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12 months ago  ::  Jun 26, 2012 - 8:05PM #271
kronos182
Date Joined: Mar 24, 2006
Posts: 792

Airfoil Grenades
These are ring-shaped grenades sculpted into a self-stabilizing airfoil. They can be thrown twice the normal throwing distance of normal hand grenades. Any hand thrown grenade can be made into an airfoil grenade, which is added at the time the grenade is made. This gadget makes the grenade more aerodynamic and more stable in flight, making them more accurate, granting double range increment when thrown and grants a +1 to attack.
Restrictions: Hand thrown grenades only.
PDC: +3 Mil (+3)

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11 months ago  ::  Jul 22, 2012 - 1:01PM #272
kronos182
Date Joined: Mar 24, 2006
Posts: 792
Some modern style bows and arrows


Competition Bow:
Built to even more exacting specifications than a standard compound bow, this well balanced, heavy-pull bow can fire accurately at amazing distances. These high-tech bows have a higher purchase DC, and may be custom made with a DC 30 Craft (mechanical) check that requires at least 40 hours of work.
 


Targetmaster Bow:
Targetmaster bows resemble competition bows in their construction, but are designed for pinpoint accuracy, not distance or power. These delicate, hightech bows have a higher purchase DC, and may be custom made with a DC 30 Craft (mechanical) check that requires at least 40 hours of work. Constructing a Type II Targetmaster Bow requires a DC 35 Craft (mechanical check) and at least 60 hours of work.
 


Tactical Bow:
A reinforced pulley system, set intentionally high, gives the arrows fired by this bow punishing penetration power, but at the cost of reduced range. These hightech bows have a higher purchase DC, and may be custom made with a DC 25 Craft (mechanical) check that requires at least 40 hours of work.

 



Weapon


Damage


Critical


Damage Type


Range Incr.


Size


Weight


PDC


Res.


Competition Bow


1d8+1


19-20


Piercing


60 ft


Large


4 lbs


16


-


Targetmaster Bow


1d6


18-20 (type I)
17-20 (type II)


Piercing


30 ft


Large


5 lbs


18 (type I)
20 (type II)


-


Tactical Bow


2d8


20


Piercing


30 ft


Large


4 lbs


16


-




 


Kevlar Bowstrings
An archer can replace his bow’s standard bow strings with high tension Kevlar and polymer cord, which increases his bow’s lethality. Replacing a set of standard strings with Kevlar strings requires a DC 10 Craft (mechanical check) and around an hour of effort. Any bow equipped with Kevlar strings inflicts an additional point of damage with every arrow fired.
Weight: Negligible
PDC: 10
Restriction: None



Bleeder Arrows: Most jurisdictions ban these arrows for hunting, but they make effective weapons for bow using assassins and crime fighters alike. The arrowhead is wickedly serrated, causing massive tissue damage and blood loss. Bleeder arrows inflict 1d8 points of damage, and inflict wounds that continue to bleed, costing the victim 1 hp/round until he or she receives a DC 12 Treat Injury check or magical healing. A dozen bleeder arrows have a Craft DC of 15, and require at least 2 hours to construct. If bleeder arrows are available for purchase, they have a Purchase DC of 1d6+8.
 


Chemo-load Arrows: A drug reservoir and injector tip are fitted to the arrow head, which the archer can fill with a liquid form of any ingested poison or toxin. Chemically loaded arrows deal normal damage, and in addition, any unarmored target struck by them must make a FORT save (DC based on the poison’s lethality) or suffer the toxin’s effects. Victims receive a –4 penalty on the FORT save. Targets with natural armor or wearing heavy armor are not at risk of being poisoned.


Crafting a dozen chemical load arrows requires a DC 20 Craft check, and requires at least eight hours of work. Chemical load arrows rarely come up for sale, and when they do a dozen can easily sell for Purchase DC 18.
 


Explosive-tipped Arrows: Like flash bang arrows, explosive tipped arrows incorporate a micro-grenade and proximity fuse detonator incorporated in the arrow head. A target


struck by one of these deadly weapons suffers 2d8 points of ballistic damage and 1d8 points of fire damage. Crafting a set of a dozen explosive arrows requires a DC 25 Craft check, and represents at least 20 hours of work. On the rare occasion these arrows are up for sale, they have a Purchase DC of at least 22.
 


