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Weapons and Notes ( for review and comment only)

Posted by PrometheusFor group 0
Prometheus
GM, 461 posts
Thu 12 Aug 2010
at 18:31
  • msg #1

Weapons and Notes ( for review and comment only)

RevolversAccuracymagDamageDmg type<b>critmultiple<b>rangeRate of FirePurchase DcRestriction
Light revolver +2 6 Cylinder1d6+2ballistic20X240 ftsingle12None+0
Medium revolver +1 6 Cylinder2d6ballistic20X230 ftsingle13None+0
Heavy revolver +0 6 Cylinder2d6+4ballistic19X325 ftsingle14None+0
Super heavy revolver -1 5 Cylinder3d6+2ballistic20X425 ftsingle16None+0
Auto Pistols accuracymagazineDamageDmg type<b>critmultiple<b>rangeRate of Fire<b>Purchase DcRestriction
Light pistol +2 10 Box1d6+2ballistic20X240 ftSemi11
</center>
None+0
Medium pistol +1 16/20 Box2d6ballistic20X230 ftSemi15None+0
Heavy pistol +0 10 Box2d6+4ballistic19X330 ftSemi16None+0
Super heavy pistol -1 7 Box3d6+2ballistic20X420 ftsingle17Lic+1
N'sss render Pistol  +2103d6Piercing20x220Semi
    Auto
SpecialSpecial
Sliver Gun  +3201d61d4dex DC12Piercing toxin19x210Full
    Auto
18Lic +1
Tranq Pistol  -2101pt+1d6con DC14Piercing toxin20x220Semi15none
Gel Slug Pistol  -2102d6 bludgeoning
    Non lethal
20x220Semi15none
Gyroslug Pistol  -2103d6
    +1d6 5ft rad
Ballistic+slashing20x340Semi
    Auto
15Res +2
Cone Pistol  +2102d6Piercing18x350Single20Res
    +2
Gauss Pistol  +0103d6Piercing18x350Single21Mil
    +3
Micro Grenade Launcher  -46as
    per grenade
varies------30Single18Mil
    +3
Sub Machine Guns accuracymagazineDamageDmg type<b>critmultiple<b>rangeRate of Fire<b>Purchase DcRestriction</Blue>
Light SMG +2 30 Box1d6+2ballistic20X240 ftAuto,
      Burst
13<center>Res
      +2
Medium SMG +1 30 Box2d6ballistic20X240
      ft
Auto, Burst18Res
      +2
Heavy SMG +0 20 Box2d6+4ballistic19X340
      ft
Auto, Burst19Res
      +2
Super heavy SMG -1 20
      Box
3d6+2ballistic20X460
      ft
Auto, Burst20Res
      +2
  Shotguns  accuracymagazineDamageDmg type<b>critmultiple<b>rangeRate of Fire<b>Purchase 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 type<b>critmultiple<b>rangeRate of Fire<b>Purchase DcRestriction
Sport Rifle +1 101d6+2ballistic20x260ftSingle14None+0
Hunting rifle +2 3/5 Individual or Box2d8+1ballistic18X380 ftSingle19None+0
Semi auto rifle +0 10/20 Box3d6ballistic20X270 ftsemi16None+0
Carbine +0 20/30
    Box
2d6Ballistic20x250Semi/Burst16Lic
    +2
Assault rifle +0 20/30/75 Box or Drum3d6ballistic20X260 ftSemi/Full Auto/Burst17Lic+2
Battle Rifle +0 20
    box
3d6+2Ballistic20x380Semi
    Full Auto
19Lic
    +2
Elephant rifle +2 2 Individual2d12ballistic18X390 ftSingle23 Masterwork weaponNone+0
Sniper rifle +2 3/5/10 Box3d6+2ballistic19X390 ftSingle21Res+2
Anti material rifle +2 5 Box2d12 12.5mm ballistic18X3120 ftSingle21Mil+3
Assault Cannon -2 5 Box2d12 AP +2d6 5ft radius DC15ballistic18X380 ftSingle22Mil +3
Machine Guns Accuracy Magazine Damage Dmg
    Type
critMultipleRangeRate
    of fire
Purchase DCRestriction
Squad Automatic -2 240
    box or belt
3d6 ballistic20x280Full
    auto
23Mil +3
General purpose MG +0 1200
    box or belt
3d6+2 Ballistic20x2100ftfull
    Auto
23Mil +3
Heavy Machine Gun -2 250
    belt
2d12 Ballistic19x4110ftFull
    Auto
25Mil +3
5.56mm Mini Gun -2 1200
    belt
3d6 Ballistic20x280ftfull
    Autox2
25Mill
    +3
7.62mm Mini Gun -2 1200
    belt
3d6+2 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
75mm howitzer -4 1
    internal
75mm cased shell varies------150ftsingle28Mil
    +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
Stun Pistol -2 20 4d6 electrical
    Non lethal
19X210Semi
    Auto
15none
Laser Pistol +2 50 1
    to 2d8 Laser
energy20x240Full
    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 type<b>critmultiple<b>rangeRate of Fire<b>Purchase 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 energy19x290Semi
    Auto
19Res +2
Laser Sniper Rifle +2 50 3d8 energy19x2150Semi
    Auto
21Res +2
Pulse Laser +2 100 3d8 Laser19x280Full
    Auto
21Mil +3
Najuhlim Plasma Rifle -2 50 3d10 energy20x360Full
    Auto
20Mil +3
Najuhlim Concussion Rifle -2 --- 2d10+special Concussion20x320Semi
    Auto
22Lic +2
Tau R-6 Plasma Rifle +2 30 3D10 energy20x380Semi
    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 energy20x360full
    Auto
30Mil +3
Quetzl Force rifle +2 20 2d10 Piercing19X380Semi21Mil
    +3

