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07:08, 19th April 2024 (GMT+0)

Equipment Weapons and Armor.

Posted by PrometheusFor group 0
Prometheus
GM, 26 posts
A Galaxy of possibilities
A Galaxy at war
Wed 20 Feb 2008
at 00:56
  • msg #1

Equipment Weapons and Armor

RevolversAccuracymagDamageDmg typecritmultiplerangeRate of FirePurchase DcRestriction
Light revolver +2 6 Cylinder2d4ballistic20X230 ftsingle12None+0
Medium revolver +1 6 Cylinder2d6ballistic20X230 ftsingle13None+0
Heavy revolver +0 6 Cylinder2d8ballistic19X340 ftsingle14None+0
Super heavy revolver -1 5 Cylinder2d10ballistic20X425 ftsingle16None+0
Auto Pistols accuracymagazineDamageDmg typecritmultiplerangeRate of FirePurchase DcRestriction
Light pistol +2 10 Box2d4ballistic20X240 ftSemi11
</center>
None+0
Medium pistol +1 16/20 Box2d6ballistic20X230 ftSemi15None+0
Heavy pistol +0 10 Box2d8ballistic19X330 ftSemi16None+0
Super heavy pistol -1 7 Box2d10ballistic20X420 ftsingle17Lic+1
N'sss render Pistol  +2102d8Piercing20x220Semi
    Auto
SpecialSpecial
Sliver Gun  +3201d6Piercing toxin19x210Full
    Auto
18Lic +1
Tranq Pistol  -2101ptPiercing toxin20x220Semi15none
Gel Slug Pistol  -2102d6 bludgeoning
    Non lethal
20x220Semi15none
Gyroslug Pistol  -2102d10
    +1d6 5ft rad
slashing20x340Semi
    Auto
15Res +2
Cone Pistol  +2102d6Piercing18x350Single20Res
    +2
Gauss Pistol  +0102d10Piercing18x350Single21Mil
    +3
Micro Grenade Launcher  -46as
    per grenade
varies------30Single18Mil
    +3
Sub Machine Guns accuracymagazineDamageDmg typecritmultiplerangeRate of FirePurchase DcRestriction</Blue>
Light SMG +2 30 Box2d4ballistic20X240 ftAuto,
      Burst
13<center>Res
      +2
Medium SMG +1 30 Box2d6ballistic20X240
      ft
Auto, Burst18Res
      +2
Heavy SMG +0 20 Box2d8ballistic19X340
      ft
Auto, Burst19Res
      +2
Super heavy SMG -1 20
      Box
2d10ballistic20X460
      ft
Auto, Burst20Res
      +2
 
 
 
