101 Future Weapons

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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.
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.
(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
Bump!
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.
Joseph Scharfenberg -- "Propaganda: What lies behind us and what lies before us are small matters compared to what lies right to our faces." - demotivator -- I lost my obligatory Backstabbist quotes. I promise to find them, really.
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.
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.
HP-LR100d
Duplex Laser Rifle
+50% damage, -2 Tohit, expends 2 charges

HP-LR100n
Networked Laser Rifle
Per Landwarrior benefits
"Ok Jimmy, I'll hold the grenade pin while you put the mayonaise on the weasle"
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
"Ok Jimmy, I'll hold the grenade pin while you put the mayonaise on the weasle"
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
"Ok Jimmy, I'll hold the grenade pin while you put the mayonaise on the weasle"
Hehe.. Duplex, High PPM and Cannon INKjet Carbine! Gotta love some of the stuff you come up with, backstabbist.

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

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.

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.

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.

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.

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)

"Ok Jimmy, I'll hold the grenade pin while you put the mayonaise on the weasle"

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.


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



 








Type
Name
Damage
Burst
RefDC
RangeInc
Size
Weight



PL5
Frag
4d6
20'
15
10'
Tiny
1 lb



PL6
ChargeFrag
4d8
30'
18
15'
Tiny
1 lb



PL7
TurbochargeFrag
4d10
45'
20
20'
Tiny
1 lb



PL8
SuperchargeFrag
4d12
60'
23
30'
Tiny
1 lb


Note: advanced Frags will have Throw Enhancing systems, such as the self powered Frisbee technique of PL7 or the Switchblade Wings and thrusters of PL8.  Due to the AI nature of InertialGuidence, there is no scatter after the ToHit is rolled to see if you assigned the target to the grenade correctly.

"Ok Jimmy, I'll hold the grenade pin while you put the mayonaise on the weasle"

I really like the obvious (I am ashamed to say it didn't occur to me) use of this propellent in frag grenades. I just hope this wasn't mocking me :P






Backstab's
Creations
Edible Pistol
12ga SlugNuke
xM88-Doublegun
Pulse Rifles
AntiTank Dagger

Sharp Stabbin's
Wormhole to Sun
WMD xp Crawl


 

Dont worry Doc
I dont mock people, I abuse them in vivid clarity.Yell


Consider my posts as Devils Advocate,
an exploration of possibly unexpected or undesired results of a proposal,
in an effort to help get the best implementation of that proposal that we can.


heres some changes to the bigboys to use Charge tech





Chargetillery:HE Shelling forumula
BoreMM/10 d8 turn to d10s
Drop a die 2/3 squares.
WW2 Tankguns formula, add rules:
ChargeTech +2 Ignore Hardness per bore die
ChargeTEch +1 Dmg per bore die

 



  • This new forum is terrible. Try again Wizards ----Narukagami,

  • d20Future:Things that are size Collossal(-8) get that same one size missile.
    The problem is that a PT Boat, Europe, and the planet Saturn are all the same size: Collosal.

  • When imagining the future, it should be better than what we had in 1956

Machinations at BG
"Ok Jimmy, I'll hold the grenade pin while you put the mayonaise on the weasle"


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.





Working out a concept of a spray can version based around this for the basic combat soldier and armor division that can be applied before combat, say 1-2 rounds prep time, allowing for half damage from the laser hit a 1d4 hits it can take before failing for all spray cans





Backstab's
Creations
Edible Pistol
12ga SlugNuke
xM88-Doublegun
Pulse Rifles
AntiTank Dagger

Sharp Stabbin's
Wormhole to Sun
WMD xp Crawl


 

Laser Aerosol


A Laser grenade based on difusion saturation of the laser energy throughout a cloud of refractive liquid droplet fog, fully covering all surfaces exposed to the cloud with laser energy damage.  The advantages of the laser grenade is the reduced audio footprint as well as a much safer weapon for the user: the laser doesnt leave the confines of the cloud so users dont have to worry about catching frags of their own grenades when thrown in the open.  The reusable grenade shell is loaded with a LasePistol magazine and a special 2oz packet of FogJuice, both of which are completly expended when fired, and is reloadable.


Laser Aerosol Grenade PL6
Size : Small
WT: 2lb
RangeInc: 10', max 5RI
Damage: 8d6 15'r RefDC20, Use Catch Fire rules
All combustable inanimate surfaces take 4d6 Fire damage, object rules & Catch rules
ListenDC10, SpotDC1 (flash),  Laser doesnt dump energy into fog but heat from objects affected evaporates fog



  • This new forum is terrible. Try again Wizards ----Narukagami,

  • d20Future:Things that are size Collossal(-8) get that same one size missile.
    The problem is that a PT Boat, Europe, and the planet Saturn are all the same size: Collosal.

  • When imagining the future, it should be better than what we had in 1956

Machinations at BG
"Ok Jimmy, I'll hold the grenade pin while you put the mayonaise on the weasle"

            The observers had been using a spell that gave them a fair degree of invisibility and another for protection. Unfortunately for them they were not thermally or magically stealthed. Dressed in their own specialized Ghillie Suits, the Company sharpshooters found Frank's observers rather easily.  Unlike the two Pattern Ys dispatched by Agent Samuel Chase these creatures had their protective fields up. It would prove to be insufficient protection.