Prometheus
GM, 462 posts
Thu 12 Aug 2010
at 18:35
  • msg #2

Re: Weapons and Notes ( for review and comment only)

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.

    the vast majority of modern armors are designed to protect against ranged weapons,
    as a result many of the fibers used in armor are not well suited to protecting against melee weapons as a result any armor lighter than a hardsuit, exoskeleton, or medium mecha grant only their AC Bonus and a DR of 2 vs melee weapons
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 Slashing19x3MeleeMedium7/15None
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/Budgeon/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

Prometheus
GM, 463 posts
Thu 12 Aug 2010
at 18:54
  • msg #3

Re: Weapons and Notes ( for review and comment only)

<table><tr><td>
Projectile weapons
Projectile weapons are still in ue, most use magnetic or gravitic means to sling a small high tech round
at the target,  instead of an explosive propellant firing a crude lump of lead.  The remain in use for
their one redeeming quality. They are very good at punching through things. Using a projectile rifle a
sniper can fire through a wall, shoot through a car door, or punch a round through a hundred feet of
dense foliage.
      The secondary factor is they are cheap to produce and can be manufactured with basic materials,
and few exotic materials. While Plasma, Laser and other directed energy weapons are in wide use they
are actually only common on board ships, in the hands of elite soldiers or civilians.
        In space a projectile will not slow down or stop util it hits something, the target, the planet
 behind the target or a merchant ship idling along a few centuries and half a light year away. By
interplanetary treaty, O’sahdii protocols and mutual agreement projectile weapons over a certain size
used  in space combat must include a self destruct package into the projectile.  This either vaporized
the round, or guides it into a nearby star or asteroid keeping it from streaking out through space and
 hitting some poor soul minding his own business ten thousand years later. that’s not to say some
 unscrupulous sorts still fire a simple chunk of nickel iron out of their rail guns and needle drivers
but most have the decency to limit their destructive activities to their own lifetime and one solar
system.
</td></tr><tr><td>
Plasma Weapons: By generating small amounts of superheated gas, compressing it into a gravitic bubble
 and then using a magnetic accelerator to fire it down range plasma weapons can deliver the equivalent
of a grenade going of in the targets face. While significantly more advanced than any  projectile weapon
they have not replaced projectile weapons in combat.
          The primary drawback of a plasma weapon si also one of it’s strongest features. A plasma weapon
 has little penetrating power. If the bolt encounters a solid object, wall, tree branch or window glass
 it explodes on impact delivering all of it’s energy to the object but not blowing through as a bullet
 would. This does not mean it can not penetrate body armor, in face it does so very well, it simply
means that any obstruction that gets in the way between the shooter and the target will stop it dead
in it tracks.
          This tendency to stop on impact makes plasma weapons popular aboard starships, space stations
or with Law enforcement it means that the round is more than lethal enough to deal with a hostile
creature, while not over penetrating traveling through a house or vehicle and hitting someone setting in
their living room. It also mean that soldiers engaged in a gun battle in the hallway of a ship or station
will blow the hell out of walls and protective housings but leave vital equipment exterior walls, and
other vital systems intact.
</td></tr><tr><td>
Lasers: lasers are often depicted as slicing though anything they encounter, armor, flesh, the sides of
mountains etc. this is true for high powered continuous beam lasers. However most laser weapons fire short
highly intense pulses of energy deigned to flash vaporized material on contact creating a small but
intense explosion of steam or vaporized material.
          Beam lasers will tunnel through about anything they hit, and are treated as being a fully
automatic weapon. However they are power hungry beasts that use up their power supplies in short order.
 Pulse lasers are les power hungry but like plasma weapons will ot blow through obstacles 90% of all
laser weapons on the market are Pulse lasers, In order to acquire a beam laser which can tunnel through
an obstruction and fire has an innate full auto mode the purchaser must also purchase the full auto
gadget’ which in this case converts the weapon into a beam laser.  Unfortunately the extra power
consumption means each attack still uses 10 rounds from the magazine, even if the firer is using it to
fire a single shot. On the plus side a beam laser reduces and enemies equipment based Dr by 5 and ignores
all non solid shields and barriers, either Tech based or Kinetics based and will pass through transparent
materials without leaving a hole or being reduced by the objects hit points or DR.
          Pulse lasers follow the same rule as Plasma weapons, they can be equipped with a standard auto
fire gadgets( when purchasing an auto fire module for his weapon the character can choose to have the
gadget convert the weapon to a beam weapon, or to fire laser pulses in  auto-fire mode), their primary
advantage is that they like all laser function in vacuum, under water, (range increments halved, )and
have absolutely no recoil and can be tuned to fire an invisible silent pulse.
(Laser weapon can fire auto fire, burst, and double taps with penalties reduced by half. Laser suffer
no penalties firing under water or in zero gee environments) on the other hand a mirror or piece of
reflective foil will stop them in their tracks.
</td></tr><tr><td>
            Disrupters: disrupter use quantum resonance to rip apart molecules and tissue with horrific
results. Matter is pulverized and tissue reduced t a bloody parboiled pulp. Disrupters share all other
characteristics with laser weapons and are used by some races as a replacement for them. Especial races
who’s most common enemies have a vulnerability to bleeding or tissue disruption.
</td></tr><tr><td>
            Blasters: first developed by Technomancers and eventually reverse engineered by military
scientists, Blaster is  a generic name for an advanced energy weapon, still uncommon but becoming more
readily available these weapons use many of the same principles as a hyper drive engine. They create a
powerful pulse of energy nearly identical to energies common to hyperspace. These energies cause normal
matter to burn away leaving little but carbonized dust behind.
             In all respects of performance, penetration and damage blasters are nearly identical to
Plasma weapons.
</td></tr><tr><td>
        Gravitic weapons: to new and too experimental to braw any generalizations on Gravity weapons
are one of the most heavily researched technologies. Corporate and Military weapons designers are
locked in a heated race to develop reliable inexpensive Gravitic weapons for mass production.
Espionage, sabotage, manipulation and intrigue abound in this field meaning large profits to be made
for mercenaries spies and assassins., with the bonus of picking up an experimental weapon that ignores
any know defense while they are burning down, blowing up or de-orbiting a lab or facility.
</td></tr><tr><td>
Sonic weapons, do not work in vacuum and work far to well under water. When fired under water a sonic
weapon does double damage however it does it’s damage in a burst with a ten foot radius, all creatures
and objects in the area are affected by the attack including the person firing the
</td></tr><tr><td>