  Shotguns  accuracymagazineDamageDmg typecritmultiplerangeRate of FirePurchase DcRestriction
Double barrel -1 2 Individual2d8 12 gauge 000 BuckSlashing20X330 ftsemi12None+0
pump shotgun-13/5/8 Tube 2d8 12 gauge 000 BuckSlashing20X330 ftSingle15None+0
Semi auto shotgun -1 3/5/10 Tube or box2d8 12 gauge 000 buckSlashing20X330 ftsemi16None+0
Close Assault Weapon -2 3/5/10/20 Box or Drum2d8 12 gauge 000 BuckSlashing20X330 ftsemi/Full auto18<center></center>mil +3
10 Gauge Semi auto shotgun -2 3/5/8 Tube or Box2d8 10 gauge 000 buckSlashing20X330 ftsemi18Lic+1
8 Gauge Big Game Gun -2 2Tube or Box2d10 8 gauge solid slugconcussion20X330 ftsemi23 masterwork weaponLic+1
Tangle gun -26
    round Box
specialentangle----20Semi16none
Micro Rocket Launcher -26
    round Box
3d6 APfire19x460
    10meter minimum
Semi23Mil
    +3
Rifles accuracymagazineDamageDmg typecritmultiplerangeRate of FirePurchase DcRestriction
Sport Rifle +1 102d4ballistic20x260ftSingle14None+0
Hunting rifle +2 3/5 Individual or Box2d8+1ballistic18X380 ftSingle19None+0
Semi auto rifle +0 10/20 Box2d8ballistic20X270 ftsemi16None+0
Carbine +0 20/30
    Box
2d6Ballistic20x250Semi/Burst16Lic
    +2
Assault rifle +0 20/30/75 Box or Drum2d8ballistic20X260 ftSemi/Full Auto/Burst17Lic+2
Battle Rifle +0 20
    box
2d10Ballistic20x380Semi
    Full Auto
19Lic
    +2
Elephant rifle +2 2 Individual2d12ballistic18X390 ftSingle23 Masterwork weaponNone+0
Sniper rifle +2 3/5/10 Box2d10ballistic19X390 ftSingle21Res+2
Anti material rifle +2 5 Box2d12 12.5mm ballistic18X3120 ftSingle21Mil+3
Assault Cannon -2 5 Box4d6 Heat +2d6 5ft radiusballistic18X380 ftSingle22Mil +3
Machine Guns Accuracy Magazine Damage Dmg
    Type
critMultipleRangeRate
    of fire
Purchase DCRestriction
Squad Automatic -2 240
    box or belt
2d8 ballistic20x280Full
    auto
23Mil +3
General purpose MG +0 1200
    box or belt
2d10 Ballistic20x2100ftfull
    Auto
23Mil +3
Heavy Machine Gun -2 250
    belt
2d12 Ballistic19x4110ftFull
    Auto
25Mil +3
5.56mm Mini Gun -2 1200
    belt
2d8 Ballistic20x280ftfull
    Autox2
25Mill
    +3
7.62mm Mini Gun -2 1200
    belt
2d10 Ballistic20x2100FTFull
    Autox2
28Mill
    +3
25mm Chain gun -2 120
    belt
4d12 Ballistic19x4150ftfull
    Auto
30Mil +3
AGL-7 Grenade launcher -4 20
    rd Belt
4d6 10ft radius slashing------70ftfull
    Auto
25Mil +3
MDG-7         
  "Nail Gun"
-2 20
    round box
4d12 piercing18x3150
    ft
full Auto30Mill
    +2
Heavy Weapons accuracy Magazine damage Damage
    Type
critmultiplerangeActionpurchase
    DC
restriction
88mm RPG -4 1
    internal
88mm warhead varies------50ftsingle18Mil
    +3
60mm LAW -2 1
    Disposable
60mm warhead Varies------50ftdisposable18Mil
    +3
60mm Incendiary 4pack -4 4
    disposable
60mm Incendiary  flame------40Semi15Mil
    +3
60mm Demolition 4Pack -4 4
    disposable
60mm warhead Varies------50ftSemi19Mill
    +3
78mm Urban Assault gun -4 1
    internal
78mm warhead varies------40ftsingle20Mil
    +3
3,5 inch Bazooka -4 1
    internal
3.5 in rocket varies------40ftsingle10Mill
    +3
95mm Panzer Faust -2 1
    internal
95mm warhead varies------50ftSingle15Mill
    +3
90mm recoilless rifle -4 1
    Internal
88mm warhead Varies20x2100ftSingle15Mil
    +3
105mm recoilless rifle -4 1
    Internal
105mm Warhead Varies------100Single16Mil
    +3
105 mm Tow guided 1
    internal
105mm warhead Varies------1000ftsingle20Mil
    +3
160mm ATGM Guided 1
    Internal
160mm ATGM Varies------1200
    ft
Single25Mil
    +3
160mm Anti Personnel 4pack Guided 4