            The sharpshooters were using Model S03 ammunition, more commonly known among Company personnel as Lead Flowers. These projectiles consist of two sections. Under a thin coating designed to prevent jamming were six metal segments. When the rotating slug hit a barrier these pieces of metal bent out revealing a high-density sabot-style dart at the core of the slug. The six high strength metal petals then drilled into the obstruction allowing the core to pass through.


            The sharpshooters fired. The bullets hit the youma shields. For only instant, a section of the youma shields the size of a small nail failed, but it was enough.


            The sabot core of the bullet separated from the outer sections and closed the remaining handful of inches. There the sabots hit the youma and blasted a surprisingly large cone of organic fragments out of the side opposite the sharpshooter. The other two youma met identical fates. The kills were confirmed, and the operation's next sequence activated.


 


The Lead Flower(ammuition type)


Fits any .50 callaber riffle, Ignores energy shield, technological or magical, to deal 1d12 damage.

What PL are the Lead Flower?


What is the limit on the technology that prevents them from being used in the larger 80/100/120/300/500 calibers
(20mm-120mm shells)?  I mean, I can see how its harder to make things small enough to fit a 7mm or 5mm, but it might even be easier to make them in the big boys like Arty & Tankguns first, then shrink it down to 50cal


 


 


 


edit:
lets see if this new webhost I got works worth a hoot for hotlinking pics


BoforGal.jpg...ok, and this host.... 20mikes.jpg


gonna have to check if the library comps can view them as uncached guests

"Ok Jimmy, I'll hold the grenade pin while you put the mayonaise on the weasle"

New Remmington Plasma Cartridges




RP-05 Super Heavy Cartridge: 5d10 fire damage (or whatever type of damage for your campaign), box of 15 rds has PDC of 18. The rounds are about 2" in diameter, 3.5 inches in length.




RP-05A Armour Piercing Super Heavy Cartridge: 3d8 fire damage, box of 15 has PDC of 19. The rounds are 2" in diameter, 3.5 inches in length. Ignores 15 points of DR/Hardness, 5 ft blast radius, Reflex DC 15 for half for any characters caught in the blast radius.




RP-05H High Explosive Super Heavy Cartridge: 3d10 fire damage, box of 15 has a PDC of 19. The rounds are 2" in diameter, 3.5 inches in length. Have a blast radius of 30 ft, Reflex DC 18 for half.




RP-05DP Dual Purpose (Basically a HEAP) Super Heavy Cartridge: 4d10 fire damage, ignores 8 points of DR/Hardness, blast radius of 15 ft, Reflex DC 16 for half. Box of 15 has PDC of 20. Rounds are 2" in diameter, 3.5 inches in length.




 




Model 1001A Plaszooka


The Model 1001A is Remmington's update to the age old classic bazooka. Fairly simple in construction, a tube that is placed over the shoulder with a pistol grip where the trigger is and a fairly simple sight with a 30x scope built in. A box magazine is fed into the back of the tube from the top. The 1001A is ambidexterous, with the sight/scope able to twist around to the other side for left or right handed use, and the shoulder rest is adjustible for a more comfortable position.


Model 1001A (PL6 Heavy Weapon)
Damage: 5d10 for RP-05, RP-05A, -05H and -05DP rounds can be used, adjust damage accordingly.
Critical: 20
Damage Type: Fire (or whatever type your campaign has plasma weapons as)
Range Increment: 120 ft.
Rate of Fire: Semi
Size: Large
Weight: 14.5 lbs
Ammo: 5 box
Purchase: PDC23 +3 Military

Aggressor Plas-weapon

The Aggressor Plas-weapon is an interesting weapon made by Faradai Enterprises, a company that seemed to appear almost over night with numberous designs. The Aggressor is a plasma rifle laid out in a bullpup design, with smooth curves and ergnomonical ambidexterious design and a solidly built frame. It has three modes of use. One is as a normal plasma rifle with average damage, range and good accuracy. The second mode turns the Aggressor into a plasma based flamethrower, with the option to turn it into a plasma torch. The third mode is a shock baton. Some critics are unsure why it was included, but many soldiers who've used an aggressor and didn't have time to switch weapons when an opponent is just too close to shoot at are glad for the extra option.

Switching between normal rifle and plasthrower modes is easy as flicking a switch on either side near the trigger. Switching to the shock baton mode is easy, simply grab the barrel/foregrip area with both hands after flicking the selector switch to shock baton and smash someone with the top part of the stock which releases a potent shock.