Flechette, Needle, Shard weapons.

Instead of one projectile thee weapons fire a sleet of small projectiles in a stream at the target.
Causing shallow wide area wounds. While more effective in the hands of untrained individuals, and
capable of delivering toxins and chemicals most needle weapons are intended to be used as a defensive
weapon at close range, the shooter simply points the weapon pulls the trigger and hoses down the area.
              Needle weapons double the DR of armor, however they can be doped with toxin, and fire in
full auto only mode, they do not require a to hit roll, instead the target must make a reflex save to
avoid the attack. The reflex save is set by the weapons ( see descriptions)

<td><tr></Table>

Ignore the gibberish code..I'm coding by hand and cant get it to work right, probably got something witched around somewhere and don't feel like trying to hunt down the bug
Prometheus
GM, 464 posts
Thu 12 Aug 2010
at 19:04
  • msg #4

weapon descriptions ( for review and comment only)



Light revolver/pistol
Seldom seen in combat light revolvers are often hunting weapons, or used for sport shooting, vermin control or hunting small game.
These small weapons are usually kept by civilian or part of a survival pack to provide some men of  taking edible game. Only when
larger weapon s not available are light revolvers pressed into service as a weapon.


Derringer:
a small twin or four barreled weapon usually in small caliber although some large caliber pocket cannons are manufactured
they can fire only at short ranges and in larger calibers are unpleasant weapons to fire.
-4 accuracy, +2 initiative, -15ft range increment

 large caliber version require a will save DC 10 to fire without an additional -2 to hit due to the heavy recoil and muzzle blast of the weapon


Sport revolver/ pistol: a small caliber pistol meant for recreational shooting and target practice, lack the lethal power
to be used as a combat weapon but sometimes it is used as a last ditch defensive weapon by civilians. Many sport pistols are
masterwork models of a light revolver or semi auto, grant an additional +1 to hit and +5ft to their range increment.


