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5 years ago ::
Jul 23, 2008 - 1:56AM
#21
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Have you guys seen the black box? You should look at it. It's filled with d20 Future homemade stuff, including primitive mechas, power armour and loads of weapons. I almost wish I played Future so I could get to use that stuff. :P
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5 years ago ::
Jul 23, 2008 - 6:37AM
#22
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Date Joined:
Oct 19, 2004
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The black box is really good...I have my own treatment on it located here: http://sites.google.com/site/d20futurec … Home/filesI'm currently working on restoring the d20 Mecha rules. An older copy can be found here: http://sites.google.com/site/d20futurec … Home/filesMy latest copy has a cover and is formatted properly (just a bit more tweaking to do on the copy), and adding some color and art.
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5 years ago ::
Jul 23, 2008 - 7:33PM
#23
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Date Joined:
Mar 24, 2006
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kinda bored while at work and this idea popped in my head
HK 102LPR
With the advancements in laser technology and weapons, it was only natural for H & K to expand into this field. The HK 102LPR is H & K's first Laser Pulse Rifle, with the body modeled after the G36, only about 6 inches shorter, and the forward grip a bit larger to allow for the larger heat sinks. The 102LPR functions like other laser rifles, capable of semi or full automatic firing, but what makes it unique is its pulse setting. When set to pulse mode, instead of the normal single pulse fired, it releases three pulses so close together that they seem like one large pulse. Unfortunately, when in pulse mode, the rate of fire changes to single, so users can't make use of automatic fire or feats like double tap or burst fire. So far, only the 102LPR has the pulse feature. Depending on its popularity, H & K might start incorporating it into other future laser weapons.
Damage: 3d8 Critical: 20 Damage Type: fire Range Increment: 75 ft Rate Of Fire: S, A Magazine: 50 box Size: Large Weight: 4.1 lbs Purchase DC: 23 Restriction: Mil (+3) Note: Has pulse mode. Pulse mode uses 5 rounds of ammo, and locks the weapon in a single rate of fire, dealing 6d6 points of damage. Due to the quality of the construction, the HK 102LPR is considered mastercrafted and grants a +1 bonus to attack rolls.
HK 101LS
The 101LS is H & K's premier laser sniper rifle, and so far there is only three dozen in existence, 12 in the States, 21 in Germany, 1 in England, and the other two in private hands. The body is modeled after the popular PSG1 sniper rifle, but has a larger barrel, thicker frame and the foregrip is also taller than the PSG1. Using experimental synthetic crystals in the focusing chamber, H & K have managed to get unsurpassed range from the 101LS, and as an added bonus, the discharge from the 101LS is nearly undetectable visually and on sensors designed to detect laser discharges (like heat, infrared and whatever other means). However, this also makes the 101LS a bit delicate. Game Note: While being carried, and the user takes more than 10 points of damage from blunt or concussion sources, there is a 45% chance that the internal mechanisms become misaligned and require a repair check DC 25 and 30 minutes of work (for every 2 points of damage above 10 the chance of misalignment increases by 5%).
Due to the power requirements to get the range that the 101LS enjoys, a standard power pack only allows for 10 shots. (For custom power packs if you have them, the 101LS uses 5 times the normal amount of shots for a single blast. Part of this power is also used in the process to make the discharge invisible to the eye and sensors. The discharge is on such a frequency and spectrum that it doesn't register properly on sensors and doesn't fall into the normal visual, infrared and barely noticeable in ultraviolet spectrums.)
Damage: 3d8 Critical: 20 Damage Type: fire Range Increment: 275 ft Rate Of Fire: S Magazine: 10 box Size: Huge Weight: 4.4 lbs Purchase DC: 35 Restriction: Mil/Experiment (+4?) Note: See game note above about how delicate the weapon is. Considered a mastercrafted +3 weapon, granting +3 to attack roles. Trying to detect the discharge by visual or sensors increases the spot DC by +15, although the 101LS has the same audio levels as other laser sniper rifles.
so there's a couple of weapons for you folks
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5 years ago ::
Nov 18, 2008 - 10:52PM
#24
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Date Joined:
Mar 24, 2006
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Thread necro-ing :P
Slammer Hammer
"Dammit man! The alarm's gone off, we don't have time crack the safe's code." Billy whined as the security alarms wailed. Fixer Joe walks up to the safe bearing a large sledge hammer, "Then we'll crack the safe itself...."
Last bit of conversation recorded by the sensors on the safe door of the TD Bank in Calgary, Alberta before it was destroyed along with half the door to the safe.
With the raise of use of melee weapons in the future, with the return of bladed weapons in the form of vibro blades and beam swords (aka light sabers), it was inevitable that someone found a way to resurrect other weapons. The Slammer Hammer was one of the first first to see popular use, especially with body guards and thugs where intimidation can help prevent a fight. A large warhammer with a 5 foot handle, although shorter or longer ones are available. The large square tapered head is reinforced and treated to withstand a great deal of heat at it's striking side. This is done because the striking surface has an opening which exposes a shaped charge when loaded for use against armoured foes, like someone in power armour, or for those times you just need to smash in the security doors or when you don't have the time to pick the lock on the safe. The smaller end is designed to be opened to reload the shaped charges, which are primed by a button on the handle. When a charge is primed, the explosive's contact trigger is exposed from the opening in the striking face and detonates upon contact. It is highly advised that you disengage the primer button before putting the weapon away if you end up not hitting something.
