 point done per day... and since ability heals at a rate of 1 point per day, it basically means that one of your stats suffers a -1 so long as the creature is attached). Mechanics like this would also explain why some humans prefer to wear a skinsuite instead of just attaching the sybiotic device (the skinsuite could have a set of "abilities" which sybiots would drain instead of the characters.

Anyway, it was just a thought. I also would not mind seeing the "gadgets" you used to modify these versions. The high-frequency gadget seems to be the one I created a long time ago (upsize damage by one die). What is the flak gadget? And for that matter, can someone tell me what flak is?

Also, what are slugthrowers? Are they just guns? If so, may I ask why you chose to stat them at 3d6 instead of conventional 2d4/2d6/2d8/2d10/2d12 power progression?
#14

fatal_error

Nov 23, 2006 23:26:15
Hmmm, had thought I included the gadgets somewhere.

Gadgets
Weapon Gadgets:
High-Frequency:
The High-Frequency gadget can be added to can slashing or piercing melee weapon. It increases the weapon’s damage to as if it was one size larger (1d6>1d8, 1d8>2d6 etc.), and halves the weight.
This gadget increases the purchase DC of the weapon by +4.

Flak Loader:
The Flak Loader gadget can be added to any chemical propelled ballistic weapon. It allows the weapon to use Flak Ammunition, ammo made from scrap metal and easy to find chemicals (DC 15 survival or search check to find materials in a reasonable environment, DC 10 craft [chemical] check to create the ammo with a Flak Kit). However, Flak Ammunition is crude by the best standards, and an attack roll of ‘1’ will cause the weapon to jam, DC 15 repair or craft (mechanical) check and 1d4+1 rounds to clear the jam.
This gadget increases the purchase DC of the weapon by +1.

Armor Gadgets:
Flesh Hooks:
Flesh Hooks are small organisms similar to a jellyfish’s tentacles, on preprogrammed muscle flexing by the wearer the flesh hooks are triggered to leap from the skinsuit to grab onto whatever’s in front of them. The hooks grant a +4 on grapple checks and a +8 on climb checks. Some flesh hooks are grown longer, however their larger size means fewer can be grafted onto a skinsuit, treat these models as giving an effective 10ft reach for grapple checks but grant only half the bonuses (+2 and +4). Flesh hooks die with in 1d10minutes of being separated from a host.
This gadget increases the purchase DC of the armor by +3.
#15

zombiegleemax

Nov 24, 2006 1:46:06
I have an idea: a Fast Healing/Regen permanent swarm (ala the MSRD's Calcion) except permanent w/ a one-shot effect that can instantly heal a bunch of HP, but sends you into a temporary 'coma' in which the body appears dead but the person's actually alive and conscious, then makes you effectively fatigued/exhausted for a few hours afterwards. (Effectively, they're brought to 0 Dex and 0 Str for a few hours, but are capable of performing actions which do not require motion, so they could call for help on a implanted cell phone for example.)

It would be ideal as a 'last-resort' nanite injection for diplomats when they know that their opponents would like to see them dead and they know their opponents can't somehow force them to divulge information. Another likely spot to find it is in military circles as an injection used for commando units in which the 'coma' ability is likely to help units escape enemy territory after they are injured.
#16

zombiegleemax

Jun 06, 2007 20:34:09
As old as this is, I have to bump it. It's fantastic, well thought out, and just a joy to read through, much less use.
#17

marcoasalazarm

Aug 21, 2007 14:52:47
Bump. Hope you put more stuff up sometime.
#18

backstabbist

Aug 21, 2007 15:17:22
egad!
I saw the Rat, read what I posted and none of it sounded like anything I've ever said.... then saw it was Khargas
#19

rightwingwacko

Sep 03, 2007 9:15:47
WOW...
Great work! Just reading over it has spawned myriad ideas in my mind!
A lot of time spent on the above work with good backgrounds/descriptions... the mark of a truly great DM!
#20

belly120

Sep 03, 2007 10:42:06
nice work i like the idea of exo suits being slightly different to power armour so i'm gonna pinch that idea as it will work really well in my future setting
cheers mate some great ideas
#21

masterblaster

Dec 27, 2007 6:37:05
Great stuff!
#22

Mr_Rose

Jan 05, 2008 16:25:05
Can anyone post ideas here? Because I have one for a new Nanite swarm; the Emergency Environment Containment system.