Aggressor Plas-Weapon (PL6/7 Personal Firearms Proficiency)
Damage: 3d10 rifle, 3d10 plasthrower or 3d6 fire ignores 20 hardness/DR plasma torch, 1d6+1d4 electrical
Critical: 20
Damage Type: Fire (or whatever type your campaign has plasma weapons as) for both rifle and plasthrower/torch mode, bludgeoning and electrical for shock baton.
Range Increment: 75 ft for rifle, 30 ft line 5 ft wide for plasthrower, 5 ft for torch, melee for shock baton
Rate of Fire: Semi
Size: Large
Weight: 10 lbs
Ammo: 50 box, plasthrower uses two charges, torch uses one charge every minute of use, shock baton uses one charge for every 5 successful strikes.
Purchase: PDC21 +3 Military



Plas-Gauntlet

The Plas-Gauntlet is an armoured gauntlet, similar to those used in heavy armours and power armours. Along the back of the hand at the knuckles are several reinforced emitters. When the plas-gauntlet is activated, on a successful unarmed strike, a small plasma discharge is released, enhancing the user's strike. The plas-gauntlet also has the option of becoming a mini plasthrower.

The plas-gauntlet can be designed into a suit of power armour and intergrated into its systems.

Plas-Gauntlet (PL6/7 Simple Weapon Proficiency)
Damage: 1d4 + 2d8 fire or 2d8 fire
Critical: 20
Damage Type: Bludgeoning plus Fire (or whatever type your campaign has plasma weapons as) for normal use, or fire as plasthrower
Range Increment: Melee or 15 ft line
Rate of Fire: Semi
Size: Small
Weight: 3.5 lbs
Ammo: Normal power cell allows for 50 strikes, or 25 uses as a plasthrower
Purchase: PDC24 +3 Military
Still not at 101 weapons yet...

LR101UV
After the success of the LR100 and its addons, HP released another laser rifle. Very similar in looks to the LR100, only with a taller foregrip area, and more curved, there isn't much different between the LR100 and the LR101UV. The one major difference of the LR101UV is that its laser is in the ultraviolent range. This makes the weapon more expensive, and incompatible with most of the addons that the LR100 can use, but has the advantage of not being countered by normal antilaser defenses, and as an added bonus, it fires underwater with only a 10 ft reduction in range.

LR101UV (PL6 Personal Firearms Proficiency)
Damage: 3d6
Critical: 20
Damage Type: Fire
Range Increment: 70 ft
Rate of Fire: Semi
Size: Medium
Weight: 7.5 lbs
Ammo: 50 box.
Purchase: 24 Mil +3
Special: Comes with rails for mounting scopes, optics on top and for other accessories below the barrel. .
Antilaser defenses, such as antilaser aerosol and antilaser armours have no affect against the LR101UV.
Only the Under Barrel Plasma Ejector and Heavy Clip Buttstock addons are compatible with the LR101UV


PD200
HP has released a new line of laser weapons, the Personal Defense series, or PD for short.
The PD200 is a smooth lined, ergonomical ambidexterous laser pistol.

PD200 (PL6 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20
Damage Type: Fire
Range Increment: 35 ft
Rate of Fire: Semi
Size: Medium
Weight: 2.5 lbs
Ammo: 50 box.
Purchase: 16 Lic +1
Special: Simple and tough design, reduces repair checks by 3. Can add Range Booster Module (Range boosted to 70 ft, damage drops to 2d6).


PD250
The PD250 is a much smaller pistol than the 200, designed for concealment. The PD250 uses a different designed power pack which only holds 25 charges, but when bought new, the PD250 comes with a charging unit so that people can recharge the power packs at home.

PD250 (PL6 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20
Damage Type: Fire
Range Increment: 30 ft
Rate of Fire: Semi
Size: Small
Weight: 1.75 lbs
Ammo: 25 box.
Purchase: 16 Res +2
Special: Simple and tough design, reduces repair checks by 3. +2 to Hide checks to conceal the PD250 with a proper holster.
Comes with the 250PP power pack recharger for recharging the PD250's redesigned power packs.

250PP
This is the charger for recharging the power packs used in the PD250. Can recharge up to two power packs. Takes 30 minutes to recharge one round, thus it takes about 12 and a half hours to recharge an empty power pack.

Model 7500

The 7500 is Remmington's entry into heavier weapons. About the size of the old M2 50 cal machine gun, only with a larger diameter barrel, more angular design. The basic 7500 uses the RP-03 in disintegrating link belts and comes with a tripod. Usually used in two or three man teams, and used in a similar manner as the old M2, including mounting on vehicles.

Model 7500 (PL6 Heavy Weapon)
Damage: 5d6 for RP-03 or 3d6, ignore 6 points of DR/hardness for RP-03A
Critical: 20
Damage Type: Fire (or whatever type your campaign has plasma weapons as)
Range Increment: 95 ft
Rate of Fire: Semi, Auto
Size: Huge
Weight: 58 lbs
Ammo: 50 round disintegrating link belts.
Purchase: PDC25 +3 Military

Model 7500M
The 7500M is identical to the 7500 except that it is designed to be mounted to the underside of arms of small mechs (large sized mechs) with a slightly longer barrel, holds four belts worth of ammunition. Each mount dedicated to ammo holds five additional belts.
Equipment Slots: 1
Activation: Attack action
Range Increment: 105 ft
Target: Autofire
Duration: Instantaneous
Saving Throw: None
Purchace DC: 26
Restriction: Military (+3)

