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2 years ago  ::  Oct 14, 2011 - 10:10PM #231
kronos182
Date Joined: Mar 24, 2006
Posts: 792

Acid Fog Grenades


With sales of the acid based weaponry proving to be quite successful, GE decided to make an acid version of the firefog available for robots and mechs. They first made a grenade/proximity mine to test the concept. 


The grenade/proximity mine is a bit bigger than a regular hand grenade, shaped like a round ended cylinder. It can be thrown then releases its payload after several seconds from impact to allow the user to move out of harms way. Alternatively, it can be used as a mine. In this way, it is placed on the ground, safety pulled and arms itself after 10 seconds to allow the user to get out of the sensor's range of 20 feet. It will wait until a target is within 10 feet before detonating.

Acid Fog Grenade/Proximity Mine (PL6)
Damage: 3d6, ignores 5 points of hardness/DR
Damage Type: Acid
Range Increment: 20 ft thrown, proximity sensor detects targets out to 20 ft but won't detonate until 10 ft
Blast Radius: 30 ft Will linger in the air for 6 rounds then dissipates harmlessly as the acid compounds breaks down.
Reflex Save DC: 20
Size: Tiny
Weight: 1.3 lb
Purchase DC: 19 Mil (+3) for a box of 5 grenades.

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2 years ago  ::  Oct 15, 2011 - 11:03PM #232
kronos182
Date Joined: Mar 24, 2006
Posts: 792

HP HILR541
As technology progresses, HP has kept up. As plasma weapons begin dominating the markets, HP has kept their share of the weapons market with their high quality lasers, and now high intensity lasers with a few x-ray lasers. HPs leading HI laser is the HILR541, which is favoured heavily by law enforcement and hunters due to its variable damage settings, and its armour penetrating abilities. On its lowest damage setting, it does lose the armour penetrating abilities, but this suits most hunters and officers as the point is to wound and not blast through and possibly hurt any possible hostages. The other advantage of the variable damage setting is the lower the setting, the greater the range. The user changes the setting by a thumb dial just above the trigger. The design is completely ambidextrous and has dials on both sides. The power pack as a quick release, close to the trigger, which ejects the spent power pack quickly speeding up reload times.

HP HILR541 (PL7 Personal Firearms Proficiency)
Damage: 3d10*
Critical: 20
Damage Type: fire
Range Increment: 90 ft.
Rate of Fire: S
Size: Large
Weight: 10 lb
Ammo: 50 box
Purchase DC: 21 Restricted (+2)
Notes: Considered to have the armoured piercing gadget, in RAW ignore 2 points of Defense, reduce damage rolls by 2. If using armour as DR rules, ignore 3 points of DR.
*Variable damage: as a free action, using the dial on the side, the user can lower or raise the damage by 1 die per setting. Can not go above 3d12. At 2d12 setting range is changed to 135 ft. At 1d12 setting, range is changed to 180 ft, but loses the armour piercing ability.

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2 years ago  ::  Oct 24, 2011 - 2:32AM #233
kronos182
Date Joined: Mar 24, 2006
Posts: 792

Darter Organic Rocket Launcher

Commissioned to produce some heavy weapons for a colony where high technology suffered from high solar radiation and EM fields, Life Sciences went to work producing a man portable organic rocket system that would renew its ammunition supply. The launcher itself is a large bone tube with a handle and soft spongy material for a shoulder rest. Behind where the shoulder rest is a bone plated bulge about a foot wide, a foot long and hangs down about two feet. On the side is what appears to be a smaller bone covered tube which ends in an eye like object, which includes eye lids to protect the eye when not in use. This is the optic sights, which includes night vision.
A set of four insect legs, usually folded against the primary tube can extend to allow the user to have greater support while in a prone position, but also allow the weapon to move about in a holding pen. The mouth is covered by an armoured plate under the bulge. The darter requires to be feed a diet of various minerals and some organic matter. It has a primary lithorvore, eating dirt, stones and the like, and grazing on grass for the little organic matter it needs.
The weapon creates small rockets made of bone, propelled by an organic explosive chemical, which also provides the explosive power behind the warhead. The launcher will hold 6 rockets and takes about an hour to produce a new rocket.
However, the weapon can be feed a high concentrated energy bar which will allow it to rapidly produce six rockets, in about a minute (10 seconds to make a rocket), but after they have been used, the weapon will need to rest for about two hours as its metabolism is put into overdrive.
The darter has a lifespan of about 30 years, as long as it gets feed regularly, about every two or three days when not in use.
Can be combined with a chirp communicator to be used as a type of IFF system and allowed to roam on its own and can attack targets on its own as a remote weapons system. Its crude intelligence won't allow it to distinguish different priority targets unless commanded to attack enemy targets over a certain size.
Some colonies will leash or pen several darters along walls made of rock and dirt with orders to attack only large creatures or objects if they don't possess the proper IFFs.