Flash-bang Arrows: Arrow’s head has been replaced by a phosphorous micro-grenade, similar to those used by police forces around the world. When they strike a target, they inflict no physical damage, but detonate spectacularly. Anyone within 30 ft of the detonation must make a DC 14 FORT save or be dazed for 1 round. A successful save means the target is only shaken a round after the detonation. Creating a set of 12 flash-bang arrows requires a DC 20 Craft check. In the rare occasion these arrows come up for sale, a set of 12 usually carries a Purchase DC 16.
 


Gas-grenade Arrows: These blunted tip arrows inflict no physical damage, but when they strike, they release clouds of cloying toxins or blinding smoke. The gas reservoir in the shaft can be filled with the contents of a standard smoke or teargas grenade, or can be filled with any inhalation toxin. Any victims within 20 ft of a toxin-loaded gas arrow must make a FORT Save (DC determined by the toxin’s lethality) or suffer that poison’s effects. Creating a set of 12 gas grenade arrows requires a DC 18 Craft check, and at least 12 hours of work. A set of 12 gas arrows can sale for upwards of Purchase DC 19.
 


Grapple Arrows: Not designed for shooting at a target, this broad-bladed arrow has fold out grapple claws made of light-weight but strong titanium. Eighty feet of high tensile line is stowed within the arrow’s shaft, and can hold up to 250 lbs safely. The archer can fire this grappling hook to inaccessible places and quickly climb to a sniper’s perch. A grapple arrow requires a DC 22 Craft check and 4 hours of work to create and sales for Purchase DC 12 on the open market.
 


Net Arrows: A polymer mesh net is stowed tightly within the arrow’s shaft, and as the arrow zooms towards a target, a proximity fuse blows the arrow’s shell apart, deploying the net. Any target ‘struck’ by a net arrow with a successful ranged attack roll is temporarily incapacitated, unable to move, and loses their DEX bonus to Defense. A trapped character can cut themselves free with a light weapon as a full round action, or attempt a DC 18 Escape Artist check to free themselves. The strong, pliable net has a break DC of 22. Constructing a single net arrow requires a DC 20 craft check, and at least 4 hours of work. A net arrow sells for at least Purchase DC 16.

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10 months ago  ::  Aug 03, 2012 - 12:29AM #273
marcoasalazarm
Date Joined: Mar 16, 2004
Posts: 2,745

Mar 22, 2012 -- 12:33PM, kronos182 wrote:

Mar 22, 2012 -- 10:37AM, fatcatdeadrat wrote:

Kronos you must own a copy of Arsenal.




The one with the magical futuristic weapons? Yes, but I haven't really used it much for anything here. 




Dumb question: if I could ask for a copy of it? E-mailed, of course.

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10 months ago  ::  Aug 03, 2012 - 4:57AM #274
kronos182
Date Joined: Mar 24, 2006
Posts: 792

Aug 3, 2012 -- 12:29AM, marcoasalazarm wrote:

Mar 22, 2012 -- 12:33PM, kronos182 wrote:

Mar 22, 2012 -- 10:37AM, fatcatdeadrat wrote:

Kronos you must own a copy of Arsenal.




The one with the magical futuristic weapons? Yes, but I haven't really used it much for anything here. 




Dumb question: if I could ask for a copy of it? E-mailed, of course.




I've got an actual copy of it on my book shelf. I might have a pdf version.. I gotta hunt through my pdfs anyway and sort them. I'll let you know if I find it.

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10 months ago  ::  Aug 03, 2012 - 6:31PM #275
marcoasalazarm
Date Joined: Mar 16, 2004
Posts: 2,745
OK, man, thanks.
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10 months ago  ::  Aug 03, 2012 - 8:20PM #276
kronos182
Date Joined: Mar 24, 2006
Posts: 792

Aug 3, 2012 -- 6:31PM, marcoasalazarm wrote:

OK, man, thanks.




I swear I had a copy somewhere.. but I haven't been able to find it so far.. might be hidden in a zip file.. or lost it when old HDD died. So at the moment.. sorry, out of luck. 

On another note.. I am still making stuff.. weapons, robots, mechs, ships, other equipment.. just been side tracked and have a few dozen unfinished pieces that just need finishing or stats figured out. 

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10 months ago  ::  Aug 08, 2012 - 5:56PM #277
marcoasalazarm
Date Joined: Mar 16, 2004
Posts: 2,745

Aug 3, 2012 -- 8:20PM, kronos182 wrote:

Aug 3, 2012 -- 6:31PM, marcoasalazarm wrote:

OK, man, thanks.




I swear I had a copy somewhere.. but I haven't been able to find it so far.. might be hidden in a zip file.. or lost it when old HDD died. So at the moment.. sorry, out of luck.




OK, not a problem man. If you can find it or something like it, plz let me know.