Model 7500ML
The 7500ML is identical to the 7500M except it was designed for use on larger mechs. It can either have a fixed external mounting, which allows for larger ammo capacity than the 7500M or a retractable internal mounting the same size ammo capacity as the 7500M. The external mounting holds 7 belts of 50 rounds of RP-03 while the internal mounting holds only four.
Equipment Slots: 1
Activation: Attack action
Range Increment: 105 ft
Target: Autofire
Duration: Instantaneous
Saving Throw: None
Purchace DC: 26 external (27 internal)
Restriction: Military (+3)

The 7500ML can be mounted on a fully articulated turret mounting, with linking to a combat targeting computer. With a powerful enough computer, the 7500ML could be used as a defensive weapon to automatically target and attack targets other than those the pilot targets, which can prevent others from flanking the mech. The turret mounting increases the cost to PDC 28 Mil (+3).

New Ammo
RP-03A Armour Piercing Medium Cartridge: 3d6 fire damage ignores 6 points of DR/Hardness, box of 20 has PDC of 18. The rounds are 1.25" in diameter, 2.5 inches in length.
I have no stats, sorry, but for those who like running a space war campaign where there are orbital bombardments... there is a book series by Jack Campbell where the ships carry actual slabs of solid steel for use in orbital bombardments...

Basically the ship uses railgun technology to fire these items in space at tremendous speeds, guided by a computer targeting system that actually computes the tilt, spin, and orbit of the planet and fires the projectile to where the target on the planet WILL be by the time the projectile reaches the planet. It could be fired at Earth from Pluto with enough accuracy, thanks to Newton's laws, to hit dead center on the white house even if fired a week ago. At least, it seems to work that way in the books. The weapon cannot be intercepted, and always strikes it's target unless the computer targeting system fails.  (Based on complex mathematics, the weapon can be fired manually, but I think the weapon system simply won't fire if the computer is damaged.)

The damage the weapon does? Equivalent to a direct meteor impact, Heroshima or bigger without the nuclear fallout. One slab, according to the book, can wiped out an entire military base with practically no survivors, and absolutely no threat to the firing ship.

Thus planetary defense relies on starships to intercept the enemy before they could attack.

NOTE: This weapon, by it's design and nature, cannot be used against other starships, it cannot target them. It is purely a anti-planetary weapon.  If a ship were to get hit by the weapon in space, it would simply punch a whole the size of the projectile through the ship with no detonation, the weapon uses it's speed and the friction of re-entry into the atmosphere to deal it's full damage on impact.

I also think that the book hints that the weapon can be scaled up or down, depending on the size of the target.

Why use this solid metal weapon instead of standard nukes? One, the projectile at railspeed is faster than missiles, and two you cannot safely occupy a planet covered in nuclear fallout.
God does not play dice with the universe; He plays an ineffable game of his own devising, which might be compared, from the perspective of any of the other players, to being involved in an obscure and complex version of poker in a pitch dark room, with blank cards, for infinite stakes, with a dealer who won't tell you the rules, and who smiles all the time. Terry Pratchett, "Good Omens"
Incinerator

Shortly after the release of the Aggressor, Faradai Enterprises released the Incinerator. The incinerator is more of a specialist weapon than other weapons. It's designed as an anti infantry weapon with a plasthrower mode and it's normal plasma rifle mode deals area damage which is weaker than a normal plasma rifle.

Incinerator Plas-Weapon (PL6/7 Personal Firearms Proficiency)
Damage: 3d8 rifle or 3d10 plasthrower
Critical: 20
Damage Type: Fire (or whatever type your campaign has plasma weapons as) for both rifle and plasthrower.
Range Increment: 85 ft for rifle with 10 ft radius (Reflex DC 17), 30 ft line 5 ft wide for plasthrower (Reflex DC 17)
Rate of Fire: Semi
Size: Large
Weight: 9 lbs
Ammo: 50 box, plasthrower uses two charges
Purchase: PDC20 +3 Military


Viper Personal Defense Weapon

The Viper is Faradai Enterprise's entry into the civilian market. About the size of an average Glock 17, but the upper body, receiver, barrel are all taller and far angular in design. The Viper actually has two barrels and a unique receiver and feed mechanism. The Viper is one of the few civilian weapons available that comes with an automatic and burst setting as it uses only 4mm ball bearing size/shaped rounds.
Faradai's PR and Legal teams somehow managed to get this weapon past through all laws making automatic weapons illegal for civilians to own. All one needs to do is purchase a license for a semiautomatic weapon through normal legal channels and can enter a gunshop, fill out the necessary paperwork and wait the necessary time for their region and pay up front, and be of legal age.
Perhaps what allowed Faradai to get such a weapon legalized for civilian, at least theorized by some conspirists, is each Viper has a genetic tag device installed. Faradai neither denies nor confirms this fact. In reality, Faradai does install genetic tag markers into 99.5% of all Vipers. The genetic tag marker is so integrated into the firing mechanism that any attempt to remove it, unless at the Faradai plant with properly trained personel and the correct equipment, renders the weapon completely useless until sent in for repairs, upon which authorities are notified that the weapon has been tampered with.