Medium handgun:
sometimes referred t as a combat handgun thee weapons are the bulk of commonly carried defensive firearms. Firing around between 6.5mm to 10,
,these compact weapons serve a a standard sidearm for police, military officers, drivers and pilots. The ease of carry and firing make them
a practical weapon, and deadly in the hand of an experienced shooter.


Heavy pistol revolver:
a large caliber combat weapon intended mostly for tactical use, it is a common back up weapon for soldiers, security officers, and police
tactical teams. It has a smaller capacity than most medium caliber weapon shorter range and heavier recoil but the impact of a large caliber
or magnum round tends to offset the weapons limitations.


Hold out revolver:
A small easily concealed revolver meant to be carried in the purse or in a pocket. It lacks range or accuracy however it can be effective at
pointblank range and it’s small size makes it ideal for both civilians, undercover police officers, and unfortunately criminals.
Extremely compact +4 to slight of hand to conceal the weapon. -2 to hit, -10ft range increment


Detectives model
A revolver or semi automatic pistol with low profile sights a shortened barrel and any protrusions that might snag on clothing are removed.
It is usually more powerful than a hold out pistols with large bore calibers sometimes being chambered to provide a heavy defensive punch
when carrying a combat handgun would be discouraged or arouse suspicion.  +2 slight of hand  to conceal ewpon -1 to hit, -5ft range increment
+1 initiative with weapon.


Render Pistol:
an alien weapon used by a hostile non-communicative race on the inner perimeter of O’sahdii space. The render pistol uses intense gravitic forces
to fire high density needles at incredible velocities.  The density shape and impact velocities of the rounds allow them to pierce most armors
and then bend and tumble inside the body of the target.
        If captured intact the weapon can be adapted to use conventional power cells and fire tungsten carbide needles instead of the more expensive
carbon-zed crystalline needles used by the N’sss.  If loaded with the more expensive rounds the weapon reduces Dr and Hardness by 4 pts, and
imposes a -4 on the heal injury check to treat the wound due to carbon-zed contamination.
Ammunition:Tungsten carbide DC 10 per 20
Carbon crystal     DC 15 per 20


Sliver Gun
A reverse engineered version of the render, it fires nickel iron slivers shaved from block of metal loaded into the weapon. Typically the projectiles
contain intentional contaminants that cause a toxic reaction in most organic creatures. he target must make a DC 15 Fort Save or lose 1d4 pts of
Dex until detoxed. Further injuries do not do increased damage but
increase the DC of the treat injury check by +1 per separate injury.


Tranq Pistol:
A les than lethal weapon used as a self defense weapon or by law enforcement to subdue violence prone subjects. The weapon fires a hypodermic dart
that injects a powerful euphoric, and mild hallucinogenic drug as well as a powerful sedative. If used properly the subject quickly falls into a
blissful semi conscious state making him easier to control.
Toxin 1d6  con
Save Fort DC 14 each additional hit increases the save by +2: save negates
Dart must penetrate any Dr the character has in order to be effective. Usually used in conjunction with a called shot to hit unprotected location.


Gel Slug gun
Gel Slug weapons fire a low velocity High density polymer round that pancakes on impact. The round does no permanent damage but causes sever bruising
and pain when hitting an unarmored target. Repeated shots are often used to subdue rioters, and combative prisoners. ( Temporary damage only, ineffective
against rigid armors)


Gyro Slug
A gyro slug is a hybrid weapon, a low power charge propels the projectile from the weapon. The Projectile is a small rocket tipped with an explosive charge.
The small shaped charge is usually wrapped in a fragmentation sleeve that can injure or frighten nearby combatants.
       The shaped charge used by the round reduces Dr and hardness by 2pts.


Cone gun
An upgraded version of the gyro jet. It uses a series of magnetic rings around the barrel to give the round  high initial speed. The solid
tipped armor piercing round is then accelerated by a compact high impulse rocket motor allowing it great range and acceptable close range effects.
Ammo:
Improved penetration gadget included: +2 to hit , to negate armor AC bonus only.
Purchase DC 7 per 20


Gauss Pistol
A pocket rail gun. Unlike normal Magnetic Liner accelerators which fire rounds in the subsonic to low supersonic velocity  range to control
recoil and provide a high rate of fire. The Gauss pistol fires a high density small diameter round at nearly hypersonic speeds allowing it to deliver
an accurate highly effective shot at longer ranges. The design and density of the round also allows it to punch through all but the heaviest armor,
obstructions and debris with little hindrance. The length and weight of the weapon make it clumsy and slower to aim and fire than normal pistols but
being able to punch through a brick wall or interior wall without slowing down makes the weapon useful for attacking from surprise, taking out
sentries or hitting barricaded targets.