Darter Organic Rocket Launcher (PL 6/7)
Damage: 6d6, 30 ft radius
Critical: 20
Damage Type: half fire half slashing
Reflex DC: 18
Range Increment: 130 ft
Rate of Fire: semi
Size: large
Weight: 24
Ammo: 6 internal
Purchase DC: 21 (Res +2), energy bars are PDC 15 for box of 3 bars.
Notes: Has integrated night vision, with included chirp (sold separately), can be used as a remote weapon system. Has speed of 10 ft, ranged attack bonus of +3, and a Climb skill of +2.

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2 years ago  ::  Oct 30, 2011 - 1:18AM #234
kronos182
Date Joined: Mar 24, 2006
Posts: 792

MP311
 




The MP311 is an automatic bullpup pistol released by H&K that makes use of new materials and better ballistic charges, although doesn't make use of the XZ caseless rounds, instead uses readily available 9mm to ease logistics for new users. The bullpup design allows for a longer barrel, giving it better range over other pistols and the curved magazine allows for a larger capacity. Fully ambidextrous design with a clear magazine allows the user to quickly see how many rounds are left. Features full automatic fire as well as a three round burst setting.

MP311 (PL5 Personal Firearms Proficiency)
Damage: 2d6
Critical: 20
Damage Type: ballistic
Range Increment: 50 ft
Rate of Fire: S, A
Size: Med
Weight: 4 lb
Ammo: 25 box
Purchase DC: 17 (Res +2)
Notes: Ambidextrous design allowing easy use of left or right handed people, three round burst setting allow the use of burst fire feat with only three rounds, but does not grant the use of the feat if the use does not have it.

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2 years ago  ::  Nov 04, 2011 - 9:13AM #235
kronos182
Date Joined: Mar 24, 2006
Posts: 792
Underwater Munitions

Since most projectile weapons aren't very good underwater, here's some stuff for when you gotta fight in or around water.

Supercavitating Bullets
These specially designed bullets are meant for use underwater, allowing for frogman and divers to do combat underwater without having to use special weapons. Although a weapon that is sealed and usable underwater is required first as normal weapons don't always function that well once submerged.
Benefit: These bullets don't suffer the -2 penalty to attack for every 5 feet of water they travel through. Weapon range increment is reduced by 10 feet though.
PDC: +3

Mini Torpedoes
These are basically mini missiles or rockets modified with a propulsion unit meant for water use. They can be fired from any mini rocket or missile launcher as they use compressed air to first launch from the launcher 10 feet, then the motor engages to propel it forward. Not all types of rockets are suitable for underwater use, with explosive being the most common. Explosive blast radius is reduced by half.
PDC: +2

Blue-Green Lasers
This is a modification to lasers into a blue-green light spectrum that allows them to work underwater better. However the range of the laser is only three-quarters of what it was originally, but this is the range for both in and out of water.
PDC: +1 
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2 years ago  ::  Nov 04, 2011 - 2:17PM #236
kronos182
Date Joined: Mar 24, 2006
Posts: 792

Bone Spitter

Commissioned by the same colony that requested the Darter, Life Sciences has produced an organic projectile firearm. The weapon looks like a bullpup style rifle covered in segmented chitin. The barrel is lined with powerful muscles which expel an extremely sharp shard of bone with enough force to equal most ballistic rifles. The rifle has a lithorvore metabolism and eats dirt, minerals and earth to sustain itself and produce its ammunition. It has a chitin covered mouth on the underside of the stock. The bone spitter regenerates its stock of bone shards at a rate of one shard every thirty minutes. Special high energy and mineral heavy bars are available which force the bone spitter to quickly replenish its internal supply of bone shards the following round. It can be forced to do this three times before it must rest for 5 hours due to the strain. Bone Spitters live for about 50 years.