The 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 climbings too much.

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: 30 ft
Rate of Fire: Semi, Auto
Size: Small
Weight: 2 lbs
Ammo: 50 box
Purchase: PDC18 +1 License
Special: 99.5% of all Vipers have the Genetic Tag gadget. Attempts to remove the genetic tag renders the weapon completely inoperatable.
Secret: The 0.5% of Vipers without the Genetic Tags, which is unknown to everyone but Faradai Enterprises are used by Faradai's "Security Forces."
FN Litle

GUN_speed_paint_L_I_T_L_E_by_torven.jpg
After releasing the P180 to replace the aging P90, FN created the Litle, applying the XZ propellant to 9mm caliber weapons. Creating a bullpup design pistol, with a clear window on both sides of the magazines to easily see how many rounds are left, ambidexterious design since no casing ejector port is needed, but is available on the top to remove any possible jammings, which is rare.
The Litle comes with a laser sight and an LED Illuminator mounted in the forward part of the trigger guard.

Litle (PL5/6 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20
Damage Type: Ballistic.
Range Increment: 40 ft
Rate Of Fire: S
Magazine: 12 box
Size: Small
Weight: 2 lbs
Purchase DC: 18
Restriction: Lic (+2)
Note: Comes with laser sight which grants +1 to attack rolls within 30 ft, and LED Illuminator.


Remmington D1000 Hammer

BFCE2007-03-2102.jpg

Remmington released the D1000 Hammer in an attempt to combine both more conventional ballistic weapons with their new plasma rounds. Taking advantage of the new charge rounds (electrochemical propellants) for the main rifle in a bullpup configuration with an intregrated underbarrel plasma cartridge weapon using a pump action similar to under barrel shotguns using the RP-02 standard cartridges. Comes with an intregrated x10 scope with nightvision and thermal vision modes.

Model D1000 (PL6 Personal Firearms Proficiency)
Damage: 2d10 charge rifle, 3d8 for RP-02 Standard Cartridge
Critical: 20
Damage Type: Ballistic for charge rifle, Fire (or whatever type your campaign has plasma weapons as) for plasma weapon
Range Increment: 160 ft charge rifle, 55 ft for plasma cartridge
Rate of Fire: Semi, Auto for charge rifle, semi for plasma cartridge
Size: Large
Weight: 16.5 lbs
Ammo: 60 box for charge rifle, 5 internal for plasma cartridge
Purchase: 25 (+3 Mil)
Alternate Weapon: Underbarrel Plasma Cartridge
Intregated x10 scope with night and thermal modes.
Faradai Gate Crasher

Expanding into defensive systems, Faradai has created the Gate Crasher. The Gate Crasher is a series of plasma-throwers, previously released in their Incinerator and Aggressor weapons, built into a wall or door way leading to an area of a building to be protected. On the side opposite the plasthrowers is a series of collectors designed to collect thermal energy from the plasma discharged to help recharge the capacitors, protected by a magnetic field that is only two millimeters away to maximize the energy reclaim process. Plasthrowers are built on both sides of the opening to help prevent anyone fast enough to try and slip by on one side as the system fires. To protect the building from being damaged from the plasma discharge, heat shield material, similar to that used in shuttles for plantary reentry lines the walls, ceiling and floors.

Installed very discreetly before the plasthrower emitters are a number of sensors including thermal, night vision, motion detectors and pressure plates in the floor as the basic sensors for the basic model. Far more advanced sensors can be installed in advanced models. All models also include a dozen beacon passes that allow for authorized personel to pass by without activating the system, although these are usually also tied to various biometric systems like rential and finger print scanners.
The Gate Crasher is tied into the building's power system, but also includes it's own power generator to run sensors and the plasthrowers. It can be set up so that when primary power is cut, the plasthrowers can remain active creating a wall of plasma, but such use usually lasts for about 18 hours from standard generators, or in normal configuration can be ready to fire for up to 7 days. The system is hardened against EM attacks (gains a +5 bonus for saves). Also install is a number of capacitors that allow the Gate Crasher to fire the plasthrowers in rapid succession to prevent multiple penetrations from slipping through in a short amount of time.