Ignores equipment based AC from light, improvised armors, and reinforced clothing.In addition the weapon ignored cover that does not have at least
80 hit points and/or has a hardness of less than 8

Note these weapons are totally illegal aboard space stations, colonies requiring protective structures, and most starships, simple possessions of a
gauss pistol is grounds for arrest,. And these weapons must be turned over to security and stored in a secure location for the duration of the characters
 stay in uch locations. . Police will respond with lethal force, and Long jail terms for anyone using a gauss pistol against police or in the commission
 of a crime.


Machine Pistols:
not to be confused with sub machine guns, machine pistols are normal semi automatic pistol modified or purpose built to fire in burst or full auto modes.
They allow a shooter to hose down an area, concentrate maximum firepower on a single target or fire single shots for extended periods without reloading.
Seldom carried by civilians without special permits these weapons are carried by drivers, pilots, body guards and assault teams who need maximum firepower
in the smallest possible package.

          A machine pistol is one of the few auto fire weapons that are normally fired one handed. Although most people prefer to use both hands on
the weapon. If using two full auto weapons and firing an auto fire attack at the same target area the save Dc to avoid the attack is increase by +4
however  the penalties for using two weapons apply to the attack roll against the target area .
            If using two auto fire weapon at once the area covered by the attack can be doubled by hosing down two separate areas at the same time.
Two attack rolls are required to hit the target area. And two weapon fighting penalties do apply as well.


Submachine guns:
Lightweight pistol caliber weapons designed for full auto or bust fire firing. Submachine guns are a tactical weapon best suited to close
range or defensive combat. Largely replaced by assault rifles in regular combat units, submachine guns are compact and deadly at short ranges and
in areas where a full sized long arm would be cumbersome and restrictive.


Shotguns:
Used for hunting self defense and close quarters combat shotguns are extremely flexible and dangerous weapons. The impact of a single heavy slug,
or a sleet of smaller pellets is effective against animals and armored assailants. The short range and punishing recoil of a shogun offset it’s power
slightly but many shooters are happy to endure the sore arm and bruises fro a big bore shotgun for a fist full of mayhem.

Shotguns as auto fire
A single round of buckshot can end 8-12 .30caliber projectiles down range each one packing as much power as a 9mm round. The firepower
of such a blast is nearly as deadly as an auto fire burst from an assault rifle though it lacks the range and penetration of the rifle caliber weapon.
If a shotgun user has multiple attacks in a round he can lay down a murderous barrage on a target area, that is effectively an auto fire attack using
one round from a shotgun. While the pellets need to travel a good distance before the spread out. Most loads travel in a dense ball about the size of
your fist for 10-20 feet before spreading out enough to be effective as an auto fire attack meaning most shotguns can not make a area affect attack at
 pointblank or short range.

When firing shot ammunition at medium and long ranges, the user can fire one round to attack a single 5x5 area with an auto fire attack.

The save versus being hit is determined by the ammo used.
00Buck                           DC 15
Game Load: 2d6 per pellet        DC 18
Birdshot:  -1 die damage         DC 20
Uses standard shot gun ammunitions.

Shotguns Firing solid Slugs
If firing a Solid slug round shotguns become more accurate and have better range, in addition one massive 18-20mm diameter slug of lead hitting a
target can have horrendous effects. When firing slug ammunition the weapon does +1 die damage but can not make auto fire type attacks unless the weapon
is an auto fire weapon.

Shotgun Burst attacks:
Using a load of shot as an auto fire attack allows a shooter with the burst fire feat to make a burst attack with just
one round. All modifiers and restrictions apply except for the number of rounds required to make the attack.


Full Auto shotguns:
Firing a 12guage shotgun on full auto is a brutal act. For both the shooter and the target. It inflicts an additional -4 to the attack roll vs. the target
area but it also increase the DC of the save vs. the attack by +4</br>

In addition if the shooter fires a conventional burst attack firing five rounds the attack receives a +2 to hit and also gains an
additional 1 die to the damage ( this characteristic make close assault weapons and any full auto shotgun a powerful weapon, the GM should consider
 this before allowing access to them. He can also fel free to increase the attack bonus instead not increasing the damage of the attack. )


Using shotguns to breech objects.
A shotgun has a great advantage when used to blow locks and hinges off doors. At a few feet the spread of shot is enough to literally blast a fist
sized hole in a door, and blow the lock, doorknob or hinges across the room. Specialized breeching rounds are available that deliver double damage
against object but have a range increment of 2 ft and a maximum range of 20ft.
   


Single shot: shotgun
A weapon with one barrel that holds a single shell. Each time the weapon is fired it must be broke open and reloaded manually. A simple but effective
hunting weapon that can be used for self defense in a pinch
Double barreled shotgun:
Similar to a single shot shotgun but consisting of two individual barrels et side by side or one atop the other. This arrangement allows for a rapid
second shot to be fired if the first one misses, or to fire both barrels in a devastating blast of  shot. If both weapons are fired at once it acts
as a double tap. Increasing the damage and imposing a -2 to the attack due to the heavy recoil of two large bore shotguns going off at once.