Show
EEC Nanites are a remarkable feat of engineering, even by the high standards of nanotechnology, combining semi-permeable force field projection systems with high end molecular recycling systems in a series of field generator patches located throughout the host's perineum. The implantation process is fairly simple, though rather long, and precision is required or there will be gaps in the protective field produced, which would render the whole system pointless. Though they are capable of charging themselves inductively from nearby power-sources (such as active ship's systems), they have very limited internal reserves and so are normally used as an emergency backup in addition to normal hazardous environment protection.
EEC Nanites provide up to one hour's worth of clean, breathable air to the host, as well as providing a tiny sealed environment force-field that extends about 2 mm from the surface of the recipient's skin that will keep out toxic gasses or maintain atmospheric pressure in the case of decompression (such as exposure to vacuum) for the same period. The patches have rudimentary pressure sensors built in and will activate themselves automatically in response to decompression, but they can also be activated by the host as a free action. The recipient of the nanites will always be sub-consciously aware of their status (charge level, field integrity and activation status). The EEC nanite patches will recharge constantly as long as they are within five feet of a suitable power conduit and in theory could supply a person with unlimited air as long as they remained within range of a power source, but this has never been tested. The EEC containment field will only protect against gaseous material and is not "smart" - any gas outside the field is kept out and any inside the field is kept in. Other than that, the host is free to move as they please and can hold and manipulate objects freely - the field will not interfere with solids, liquids or radiation in any way, nor can it be adjusted to do so without causing feedback that would burn out the patches, possibly killing the recipient.
The purchase DC for EEC nanites is 37 (+1), though they are frequently issued to troops serving on combat vessels, where decompression is likely. EEC nanites are a PL 8 system.
#23

belly120

Jan 11, 2008 10:54:58
of course anyone can post stuff its still a free country
#24

Mr_Rose

Jan 11, 2008 12:35:22
And this board is both international and very spcifically not free according to the terms of service contract which you signed electronically when you signed up for your username.

Also, as some people don't like other people horning in on their "turf", it's only polite to ask.

Anyway, what did you think of the nanites? That's why I posted in the first place after all....
#25

belly120

Jan 14, 2008 6:20:52
terms of business? peoples turf?
ok i like the nanites seems like a cool idea. what about an upgraded version that also acts as a force field providing protection against bullets etc?
#26

nix4

Feb 07, 2008 12:20:44
I have taken all this great info and put it into a PDF.

Its formatted and easy to read and print. Includes a bookmarks and hyperlinked table of contents as well.

Anyone who is interested in a copy feel free to email me at:
[email]nix4@hotmail.com[/email] and I will forward a copy.
#27

belly120

Feb 08, 2008 7:31:17
nice one mate, i wonder if cyberdave would be keen to let you do that for his mecha and starship rules? lets hope he says yes because that would make my life loads easier
#28

nix4

Feb 08, 2008 9:01:06
It took about 3 days to hammer out the XML and stylesheet. Probably could have done it faster. But I just copied the material here and started structuring it.

Does anyone know of a way to provide the PDF? I cant attach it here but I would like some better way than posting my email.

I'd like to do this for other house rules! It not only helps me to learn the system (I'm new to Future/Modern d20) but I can incorporate the material into my own campaign as well.
#29

belly120

Feb 08, 2008 10:03:12
one of the guys with a site they host on mite be nice failing that create a seperate email address in hotmail to send stuff out from so its safer
#30

nix4

Feb 08, 2008 10:36:11
Well I got the PDF posted on a online free storage account that should allow public download.

http://www.box.net/shared/k49q2cmos0

Hope that works and enjoy the material!
#31

tema69

Feb 17, 2008 6:04:32
This is some truly great stuff! I love the variation between the items and the background you provided.

Oh, and
#32

nix4

Jul 09, 2008 14:34:39
RISE FROM THE GRAVE!!
#33

AnimeSniper

Jul 22, 2008 17:58:01
RISE FROM THE GRAVE!!

Nice Job
#34

lonewolf_the_hunter

Jul 22, 2008 20:51:53
So, to go with the new board upgrade (for a second time!) my similarly upgraded weapons, armor, powered armor, biotech and nanotech stuff lists. Feel free to steal any of it.

Thanks I will all very cool
#35

AnimeSniper

Jul 22, 2008 21:04:45
Yes... these will come in handy for my own ongoing works and the campaign I have brewing. I don't know if I should laugh evilly or not?