Gate Crasher Basic: CR 2; mechanical/electrical; proximity trigger (+2 to search/spot hidden targets); automatic reset; Atk +10 (3d8 fire or whatever type plasma is in your campaign); Search DC 18, Disable Device DC 20

Gate Crasher Standard: CR 3; mechanical/electrical; proximity trigger (+5 to search/spot hidden targets); automatic reset; Atk +15 (3d8 fire or whatever type plasma is in your campaign); Search DC 21, Disable Device DC 23

Gate Crasher Advanced: CR 4; mechanical/electrical; proximity trigger (+10 search/spot hidden targets); automatic reset; Atk +15 (3d10 fire or whatever type plasma is in your campaign); Search DC 25, Disable Device DC 30
Entrencher
Classification: Weapon Gadget
Game: Fracture
The Entrencher is the minituarized version of larger Terran Deformation Technology capable of being carried by the common infantry soldier into combat.  The Entrencher has two settings capable of creating a three foot deformation of the localized native terran with each shot. Each shot, based on chosing setting, will either indent or raise the ground by three feet as is considered a Move Eqiuvalent Action.  With each consecutive shot the ground is further deformed by three creating needed foxholes/fire holes or raising the ground to clear debris piles.  Note to all military personnel the Entrencher will not deform any ground covered by concrete or similar material though deformation of loose soil nearby will raise it against building or other solid debris. Soldiers have noted that in enclosed spaces with loose soil it is possible to raise the terrain enough to crush an enemy combatant against the ceiling

Mil: +3
Res: +4 {Experimental}
The Banshee is the brain child of Mitsubishi and Yamaha. Using crystals grown in a micro gravity in labs in orbit which amplify and focus sound waves for use as a weapon. Able to damage most materials plus have the ability to stun people. An interesting side effect is the Banshee works perfectly well in water, actually even better, enjoying enhanced range and damage done in a cone area. The Banshee is also constructed so that it has neutral buoyancy for use in water so that if you let go of it, it'll just float there, not raise nor sink. This has raised interest in the Banshee with marine and other forces that deal heavily in amphibious operations.

Banshee PL 6 Personal Firearms Proficiency
Damage: 2d8 + Deafen/Special
Critical: 20
Damage Type: Sonic
Range Increment: 50 ft*
Rate of Fire: Semi
Size: Large
Weight: 10 lbs
Ammo: 25 box
Purchase: PDC 22 (+3 Military)
Deafen: When the target is hit by a lethal blast, must make a Fort save DC 18 or be deafened for 1d6 rounds. This can be negated by wearing proper ear protection.
Special: With a flick of a switch (free action but can only be done once each round) switch from lethal to its stun setting. On a successful hit, the target must make a Fort save DC 17 or be Stunned for 1d6 rounds. A successful save means the target is only shakened for 1 round.
*When used in water, or other fluid environment, range is boosted to 100 ft and affects a cone area 100 ft long, 50 ft in diameter. The stun setting gains a +2 increase in DC while under water. Reflex DC is the attack roll.
**Possible GM Note: It's possible that if used on planets with dense atmospheres, the Banshee can get half the bonuses that it would get if used in water.
The Banshee will only work out to 5 range increments before it becomes ineffective, except under water where it can reach 10 increments.


Siren
The Siren is the big brother to the Banshee, used as a vehicle mounted version for mechs or amphibious craft. The Siren forgoes the ability to stun targets for sheer destructive power. The Siren is becoming a favourite of amphibious mech users. Siren has neutral buoyance so if it is a handheld weapon for a mech it won't float away if let go.

Siren PL6 Heavy Weapon
Damage: 9d6 + Deafen
Critical: 20
Damage Type: Sonic
Range Increment: 175 ft
Rate of Fire: Semi
Size: Huge
Weight: 32.2 lbs
Ammo: 50 box or 75 capacitor that recharges when attached to vehicle power system
Purchase: 30 (+3 Mil)
Deafen: When the target is hit by a lethal blast, must make a Fort save DC 20 or be deafened for 1d6 rounds. This can be negated by wearing proper ear protection.

When used in water, or other fluid environment, range is boosted to 350 ft and affects a cone area 350 ft long, 125 ft in diameter. The stun setting gains a +4 increase in DC while under water. Reflex DC is the attack roll.
**Possible GM Note: It's possible that if used on planets with dense atmospheres, the Siren can get half the bonuses that it would get if used in water.
The Siren is effective out to 5 range increments except under water where it can be used out to 10 increments.


Kappa
Named after water spirits of Japan, is an assault weapon used for amphibious operations. The Kappa has both a sonic weapon and a flechette launcher adding to its versatility. The Kappa has neutral buoyance and also has an emergency floatation device installed into the stock.

Kappa PL6 Personal Firearms Proficiency
Damage: 2d8 + Deafen/Special/2d8
Critical: 20/19-20
Damage Type: Sonic/Piercing, slashing
Range Increment: 50 ft*/ 80 ft
Rate of Fire: Semi/ Semi
Size: Large
Weight: 13 lbs
Ammo: 25 box for sonic rifle/ 50 box
Purchase: PDC 27 (+3 Military)
Deafen: When the target is hit by a lethal blast, must make a Fort save DC 18 or be deafened for 1d6 rounds. This can be negated by wearing proper ear protection.
Special: With a flick of a switch (free action but can only be done once each round) switch from lethal to its stun setting. On a successful hit, the target must make a Fort save DC 17 or be Stunned for 1d6 rounds. A successful save means the target is only shakened for 1 round.
*When used in water, or other fluid environment, range is boosted to 100 ft and affects a cone area 100 ft long, 50 ft in diameter. The stun setting gains a +2 increase in DC while under water. Reflex DC is the attack roll.
**Possible GM Note: It's possible that if used on planets with dense atmospheres, the Kappa can get half the bonuses that it would get if used in water.
The Banshee will only work out to 5 range increments before it becomes ineffective, except under water where it can reach 10 increments.
The flechette rounds increase the critical threat range but have a -1 penalty to attack rolls.