       If both barrels are used to fire on a single hex as an auto fire attack the DC of the save to avoid is increased by 4 pts


Sawed off shotgun:
a crude but effective weapon that is more easily concealed than a full length shotgun. Contrary to popular legend a sawed of shotgun does not
spray a cone of lead when fired. The shot still stays in a ball of flying lead about the size of your fist for 10-20 feet. But it does put enough punch
in a concealable packed to blow most enemies out of their shoes.
normally hiding a weapon the size of a shotgun would be impossible but cutting the barrel and stock down to the bare minimum creates a large pistol
that can be concealed under a coat or in a satchel bag or a large box. (So you think that’s a dozen roses he has for you?)


Pump action shotgun:
This weapon uses an internal box or tube magazine to hold several shells, each shell is loaded and the action of the weapon cocked b working
the slide or pump under the barrel. Working the slide is a free action but it does require the shooter have both weapons on the weapon to work the slide.
The advantage of a pump action shotgun is that if a shell does not fire properly it can be quickly ejected and another round fired. Without needing to
clear the jam. ( if a critical miss is rolled the weapon does not jam the shooter simply has to pump the slide as a free action to clear the misfire
from the chamber. If he has another attack available he can attack again with the weapon.

Stacking rounds:
The shooter of a pump shotgun can stack rounds of different types shot, slug or explosive in the same tube, by taking a move action he can eject the
shells in line before the desired load and fire the load of his choice. The shells in order before the desired load are lost, but can be picked up later,
 and he must fire the rounds in the order they are loaded. Or eject them from the weapon.


Street Sweeper.
A short heavy shotgun that has a drum style magazine that also acts as it’s chamber. Each shell is held in a separate cylinder and the entire
magazine/breech mechanism rotates to bring a new shell in line with the barrel. If carrying a street sweeper the shooter can stack rounds as
well, however in this case the round is not ejected it is simply rotated  out of line with the barrel and the desired round is cycled into position.
In most cases a street sweeper loads 12 rounds, and reloads by breaking the weapon open and inserting a single round into each chamber.
This is a slow process, and takes a bit of coordination and concentration in combat. (full round action -2 to ac)

         The short barreled design of a street sweeper decreases it accuracy and range somewhat range increment -5 feet and it suffer an
 additional -2 on attack rolls.


Semi auto shotgun.
Used for hunting, sports shooting, and self defense the Semi auto shotgun is also an effective offensive weapon. The weapon is found almost
anywhere from broom closets in homes to the trunk of a police cruiser or in he hands of a well armed guard.  Large capacity military grade
semi auto shotguns are sometimes issued to security and entry teams, and soldier operating in close quarters where range is not an issue.


Close assault weapon
A militarized full auto version of the shotgun. It is also called a street sweeper or room Broom due to it’s devastating effect when fired in f
Full auto or bust modes. While it’s recoil, weight and fearsome report are uncomfortable at best, shock troopers, ship security teams, and assault
teams use the weapon heavily.
        When used to make and auto fire attack and loaded with shot shells the save DC versus the attack is increased by +4


Carbine:
halfway between a pistol and a rifle the carbine was the forerunner of the assault rifle. The primary difference is the caliber of the round it fires.
Carbines typically fire pistol caliber or extended pistol caliber rounds. Often they are designed with shortened or collapsible stocks and shorter
barrels than rifles making them handy in a close in fight. Seldom issued to militaries, carbines were originally issued to NCO’s, gun and vehicle crews,
and rear area personnel who needed a better weapon than a pistol but would be burdened by a full sized rifle.
their role in combat taken over by submachine guns, machine pistols and assault rifles leaving the carbine as a civilian weapon sometimes
carried by law enforcement, security personnel and travelers in need of a compact weapon without the need for a powerful round.
 


Saddle rifle:
A short lever action hunting or sport rifle chambering  magnum pistol round to give it more punch than a normal carbine. The weapon is exclusively a
sportsman or civilian weapon and is rarely seen in civilized area or among professionals. ( damage 2d8, magazine capacity 10 tube, single shot,
Purchase DC-2)

Sport rifle:
A small caliber low velocity rifle used for target shooting, and hunting small game. The round lacks enough power to be a reliable weapon but most
travelers on unsettled planets keep the weapon around to deal with vermin or to supplement rations with fresh meat.  In civilized area the sport rifle
may be the only weapon the average person will own. It’s low power cheap ammo and small size make it a good choice for leisure and hobby shooters and
woodsmen.
 


