(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
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.
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.
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-01Critical: 20Damage Type: Fire (or whatever type your campaign has plasma weapons as)Range Increment: 55 ft, 60 ft for RP-01 Light CartridgeRate of Fire: SemiSize: Large Weight: 11.5 lbsAmmo: 7 intPurchase: 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 RestrictedSpecial: 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.
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
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 fireCritical: 19-20 x 2Damage Type: Slashing plus fire when activatedRange Increment: meleeSize: mediumMagazine: 10 minutes of useWeight: 4.5 lbsPurchase DC: 18Restriction: 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.
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
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.
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.
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
While I'm at it, here is a gadget that me and my party designed.
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)
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.
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
The Helghast LMG is a heavy, relatively inaccurate bullet hose, generally used to swamp an area with bullets.
Helghast Sniper Rifle
The Helghast sniper rifle is a powerful, yet light armament accurate over long distances. This weapon comes with a scope.
Helghast Rocket Launcher
Less accurate and portable than the ISA equivalent, the Helghast make up for this with a larger blast radius and a 3 round capacity.
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.
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)
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
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.
Ammunition Gadget: Charge AmmunitionThis 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
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.
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
Sharp Stabbin'sWormhole to SunWMD xp Crawl
Dont worry DocI dont mock people, I abuse them in vivid clarity.
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
Anti-Laser AerosolWith 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.
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 PL6Size : SmallWT: 2lbRangeInc: 10', max 5RIDamage: 8d6 15'r RefDC20, Use Catch Fire rulesAll combustable inanimate surfaces take 4d6 Fire damage, object rules & Catch rulesListenDC10, SpotDC1 (flash), Laser doesnt dump energy into fog but heat from objects affected evaporates fog
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
...ok, and this host....
gonna have to check if the library comps can view them as uncached guests
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
Model 1001A (PL6 Heavy Weapon)Damage: 5d10 for RP-05, RP-05A, -05H and -05DP rounds can be used, adjust damage accordingly.Critical: 20Damage Type: Fire (or whatever type your campaign has plasma weapons as)Range Increment: 120 ft.Rate of Fire: SemiSize: Large Weight: 14.5 lbsAmmo: 5 boxPurchase: PDC23 +3 Military