    Internal
160 mm Anti Personnel Varies------1200
    ft
semi25Mil
    +3
160mm ATGM 4Pack Guided 4
    Internal
160mm ATGM Varies------1200
    ft
Semi28Mil
    +3
60mm Mortar indirect 1
    muzzle
60mm warhead Varies------110ftSingle13Mil
    +3
37mm GL -4 1
    internal
37mm grenade Varies------70ftsingle14Mil
    +3
40mm GL -4 1
    internal
40mm Grenade Varies------70single14Mil
    +3
37mm Rotary GL -4 6
    internal
37mm Grenade Varies------70single15Mil
    +3
40mm Rotary GL -4 5
    Internal
40mm Grenade Varies------60single16Mil
    +3
37mm AGL -4 6
    Box
37mm grenade Varies------70Semi18Mil
    +3
40mm AGL -4 5
    Box
40mm Grenade Varies------70Semi18Mil
    +3
37mm auto Cannon -2 belt 4d6
    AP +2d6 10ft radius
Fire19x3110semi20Mill
    +3
40mm Auto cannon -4 20rd
    Box
4d12 AP +4d6 10 ft radius Slashing19x3110Auto30Mil
    +3
Micro Missile Launcher +2
    seeking
10 rd Box 2d6
    5 ft radius
Slashing------300ftSemi25Mil
    +3
2CM Gauss Cannon -2 10
    rd Box
6d10 Piercing20x5150
    ft
Single35Mil
    +4
2CM Thud cannon -4 5
    rd Box
4d10 Ballistic20x360Semi23Mil
    +3
Energy Pistol accuracymagazineDamageDmg typecritmultiplerangeRate of FirePurchase DcRestriction
Stun Pistol -2 20 4d6 electrical
    Non lethal
19X210Semi
    Auto
15none
Laser Pistol +2 50 1
    to 2d8 Laser
Light20x240Full
    Auto
17Lic +1
Burner Pistol -2 20 1d6 Flame20x210Full
    Auto
18Mil +3
Quetzl Phoenix Disrupter +2 18 2d6 Energy19x330Semi
    Auto
20Mil +3
Najuhlim Blaster Pistol -2 20 2d8 Energy20x320Semi
    Auto
20Mil +3
Tau IP-7 Plasma Pistol +0 20 2d8 Energy19x320Semi
    Auto
21Mil +3
Tae Mk III Blaster Pistol +0 16 2d6 Energy20x230Semi
    Auto
18Res +2
Cesti Light Blaster -2 30 2d6 energy20x235Full
    Auto
18Mill +2
Nephilum laser +2 50 2d8 Energy19x340Full
    Auto
22Mil +3
Energy Carbine accuracymagazineDamageDmg typecritmultiplerangeRate of FirePurchase DcRestriction
Stunner Carbine -2 30 4d6 Electrical
    Non lethal
19x230Semi
    Auto
18None
Laser carbine +2 50 1
    to 3d8
Laser19x260Full
    Auto
19Lic +1
Quetzl Dragon Disrupter +2 32 3d6 Energy19x360Semi
    Auto
22Mil +3
Najuhlim Blast Carbine -2 30 3d8 Energy20x250Semi
    Auto
20Mil +3
Cesti Repeat Blaster -2 50 2d8 Energy20x250Full
    Auto
21Mil +3
Tau C-5 Plasma Carbine +2 30 2d8` Energy19x370Semi
    Auto
22Mil +3
Tae Mk32 Assault carbine +2 32 2d8 Energy20x260Full
    Auto
22Mil +3
MK32 launcher -2 10 as
    assault cannon
----------40Semi
    Auto
------
Energy Rifle
Laser Rifle +2 50 3d8 Laser19x290Semi
    Auto
19Res +2
Laser Sniper Rifle +2 50 3d8 Laser19x2150Semi
    Auto
21Res +2
Pulse Laser +2 100 3d8 Laser19x280Full
    Auto
21Mil +3
Najuhlim Plasma Rifle -2 50 3d10 Flame20x360Full
    Auto
20Mil +3
Najuhlim Concussion Rifle -2 --- 2d10+special Concussion20x320Semi
    Auto
22Lic +2
Tau R-6 Plasma Rifle +2 30 3D10 Heat20x380Semi
    Auto
19Mil +3
Kroath Darklight Rifle +2 20 3d6 Negative
    Energy
18x320Semi
    Auto
32Mil +4
Kroath Darklight trigun -2 100 3d6 Negative
    Energy
18x350Full
    Auto
37Mil +4
Terran Unified Defense P-5 tribarrel -2 200 3d10 Heat20x360full
    Auto
30Mil +3
Quetzl Force rifle +2 20 2d10 Piercing19X380Semi21Mil
    +3
Melee Weapons: even with
    the presence of advanced projectile weapons and energy
    weapons, sometimes a person finds themself up close and
    personal. a good knife or sharp pointy stick is always a
    comfort when the bad guys get too close.
Weapon Proficiency Damage TypeCriticalMultipleRangeSizePurchase