The Kappa can make use of EAP (Explosive Armour Piercing) rounds. Use the following changes to the flechette rifle when EAP rounds are used. 2d6 piercing + 1d4 fire, crit 20, range 75 ft, (+1 attack if target is wearing armour -1 to damage according to RAW) or ignore 3 points of DR/Hardness. PDC 14 for box of 30 rounds.
Mini Rockets

Since D20 Future lists the mini-rocket launcher as the size of a small pistol, which never sit well with me, I'm making it more like a rifle, with the mini rockets being around the size of beer can or 40mm grenade.
So a basic mini-rocket launcher would be something like this.

Damage: Varies
Critical: Varies
Damage Type: Varies
Range Increment: 150 ft
Rate of Fire: Semi
Size: Large
Weight: 7.5 lbs
Ammo: 5 box
Purchase: PDC 24 (+3 Military)

LAW Mini-Rocket PL6
The LAW mini-rocket is a light anti-tank round. When it hits its target it explotes dealing 10d6 points of damage to all creatures in a 10 ft radius (Reflex DC 18 for half). Because its explosive features a shaped chage designed to penetrate armour, the Law ignores 10 points of hardness/DR but only of the target hit. The LAW round has a minimum range of 30 feet, and will not arm before then. If a target within 30 feet is hit, it'll take 3d6 points of ballistic damage from the impacting warhead but it will not detonate. PDC 16 for 4.

Explosive Mini-Rocket PL6
The explosive mini-rocket is just that, a rocket propelled grenade. When it strikes it's target it deals 6d6 points of fire damage to all within a 20 ft radius (Reflex DC 19 for half). Will not arm within 30 ft of the launcher. PDC 15 for 4.

Fragment Mini-Rocket PL6
The fragmenting mini-rocket sends out bits of deadly shrapnel in a large area. When it strikes, it deals 6d6 points of slashing damage to a 20 ft radius (Reflex DC 19 for half), with a critical threat range of 19-20 for x2 damage. Will not arm within 30 ft of the launcher. PDC 14 for 4.


M144A2 LAW PL6
The M144A2 LAW is the successor to the old M72A3 LAW. Using advances in explosives, armour penetrating technologies and propellents, the M144 gives infrantry the necessary punch to attack the mechs and tanks that dominate the battlefields of the future. It ignores 15 points of hardness/DR. The M144 looks similar to the M72 in that it can collapse to half its size, needed to be expanded before use, then a two round clip is inserted into the top at the back, with an intregated scope. M133A2 rockets are PDC 7 for 4 rockets.

M144A2 (PL6 Heavy Weapon)
Damage: 15d6
Critical: 20
Damage Type: Explosive
Range Increment: 225 ft
Rate of Fire: Semi
Size: Large
Weight: 17 lbs
Ammo: 2 box
Purchase: PDC 16 (+3 Military)
Scope X5 plus thermal and passive night vision out to 300 ft.
I like the Mini-Rocket Stats you listed Khronos182 and you are right that a such a munition would be the size of a soda/beer can or 40mm grenade since that is what usually launches from Masamune Shirows type mecha/Power Armor... I can see this being attached to a suit of power armor via fins or towers on the back and would either be all sent at one target or two/three targets thus in my houseruling multiplying the overall damage... maybe work out a spread for unguided mini-rockets

DM: You vehicle takes 300 of the 900 points of damage from the enemy power armors mini-rocket barrage
That'd kind of be like the ripple fire from Hydra 2.75 rockets. I think there's a thread somewhere I started that has some discussion on this, with Backstabbist's help. Probably also at least one other thread that also discusses it at one point.

I'll probably put up a few more weapons and other stuff in the next few days.
Mini Missiles
Mini Missiles are similar to mini rockets, about the size of beer cans or 40mm grenades, but have slightly smaller warheards to make room for guidance and targeting systems.
Basic mini missiles can be the same type as mini rockets, but reduce damage by 1 die type, so d12 to d10, d10 to d8, etc. Reduce blast radius by 5 ft and reduce any DR/Hardness ignoring ability by 2. Mini missiles have a base attack bonus of +5 due to its guidance systems.
Mini missiles can also make use of laser designators to attack targets not in line of sight, but only use a +5 attack bonus instead of the user's attack bonus.
If a mini missile misses the target of the firer, it can make another attack the next round with only a +5 attack bonus.
(Attack bonuses can be higher with higher grade missile guidance systems ((increase cost of missile by +2 PDC for every +1 to attack)) and with targeting systems from the launcher.)
Increase PDC for mini missile version by +2
Mini missiles can be launched from basic mini rocket launcher, but gain no bonus to the initial attack, but can make an addition attack like normal with a +5 bonus to the target selected by the user.