Many thugs love the Slammer Hammer and it is also quite popular for those in the mob as it makes an excellent leg breaker. Some people even refer to the Slammer as 'Safe Crackers', 'Gut busters' and other similar terms. Damage: 1d10 hammer, 5d6 ignores 5 points of hardness/DR charge Critical: 20 Damage Type: bludgeon hammer/ explosive Range Increment: melee Rate Of Fire: Semi for the explosive charges Magazine: 5 shaped charges Size: Large Weight: 16.5 lbs Purchase DC: 24 Restriction: Restricted (+2) Note: Could get away with using only the simple weapons proficiency as it's a large sledge hammer basically, although archaic weapons proficiency would work just as well. Due to it's large and imposing size, the Slammer Hammer grants a +2 bonus to Intimidation checks. When the charge is primed, a free action that the player must announce is doing as there is a limited amount of charges held, the damage of the charge is rolled first, then the hammer itself is done to the target.
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5 years ago ::
Nov 19, 2008 - 12:32AM
#25
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Date Joined:
Jun 26, 2001
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Multistage Detonation Projectile (PL6)
The core of the design of the multistage detonation weapon is an advanced high density propellant that is under normal circumstances both incredibly strong and stable. It is only under the direct application of an electrical charge that this propellant destabilizes and detonates. The ammunition consists of a sequence of 4 copper jacketed propellant charges behind a 25mm steel armor piercing slug. Inside the slug is a tiny shock hardened battery and programmable embedded processor. This processor controls the timing of the detonation of four propellant stages and is fed data from the weapons targeting system and the users settings. It can detonate all charges at once for a massive burst of armor piercing speed, one to propel the other 3 charges at a low speed and then detonate at a prescribed range or on impact, or somewhere between.
This weapon has a 4 position safety switch and a 4 position acceleration switch. The safety switch can be set to: S, safe, weapon will not fire. N, normal, any unspent charges are inert and do not detonate. I, impact, any unspent charges are armed and detonate on impact. R, range, any unspent charges are armed and detonate at a specific range/fight time.
The acceleration switch can be set to: 1: one charge spent accelerating. (2d6 ballistic on impact. 6d6 fire, reflex 15 for half in 15ft radius) 2: two charges spent accelerating.(2d8 ballistic on impact, ignore hardness 4. 4d6 fire, reflex 15 for half in 10ft radius) 3: three charges spent accelerating. (2d10 ballistic on impact, ignore hardness 8. 2d6 fire, reflex 15 for half in 5ft radius) 4: all charges spent accelerating. (2d12 ballistic on impact, ignore hardness 12.)
This weapon comes in a variety of platforms: *25mm single shot under-barrel accessory for assault rifles (1). *25mm belt fed heavy machine gun (auto). *25mm 10 round anti material rifle (semi). *25mm 4 round OICW style combination weapon with auto carbine (single).
Note that if you use higher dice for your .50 BMG (many of us use 2d20). the damage should likely scale at 2d6->2d10->2d12+2->2d20.
I turned myself into a monster to fight against the monsters of the world. Check out Nadaka's DiceBox, an online dice rolling application with a persistent search-able database, web service access and more. http://nadaka.us/DiceBox/Info.aspx
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5 years ago ::
Nov 19, 2008 - 3:21AM
#26
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Good updates guys. I had totally forgotten about this thread. :P
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5 years ago ::
Nov 19, 2008 - 12:27PM
#27
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Date Joined:
Jul 30, 2008
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Moley Whip PL 8-9 Exotic Weapon
This weapon is a molecule thin strand of an incredibly hard substance is small, light, and deadly making it a favorite of assassins. the "blade" of the whip can cut through things as if they weren't there, including most conventional armors and even mechas, and is all packed up into a case that looks like a wristwatch. This is a reach weapon that can hit target up to 10 feet away but can still threaten adjacent squares.
Damage: 2d6 cannot apply strength. ignores 10 hardness Critical:18-20 Damage Type: slashing Range Increment: melee reach Size: tiny (diminutive when put away) Weight: .25 LBS Purchase DC: 22
special rules Proficiency:a moley whip can only be used by a person that has taken the proper feat as well as having a dexterity of 14 or higher with out penalty. Failure: a person that is not proficient with a moley whip that misses on an attack roll has a chance of hitting his or her self. A person that is proficient with the weapon only risks hitting his or her self on a roll of a natural one. To hit: when attacking with a moley whip the user ignores the target armor and natural armor. (Either it hits and it cuts or it misses and does nothing)
Inspired by Jugger Grimrod.
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5 years ago ::
Nov 19, 2008 - 12:55PM
#28
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The 16.5 lb. weight seems off? Or is it just me? :D
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5 years ago ::
Nov 19, 2008 - 1:18PM
#29
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Date Joined:
Jul 30, 2008
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whoops... sorry about that used on of the other weapons to keep me focused on what I needed to write down.:embarrass
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5 years ago ::
Nov 19, 2008 - 1:26PM
#30
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That was my guess too. :P ...from the SlammerHammer?
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