Survival rifle.
A collapsible single shot version of the sport rifle that also includes a second single shot barrel firing shogun ammunitions. Each barrel is
fired separately and must be manually reloaded before it can fire again. The weapon has the following features. Compact, collapsible, storage compartment,
and alternate weapon. Most survival rifles feature a solar cell that allows the weapon to recharge with a few hours exposure to strong sunlight.
       Purchase DC 15

Hunting Rifle:
Another civilian firearm, often fitted with telescopic sights, custom stock assemblies and match grade ammo a hunting rifle can be pressed
into service as a precision rifle without much alteration.  the hunting rifle varies in mechanical details and design from model to model but accuracy
and lethality are fairly standard.. The lethal impact of the heavy round fired by a hunting rifle is enough to take even large game. When the shooter
has the skill to put the round in a vital location a one shot kill is often possible.
           When attacking an unaware target the hunting rifle increases it’s critical threat range by +1
 


Semi Auto rifle:
Usually a civilian version of a military rile the semi auto rifle is less accurate than a hunting rifle but has beer range than an assault rifle.
Usually due to less capable but more accurate digital sights and heavy barrels which do not distort under the heat generated by the linear accelerators
 built into it.  Civilian grade optics built into this rifle lack low light vision and do not have the same targeting assistance software as the smart
sights of a military issue assault rifle. However they can vary their range of magnification from 1.5 to x10 magnification.

Assault Rifle:
Standard issue to most military, militia and paramilitary forces. The assault rifle I rugged reliable and puts a good deal of firepower in the
hands of troops. Modern assault weapons use magnetic Liner Accelerators a series of high powered magnets that pull and push the round down the barrel
with as much force as a chemical propellant. Civilians are discouraged fro carrying assault rifles even in lightly regulated areas, and in many location
civilians are not allowed full automatic versions of assault rifles. Instead they must purchase a carbine of similar appearance and semi automatic fire
mode only.
        Most modern assault rifles include a laser rangefinder, digital scope, low light vision and targeting scope gadget built in. these only function
when the shooter braces the rifle(move action, while rifle is braced character is at -2 to spot, and -4 to search due to the narrow focus of his battle
sights. Skill checks involving his target do not suffer penalties and range to the target is considered to be ( range/ magnification of  telescopic sight.))
or uses his HUD equipped with a weapon link.
Civilian versions firing semi auto only are purchased at -2 Purchase DC.

Battle Rifle:
Unlike assault rifles battle rifles fire full sized rifle projectiles. They have longer range, inflict more damage and are generally more accurate.
They however seldom feature a full auto mode, and are slightly heavier and bulkier than assault riles.
When fitted with a telescopic sight battle rifles can be used as an effective snipers rifle as well, their long range and lethal impact making
them a deadly weapon when used in the snipers role.
           Full auto battle rifles are available but suffer an additional -2 when firing in burst or auto fire modes.


Elephant rifle.
A single or double barreled rifle chambering a massive high impact round designed to take down large, thick skinned animals. Originally developed for
big game hunters and collectors the heavy rifles are not very practical in combat but they can deliver sufficient damage to disable or kill most creatures
wih a single solid hit.


Sniper rifle:
A precision bolt action or semi automatic rifle with enhanced accuracy and optics. The sniper rile is best used from a distance and concealment.
In the hands of a trained marksman the weapon is deadly. Armed with thus weapon the marksman can kill enemy officers, disable transmitters and
surveillance equipment, or spread chaos into a unit trying to move through the area he controls. In wars past a single sniper can hold up entire
companies or wreck the command and control network of a enemy unit.
In the hands of a madman, criminal or terrorist this rifle is capable of spreading fear and confusion far further than it’s effective range
as civilians become afraid to go out on the street and law enforcement agencies are forced to devote their resources into finding and eliminating
the sniper.


Anti material rifle.
An even larger version of the sniper rifle the anti-material rifle fire a truly massive armor piercing round that is often enhanced with
incendiary or explosive loads. When properly employed it can disable vehicles, Mecha and punch through light structures to damage or destroy
communications equipment and wound or kill officers. is too heavy to be carried into direct combat and often draws as much fire as an artillery
piece when spotted by infantry.

   The shaped charge of an anti-material rifle ignores 5pts of harness and/or DR on a successful hit, and reduces a targets equipment based AC by 4pts..


Assault cannon ( storm Gun)
Assault canons are not subtle weapons used for close fire support by infantry they are a man portable 25mm canon capable of firing a slightly reduced
explosive shaped charged round at both troops, vehicles, and stationary targets.

        Most unit will carry at least one Assault cannon assigned to a trooper ho has the physical strength and stamina to handle the heavy monster,
or fit the shooter with a harness and mechanical arm to mount the weapon on. Occasionally power armor troopers will have an assault cannon fitted with
expanded magazines, anatomize modules turning the weapon into a super heavy assault rifle.
the shaped charge round of the Assault cannon reduces target DR by 5pts in addition if the target is struck directly by the round then he
receives no save vs. the explosion damage and it is added to the damage dealt by the initial attack.