Example:
Explosive Mini Missile PL6
The explosive mini missile is just that, a guided version of the mini rocket. When it strikes it's target it deals 6d4 points of fire damage to all within a 15 ft radius (Reflex DC 19 for half). Will not arm within 30 ft of the launcher. PDC 17 for 4.


Plume Launcher
The Plume launcher is an advanced mini missile launcher, favoured for it's heavy hitting capabilities and multitargeting. Using a special panorama sight, the targeting computer can designate up to 5 targets. The user can approve or decline the autotargeted choices or can focus all missiles or just one on a single target, using the launcher's thermal, IR and video targeting systems. The Plume can also make use of laser designators to hit targets not within its line of sight but within two range increments. If the laser designated targets are within the panorama view, the missiles gain a +2 to attack rolls.
Another favoured feature of the Plume is it's fairly large payload of 15 mini missiles, held in a fashion similar to Metal Storm system of old, but not using that type of system for launching.

Plume (PL6 Heavy Weapon)
Damage: Varies
Critical: 20
Damage Type: Varies
Range Increment: 225 ft
Rate of Fire: Semi
Size: Large
Weight: 21 lbs
Ammo: 15 internal
Purchase: PDC 27 (+3 Military)
Scope X5 plus thermal, IR and passive night vision out to 300 ft, and panorama view, targeting computer (+1 to attack bonus)
Game Notes: Can target and fire at up to 5 targets, but only the basic +5 from the missiles' guidence systems (plus +1 from targeting computer plus any bonuses from any laser designators if any used). If only a single target is selected and all five missiles are fired at it, one missile will use the user's attack roll (plus the +1 bonus from the targeting system), but the other four missiles will veer off course then curve back on target to make their own attacks (using the base attack bonus of +5 plus +1 from the targeting computer, and any bonuses from laser designators if any) immediately after the first missile hits all in the same round.
HP LCP1100

After the success of HP's LR100, PD200 and to a lesser degree the LR101UV, HP has finally come out with some heavy guns. The LCP1100 is basically a man portable version of mecha based laser weapons, and usually fired from the hip. Although heavy, and a slow rate of fire, and range isn't that impressive, it does have a solid frame, reliable and packs a hell of a punch. Another drawback of the LCP1100 is its limited payload from standard power packs, but this is offset by the use of a power backpack, or if its mounted on a vehicle and tied into its power systems.

Model LCP1100 (PL6 Heavy Weapon)
Damage: 7d6
Critical: 20
Damage Type: Fire
Range Increment: 80 ft.
Rate of Fire: Single
Size: Large, just barely under huge.
Weight: 31 lbs
Ammo: 5 box
Purchase: PDC32 +3 Military
Game Notes: Due to simple and robust construction, reduces repair checks by 3. A minimum strength of 15 is needed to wield the LCP1100, unless mounted on a tripod, take a -2 to attack rolls.

HP 340PP
To overcome the limited payload of the LCP1100, HP developed a power backpack unit to give it greater payload. The 340PP is essentially a large battery that one straps to their back, with a heavy, well shielded and tough cable that connects to the LCP1100, and is about the size of two shoe boxes side by side running up the back. With conforming padding and even a cooling system to keep the pack's heat while in use from bothering the user. As an additional bonus, besides just acting as a larger power pack, the 340PP will also recharge itself over time to replenish the payload. The cable plugs into where a normal power pack would fit in the top of the butt of the weapon.
Acts as a 50 round ammo box for the LCP1100
Recharges at a rate of 1 round every 10 minutes after not being used for at least 2 rounds. Has a 5 year lifespan before needing to be sent in for an overhaul.
Has 20 HP, hardness of 5, the cable has 10 HP with hardness of 5 as well. Weight: 8 lbs. Size: Small
PDC 18 (+2 Restricted)


HP 410PP
Using the lessons used in creating the 340PP for the LCP1100, HP created a smaller power pack for use with its other weapons. Being half the size, and with a faster recharge time, the 410PP allows soldiers to use their HP weapons far longer before having to think about slapping in a standard power pack to keep fighting. As an added bonus, the 410PP can also be added to many standard armours to help protect it, cutting back on carrying space.
The 410PP plugs into a port on the back of the weapon (all HP weapons released after the introduction of the 410PP come standard with this port, a kit is available with the 410PP to add the port to older weapons) which still allows the weapon to use a normal power pack first before switching to the 410PP. The 410PP can NOT recharge power packs plugged into the weapon, and will not feed the weapon until the power pack is depleted. Standard pactice for most is to carry two power packs, one in the weapon, once it runs out, use the 410PP until it runs out, switch to the second power pack if necessary to allow the 410PP to recharge.

Acts as a 150 round ammo box for all HP laser weapons except the LCP1100 and PD250.
Recharges at a rate of 1 round every minute, begins recharging when not in use after 2 rounds. Has a 5 year lifespan before needing to be sent in for an overhaul.
Has 10 HP, hardness of 3, cable has 10 HP, hardness of 5.
Size: Tiny
Weight: 2.1 lbs
Comes with kit to make necessary modifications to add port to all HP laser weapons except the LCP1100 and PD250.
PDC 14