    DC
Knife - 1d4 Slash/Pierce19-20x210tiny5None
Combat Knife -- 1d4
    (BLADE)
Pierce19-20x25Tiny7None
Combat Knife 1
    (Brass Knuckles)
Bludgeon20x2MeleeTiny----
Quetzl Machotle Removes
    Limb on Crit Fort save to resist DC 10+damage
1d6 Slashing19x35ftMedium7None
Valkiir Blade Archaic 1d6 Slash/Pierce19x2MeleeMedium8None
Valkiir Broadsword Archaic 1d8 Slashing19x2MeleeMedium11
Vibro Knife Archaic 1d6 Slashing18x2MeleeSmall11
Vibro Blade Archaic 1d8 Slashing18x2MeleeMedium14None
Vibro Sword Archaic 1d12 Slashing18x3MeleeMedium16None
Boarding Axe Archaic 1d8(
    Axe)
Slashing20x2MeleeLarge12None
Boarding Axe Archaic 1d6
    (Spike)
Piercing19x2Melee---------
Power Axe Exotic 1d12 slashing19x3MeleeLarge18None
Thaen Staff exotic Multi
    Weapon
1d4 +1d8 Bludgeon
    + Electrical
20x3MeleeLarge21Lic
    +1
Thaen Staff 2d6 Plasma20x240
    ft
Large
Stun Baton Simple 1d6
    (Stun Dc14)
Electrical (non Lethal)20x2MeleeSmall12None
Concussion Rod Simple 2d8 Concussion/Bludgeon20x2MeleeMedium17None
Plasma Sword exotic Damages
    weapons On Parry
2d8 Energy18x3MeleeMedium17Lic
    +1
Whip Cutter Exotic Trip 2d8 slashing19x210ft
    Reach
Medium18Lic
    +1
Neural whip Exotic Trip 1d6
    Stun DC 14
Slashing + special19x210ft
    Reach
Medium19Lic
    +1
Spiked Chain Exotic Trip 1d4 Slashing19x210ft
    Reach
Large11None
Thermal rod Archaic 1d4
    +1d6
Bludgeon + Fire20x2MeleeMedium15None
Bat'leth Exotic Twin
    Bladed
1d8/1d6 Slashing/Piercing19x3MeleeMedium12None
A'Niss HiruKaga Exotic multi
    Weapons
1d8 Energy20x2Meleemedium23Lic
2d8 Energy20x230ft
A'Niss Fan Blade Exotic 1d6 Slashing20x3Melle5ft12None
A'Niss Katana Exotic Massive
    crit +1d4
2d6 Slashing/Pierce18x3MeleeMelee22None
Najuhlim K'Tah Exotic Twin
    Blades
1d8/1d6 Slashing19x3+5ft
    reach
Large12None
Tae Kraken None Self
    Guided, attacks any target within 10ft of wearer, BAB+7
    AC(wearers) 25 HP, Str 18, Dex 10
1d8 Slashing/Grapple20x210ft
    reach
Large25Lic
Tae Viper None Self
    Guided, attacks any target within 10ft of wearer, BAB+7
    AC(wearers) 15 HP
1d4+toxin Slashing+toxin20x210ftMedium23Lic
    +1
Tae Hornet Exotic If
    attack Succesful Hornet locks on and continues to attack
    for 1d4 rounds BAB +4 AC 20, 10HP
1d4 Slashing20x215ftTiny23None
Tae Stinger Poison 1d2 Piercing+
    toxin
20x215ftTiny14Res
    +2
Quetzl B'coh Exotic Returning
    Ref Save DC 12 to catch failure indicates damage to hand
1d4 Slashing19x215ftTiny12None
Classic weapons AccuracymagDamageDmg typecritmultiplerangeRate of FirePurchase DcRestriction
GyroJet Pistol +0 10 Box2d10ballistic20X250 ft(10ft minimum)semi15None+0
GyroJet Rifle +0 20 Box2d10ballistic20X2100 ft(20ft minimumsemi18None+0
Needler Pistol +2 10 Box2d6+chemPiercing
    +chem
20X220 ftsingle14None+0
Needler rifle +2 20 Box2d8+chemPiercing
    +chem
20X220 ftsemi14None+0
Sonic Stunner +2 20 cell2d6sonic
    non lethal
20X220 ftsingle14None+0
Sonic disruptor +2 20 cell2d6sonic
    lethal
20X220 ftsingle17Mil
    +3
Sonic devastator +2 60 cell2d10sonic
    lethal
100X250ft cone semi17Mil
    +3
Dose Grenade -2 ------Fort save dc 15chemical 10ft radius------10ft thrown---17 box of sixres +2
BlackRay pistol +0 10 cellspecialenergy100X230ft single21Mil +3
BlackRay rifle +0 20 cellspecialsonic100X270ftsemi23Mil +3
MkIII Blaster(pistol) -1 10 cell2d10energy100X230ft semi19Mil+3
MkV Blaster(rifle) -1 30 cell2d10energy100X260ft semi/burst21Mil+3
MkVII Blaster(heavy) -1 150 cell3d10energy100X260ft semi/burst/auto24Mil+3