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10 months ago  ::  Aug 08, 2012 - 7:24PM #278
kronos182
Date Joined: Mar 24, 2006
Posts: 792

Aug 8, 2012 -- 5:56PM, marcoasalazarm wrote:

Aug 3, 2012 -- 8:20PM, kronos182 wrote:

Aug 3, 2012 -- 6:31PM, marcoasalazarm wrote:

OK, man, thanks.




I swear I had a copy somewhere.. but I haven't been able to find it so far.. might be hidden in a zip file.. or lost it when old HDD died. So at the moment.. sorry, out of luck.




OK, not a problem man. If you can find it or something like it, plz let me know.




Will do. I have my copy sitting beside me at the moment, too XP

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10 months ago  ::  Aug 11, 2012 - 7:13PM #279
kronos182
Date Joined: Mar 24, 2006
Posts: 792

GEWS4402A1 Storm
The storm is GE's expansion in ion weaponry, in the form of a pistol, with a gyrojet alternate fire mode. The storm got its name from the fact the primary weapon is electrical base, and the gyrojet makes a retort that sounds similar to thunder. A well crafted heavy handgun, the storm uses a specially designed power pack that fits into the top back, while the gyrojet rounds fit into the handle like a traditional magazine. Instead of using a starndard gyrojet, which is a mini rocket, which takes a few seconds to gain speed, the storm uses a hybrid round which uses propellant used in caseless rounds to launch the round out the barrel as the rocket motor builds up thrust, giving the rounds exceptional range for a pistol, and the gyrojet rounds are filled with a small explosive, increasing their damage.
The ion part has a stun setting, and excellent stopping power for a pistol, which does make it a favourite amongst many weapon lovers, but due to the unique power pack, has made many government agencies shy away from it.

GEWS4402A1 Storm (PL6/7 Personal Firearms Proficiency)
Damage: 3d6 /2d6+1d6
Critical: 20x3 / 20x2
Damage Type: electricity/ ballistic + fire
Range Increment: 34/70
Rate of Fire: s / s
Size: Med/small
Weight: 4 lb
Ammo: 30 box / 8 box
Purchase DC: 23 Mil (+3)
Notes: Masterwork weapon +1 to attack rolls, stun module on ion pistol Fort DC 18 or be stunned for 1d4 rounds, switching between ion and gyrojet is a free action.

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10 months ago  ::  Aug 13, 2012 - 8:10PM #280
kronos182
Date Joined: Mar 24, 2006
Posts: 792

Acid Rain Missile (PL6 Heavy/Missile/Exotic Weapon Proficiency)
To expand on their acid munitions, before GE created the acid fog grenades, they tried to recreate conditions in a lab for acid rain in an attempt to find ways to repair the environmental damage that creates acid rain. Although somewhat successful, and GE's weapons division weaponized the idea for the acid fog grenades. Further expansion of the technology has allowed the creation of the acid rain missile. The missile is usually vehicle mounted, similar to TOWs, launched from the ground, programmed to detonate over a target area. Upon detonation, the missile releases its chemical payload, seeding clouds, turning the moisture in the clouds into an acidic compound, which rains over the area for several minutes before the chemicals break down and become harmless.
The acidic rain damages all organic material, from flesh, plants, animals, fabrics except for synthetic cloths and rubber, making it hazardous especially in woodlands or other areas where artificial structures can't be found. The rain deals 2d4 points of damage every round for 1d4 minutes. A person wearing armour or clothing made from synthetic materials can make a Reflex save (DC 17) to reduce damage by half (abilities such as evasion do not work to completely evade damage unless the character can find sufficient cover), or must seek cover. The rain covers a 200 foot radius area, and can move if winds are stronger than 20 mph.
Everything in the area takes acid damage, except metals, synthetic materials like kevlar, nylon, etc. Vehicles are vulnerable as their tires will take damage unless they are somehow specially treated or covered before the acid rain starts. Vehicles with environmental seals must have them replaced afterwards as the acid rain eats away at the seals, (Repair DC 17 with a PDC ranging from 7 to 15 depending on size of vehicle and type of environmental sealing used) requirng them to be replaced. 
The missile can be launched from missile launchers similar to TOWs mounted on Hummers and similar vehicles. When launched, must target an area above the desired area to be rained on, (Defense 16) after making a Knowledge: Tactics DC 19 check. Having at least 4 ranks in Knowledge: Earth and Sciences grants a +2 bonus to the Knowledge: Tactics check.
Missiles are Huge, weigh 165 lbs each, not including launcher, PDC 25 Illegal (+4) per missile.

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