Bone Spitter (PL6 Personal Firearms Proficiency)
Damage: 2d8
Critical: 19-20
Damage Type: Piercing
Range Increment: 75 ft
Rate of Fire: S, A
Size: Large
Weight: 13 lb
Ammo: 30 internal
Purchase DC: 18 (Lic +1), energy bars are PDC 10 for box of 10.
Notes: Can be fitted with an organic scope which is a tube with what appears to have an eye on one end which makes it an organic equivalent to a 10x scope. The scope has a PDC of 9 if bought separately.

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2 years ago  ::  Nov 11, 2011 - 7:21AM #237
maliceincarnate
Date Joined: Jan 8, 2007
Posts: 5
This gun is an example of how to use the gadget system from d20 future and d20 future tech in what appears to me to be a balanced way.
The Protecta Bulldog DWS "Waster" is a step forward for disposable weapons, packing a jaw dropping 8 gauge round into a medium tactical shotgun required increasing the bore, increased weight from gas release compensators and other sacrifices. Despite all this the Waster finds it's way into the hands of many zealous users as it is prized for it's reliability and immense destructive capabilities. The Waster uses hold the patented Protecta 8ga mag razor ammo as well as standard 8 gauge rounds.

Protecta bulldog


Configuration: DWS “Waster”


Purchase DC: 16 ($650)


Mods:  Improved stopping power


Drawbacks: decreased range, disposable, increased weight, reduced accuracy, reduced damage


Damage: 3d8 -1


Crit: 20


Mag: 11 cyl


Size: med


Weight: 9lbs


Range increment: 10ft


Damage: ballistic


Special: -1 on attacks



8ga mag Razor


Critical threat +1
damage +1
Purchase DC: 12 ($200)
Edit: forgot to change the weight
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2 years ago  ::  Nov 12, 2011 - 11:22AM #238
kronos182
Date Joined: Mar 24, 2006
Posts: 792

Weapon Pods
These devices look like white plastic ovoids with a hole running length wise through them. The user puts their arm through the hole which covers the forearm. With a specific muscle flex of the hand and wrist, the top and bottom half of the ovoid slides forward and closes, encasing the hand and half the forearm. A handle extends from the top and bottom half and joins in the middle, for the user to take hold of inside the pod. A trigger is on the top part. There is also several buttons which the user can use from inside the pod by extending a finger. A second set of buttons is concealed under a slide away panel on the outside which just act as a redundancy set. The handle is able to twist. Twisting forward engages the melee feature, while twisting back causes the ovoid to split open and slide back to its rest position covering the forearm.
These pods are designed to create an easy access, quick drawing, multiweapon system. Most come with a light to medium anti-personal ranged weapon, a heavier secondary weapon, and a form of melee weapon, which is usually in the form of energy encasing most of the pods outer casing, allowing melee strikes with the pod itself as it encases the hand.

Police Weapon Pod
The police version comes in the standard white, but also has a thick blue strip that runs down the middle when the pod is closed, so when open, two strips along the inner halves. It comes armed with a laser carbine that also has a stun setting, a 18 gauge shotgun for specialty rounds, such as explosive or those that blast out door locks, and a taser-like electrical field for melee use which also works on robots.
Police Weapon Pod (PL6 Personal Weapon Proficiency)
Damage: 3d8 laser, 2d8 18 gauge (or varies), 1d4 +1d6 melee
Critical: 20
Damage Type: laser fire, 18 gauge ballistic/varies, melee 1d4 bludgeoning plus electrical (can be lethal or nonlethal)
Range Increment: 60 ft laser, 30 ft 18 gauge, melee
Rate of Fire: SA laser, semi 18 ga
Size: Medium
Weight: 8 lbs
Ammo: 50 box laser, 10 internal 18 gauge, melee discharge uses 1 charge from laser
Purchase DC: 22
Notes: User may quick draw the weapon as if they had they Quick Draw feat. Laser has stun setting which target needs to make a Fort save DC 15 or be stunned for 1d4 rounds. Melee weapon can deal lethal or nonlethal damage. In nonlethal also has stun setting, Fort save DC 16 or stunned for 1d4+1 rounds. This stun setting also works to temporarily disable robots as the electrical field interferes with their neural pathways and electrical systems.