Classic weapons from Roleplaying Games we love
Gyrojet Weapon GyroJet weapons fire small self propelled high velocity rockets tipped with an explosive projectile. the weapon isrecoilless and works in vacuum as well as in atmosphere. Gyro rounds don not reach full power or arm until safely away from the shooter. resulting in a minimum range area where the round does only 1d4 bludgeoning damage. requires advanced firearms proficiency
Needler Weapons Needlers fire a spread of slim drug doped steel darts or needles. a needler is a low recoil weapon that fires a burst of 10 needles every time it fires. the darts do not spread and do not count as an area effect weapon. the darts strike a single target who must make a Fort Save DC18 or be stunned 1d4 round by the drug. lethal darts are available but the are highly illegal.

Burst fire and autofire attacks may not be used with a needler but the double tap feat is allowed. requires personal firearm
    feat
Sonic WeaponsSonic weapons use focused beams of high pitched sound waves to inflict damage. sonic weapons require an atmosphere to function and have an area affect of 10ftx50ft line under water beginning in
the square in front of the firing creature. Partial or unsealed armor has it's equipment bonus halved against sonic weapons
Sonic Stunnersonic stunners inflict no damage but the target must make a Fort Save DC (10+damage rolled)or be dazed by intense
    disorientation and deafened for 1d4 rds. creatures with no hearing organs, constructs and oozes are not affected by the sonic
    stunner. requires personal firearm feat
Sonic DisrupterA sonic weapon designed to injure organic tissue and leave machinery and structures untouched. the weapon has no affect on inorganic non living
    tissue. requires advanced firearm feat
Sonic Devastator a heavy weapon designed using sound to damage life forms and structures. requires
    Exotic Weapons Heavy weapons feat
dose grenadeA small chemical
    grenade designed to incapacitate hostiles without injuring them. the effects are
    unconsciousness and every round for 1d4 rd or until target escapes area of effect creatures must save or be knocked out. Requires no feat
Blackray pistolA target hit by a blackray pulse must make a fort save DC 20 or be reduced to zero hit points.If the target makes it save it suffers 4d10 pts damage. If an inanimate target is hit with a blackray pulse, it must make a save DC 18 or take 4d10 damage. Any target reduced to -1 hit point is disintegrated repair or resuscitation is not possible.
Blackray rifle A target hit by a
    Blackray pulse must make a fort save DC 20 or be reduced to zero hit points.If the target makes it save it suffers 4d10 pts damage. If an inanimate target is hit with a Blackray pulse, it must make a save DC 18 or take 4d10 damage. Any target reduced to -1 hit point is disintegrated repair or resuscitation is not possible.
Blaster weaponsBlasters fire a tremendous bolt of destructive energy,usually these bolts are a modulated pulse of electromagnetic energy that hyper excites matter causing intense heatand explosive vaporization of moisture within the target material. Blasters are common weapons for some races and perfect for space combat since the lack of atmosphere does not affect the weapons performance although it's kick is somewhat potent for an energy weapon. Blasters use a non specific energy to do damage. all blasters require advanced firearm feat

This message was last edited by the GM at 06:01, Wed 20 Feb 2008.
Prometheus
GM, 27 posts
A Galaxy of possibilities
A Galaxy at war
Wed 20 Feb 2008
at 02:01
  • msg #2

Re: Equipment Weapons and Armor


       
      Armor

       
      Purchase DC

      <Armor
      DR/AC Bonus

      Maximum
Dexterity
Bonus
Armor
Check
Penalty
<Arcane
Spell
Failure

      Speed
      30 ft/20 ft

       
      Weight
Light Armor       
Heavy Clothes6+1/1+6010%30/2010 lb
Flight Suit6+2/1+80-30/206 lb
Armor Vest8+2/1+505 %30/208 lb
Combat Fatigues9+4/2+6-110%30/2010 lb
Ship suit10+2/14-2 30/2012 LB
Protective Inserts10+1/2+4-2 30/205 lb
        
Medium Armor       
Patrol Armor12+5/2+4-2 30/1515
Battle Suit14+7/2+4-210%30/1515 lb
Battle Armor15+8/2+3-215%30/1520 lb
Combat Armor16+9/2+3-320%25/1525 lb
        
Heavy Armor       
Medium Combat Armor18+8/2+2-4 25/1525 lb
Shock Armor20+10/3+2-425%20/1530 lb
Combat Exoskeleton22+11/3+2-530%20/1540 lb
Assault Exoskeleton23+12/3+2-535%20/1550 lb
        
Powered Armor       
Combat Hardsuit25+14/4+1-740%40/30250 lb
Assault Hardsuit17+16/40-740%30/20350 lb
        
Energy Shields Bonus HP-------- 
Plasma Screen2115    4 Lb
Plasma Shield2325    6 Lb
Barrier Shield2540   +2AC    8 Lb
Plasma Barricade(immobile)25150    25lb
Extras       
Camouflage+1-----/--

   Combat Exoskeleton: Lighter than the assault variant,
features similar reinforced polymer plates over a form
fitting carbon fiber frame. Interior is lined with gel
padding and is generally worn over combat fatigues.

Combat Fatigues: Standard military fatigues feature durable
composite fiber interwoven with high strength polymer threads.

   Combat Hard suit: Effectively a heavier version of the
assault exoskeleton. Full-body armor with integral helmet
providing digi-binocs, personal comm, and   laser sight.
 The servos provide Str 18. Standard heavy cell provides
48 hours of operation. Hustle 12 hours w/o rest. Cannot be
fitted with integral weapons, but gauntlet is fully
articulated for use of normal weapons. Self
contained for 3 hours.

      Energy Shields: Energy shield create a dense field of
 low energy Plasma around a person or object deflecting
or absorbing incoming attacks. energy shield are weakened
by each successful attack causing them to weaken and
collapse unless allowed to recharge for a short period
of time. While very useful Shield technology is not
capable of complete invulnerability. A well placed shot,
 or a lucky one may strike the shield during a power
 fluctuation or during a short period of time that shield
 is recycling. these intervals are usually measured in
 micro seconds but they are sufficient to allow a bullet,
 or energy discharge through unimpeded.</pre><Pre>

 On a critical
    hit the shield collapses and the damage passes through
    directly to the wearer. the shield must be recharged for
    1 minute before it can be reactivated. Also, when the
    Bonus hit points provided by a shield are depleted the
    shield collapses and must be allowed to recharge for 1
    minute. .


  Flight Suit: Jumpsuit commonly worn by pilots. Light,
non-restrictive, ery effective as a form of pretection
from the environment and light weapons.

  Heavy Clothes: Includes any reinforced, durable clothing.
Including leathers, heavy dusters, and overcoats.

  Protective Inserts: Panels of rigid ballistic material
    and woven ballistic cloth inserts placed in normal
    clothing to provide protection from knives, bullets and
    environmental damage when full armor is impractical or
    discouraged. since they can not be as well placed or balanced
    as a purpose designed suit of armor they are slightly
    restricting and sometimes uncomfortable to wear for long
    periods of time.

  Ship Suit, A light reinforced jumpsuit equipped with
    sealed helmet and gloves as well as a short duration life-support
    pack and heating units to protect crewmen on space ships
    from the effects of unexpected loss of atmosphere. the
    Suit takes a full round action to seal and power up,
    provoking an attack of opportunity.

      Shock Armor: Full body composite weave suit lined with
energy-absorbent gel. Rigid polymer armor--heavier and more
extensive than that used in combat or battle armor protects
as much as possible, while still
allowing full range of movement.
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