Ballistic Weapon Pod
This weapon pod uses only ballistic weapons. Armed with a rapid fire ballistic weapon, which is an enlarged system used in the Viper and King Viper personal defense weapons, firing a slightly larger caliber. The secondary weapon is a mini grenade launcher. It contains a similar electrical system as the police version, but lacks the stun setting, instead going for greater electrical damage.
Ballistic Weapon Pod (PL6 Personal Firearms Proficiency)
Damage: 4d4 gun, varies mini grenade, 1d4 +2d6 melee
Critical: 20
Damage Type: ballistic gun, varies by grenade, bludgeon plus electrical
Range Increment: 60 ft gun, 50 ft grenade, melee
Rate of Fire: SA gun, semi grenade
Size: Medium
Weight: 9.5 lbs
Ammo: 150 box gun, 8 mini grenades, 150 discharges for electrical melee
Purchase DC: 24
Notes: Gun ammo is in a helix cylinder, uses augmented energy packs for melee electrical weapon.

Plasma Weapon Pod
This weapon pod makes use of Faradai's favoured form of energy: plasma. This version contains a few more features than the other weapon pods due to their speciality in plasma weaponry. The primary weapon is a multimode plasma weapon, with a secondary mini grenade launcher, and two melee attack modes. The first is a plasma field surrounds the end of the pod, similar to the electrical fields of the other two versions. The other melee mode is a blade made of plasma that extends from the end. The multimode plasma weapon is a modified version of the Aggressor Plas-weapon, only lacking the plasma torch feature.
Plasma Weapon Pod (PL6 Personal Firearms Proficiency)
Damage: 3d8 plasma carbine, 3d10 plasthrower, varies by grenade, 1d4+2d6 melee or 2d6 ignoring 2 points of Defense from armour for plasma saber
Critical: 20, 19-20 plasma saber
Damage Type: fire for plasma weapons, varies by grenade. Bludgeon plus fire for melee or fire for saber
Range Increment: 65 ft plasma weapon, 30 ft long 5 foot wide line plasmathrower, melee
Rate of Fire: SA plasma weapon
Size: Medium
Weight: 8 lbs
Ammo: 150 box plasma weapons, 8 mini grenades, each melee plasma discharge or round of use for the plasma saber uses one charge.
Purchase DC: 24
Notes: Makes use of the augmented energy packs. Can use a standard power packs, which provide only 50 charges.

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1 year ago  ::  Dec 02, 2011 - 8:25AM #239
kronos182
Date Joined: Mar 24, 2006
Posts: 792
Mustang Arms Whisper


The name Whisper, is a misnomer, for this weapon. A well balanced pistol shaped like old revolvers, but in reality it is a heavy laser pistol, with a quite loud discharge. It doesn't use a standard power pack, instead using a cylinder shaped one, with a docking port that comes with the whisper when purchased. The power of this weapon is comparable to laser rifles, but lacks the range, which for most users is fine as it makes for an excellent close quarters weapon. The holster is designed for quick drawing and holstering the weapon again, making it a favourite amongst gunslingers.

Whisper (PL 6 Personal Firearms Proficiency)
Damage: 3d8
Critical: 20
Damage Type: fire
Range Increment: 30 ft
Rate of Fire: Semi
Size: Small
Weight: 2.5 lb
Ammo: 25 box
Purchase DC: 19 Lic (+1)
Notes: Masterwork, granting a +1 to attack rolls. When using included holster, user gains the benefit of the Quick Draw feat.
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1 year ago  ::  Dec 02, 2011 - 9:04AM #240
kronos182
Date Joined: Mar 24, 2006
Posts: 792
MX Pocket



The MX Pocket is a personal defense weapon sold commercially for civil defense. Extremely light, easy to use and concealable, this weapon is perfect for those wanting something more than some mace to protect themselves with. Comes with a docking station for recharging its power cells. The holster allows for it to be quickly drawn in an emergency. The MX also features a powerful stun setting, which in many areas where owning a weapon is illegal, or extremely difficult to obtain licensing, the MX can be locked in stun only setting, making it more legal.

MX Pocket (PL6 Personal Firearms Proficiency)
Damage: 2d6
Critical: 20
Damage Type: fire
Range Increment: 20 ft
Rate of Fire: Semi
Size: Tiny
Weight: 1.5 lb
Ammo: 20 internal
Purchase DC: 16 Lic (+1)
Notes: Includes docking station for recharging the power cell, taking only 3 hours to recharge. Small size grants a +1 to Sleight of Hand checks to conceal it. Holster grants the user use of the Quick Draw feat. Has stun module, damage changed to nonlethal and Fort save DC 19 or be stunned for 1d6+1 rounds.
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