Prometheus
GM, 466 posts
Thu 12 Aug 2010
at 19:16
  • msg #5

Re: weapon descriptions ( for review and comment only)



       Heavy weapons:
Designed to support troops on the ground or arm light vehicles, heavy weapon are seldom issued o individual soldier, instead they are usually issued
only t individuals who have received special training with them.
Heavy weapons are designed to be used against vehicles and larger targets as a result they tend to have superior armor piercing capabilites. any weapon
doing D12 or higher damage dice ignore 5pts of equipment, kinetics, or tech based DR or hardness. recievd from armor or shield


Squad automatic Weapon
A replacement for the light machine gun the SAW fires the same caliber as the standard rifle of the unit, using a belt feed from either a loose belt of
a boxed belt which contains the ammunition belt in a disposable container making it much easier for one man to fire the weapon on the move.

    SAWs can also fire the standard magazine for an assault rifle giving the gunner another source of ammunition if he expend his own ammunition
supply. SAWs are fitted with only crude sights, bipods, heavy quick change barrels which allow them to fire sustained bursts but make them les accurate
than issued rifles.


General Purpose Machine Gun;
Heavier than the SAW the GPMG fires the same round as most battle rifles. The weapon is sometimes crew served with an assistant gunner to, carry extra
ammunition belts and spare barrels, spot targets, provide cover fire for the gunner, and link ammo belts as the gunner fires allowing the weapon to fire
continuously. ( as full round action the assistant gunner may link ammo belts together effectively reloading the weapon before it runs out of ammunition,
in addition he can make aid other check to provide the Gunner with support fire using his rifle or advise him of threats to increase the gunners AC)
        GPMGs are also mounted as defensive weapons on vehicles or n fixed positions and bunkers. Often mounted on bipods, tripods or vehicle mounts.
( tripod or vehicle mount Purchase DC 12 increases range increment +5 ft) gunner can not move fro weapon, is flat footed while manning a fixed gun, and
has the vehicles Defense while manning a vehicle mounted weapon.

         Firing a GPMG from the shoulder requires a fort save DC 12 or suffer a -2 to attack. If assigned an assistant gunner the assistant can carryout
the functions of a SAW assistant gunner.



Heavy machine gun
Almost an auto fire cannon the heavy machine gun fires rounds  ranging from 12.5 to a15mm it is primarily and anti vehicle weapon intended as
the main gun of light vehicles, helicopters and transport aircraft, or as a fixed weapon defending a local area. If mounted on a tripod the weapon is
crew served on vehicles it is typically manned by the vehicle commander or a passenger.
       
Due to it’s size and lower rate of fire the weapon s north suited to firing at individuals or creatures smaller than
large. Powered armor troopers and Mecha can mount a heavy machine gun, Mecha of a size greater than large usually mount several in linked fire to maximize
accuracy and impact. Four heavy machine guns take up a single slot on a Huge Mecha or vehicle, an half a slot on colossal Mecha or vehicles. Ultra light
and light Starships can mount 8 linked heavy machine guns in a single weapon slot. On larger starships they are typically used as point defense and anti
intrusion weapons and are not considered a suitable weapon for combat. Against other ships.
       Medium and large Mecha often use the weapon in a modified form as super heavy battle rifle. A large or larger creature can carry and fire the weapon
using their rifle skill to fire it.


5.56mm   Mini Gun
A Gatling gun style machine gun featuring several barrels rotating around a central point to keep heat buildup in the individual barrels to a
minimum. The mechanism and rotary arrangement allow for an unbelievable rate of fire from the weapon allowing it to saturate large areas form maximum
effect..
            Gatling guns can not be fired in short burst their rate of fire is fare t high to be controlled accurately.  Instead they fire twice as many
bullets in a round than a conventional machine gun. Granting a +4 increase to the targets save DC versus auto fire. Alternately the weapon can cover twice
as many spaces as a conventional machinegun allowing it to saturate a larger area hopefully inflicting damage on more targets with a single attack
Not a character with 18 strength and 14 con, wearing power armor or a hardsuit can use the 5.56mm mini gun as a personal weapon. However he can not
run and is at -2 to his initiative due to the weight and bulk of the weapon. The weapon itself weighs 30lbs and the ammo and battery pack nearly 75 lbs
                    Against Huge or larger targets the gunner can make a single attack using 20 rounds of ammunition but doing 3d8 damage to the target


7.62mm  Mini Gun:
The big brother of the 5.56 mini gun the 7.62 is almost too heavy for one man to carry , it is usually mounted on vehicles or as part of
an automated defense system. In game terms it uses the same rules as it’s smaller version except when used against huge or larger targets it
deals 4d8 damage



.50caliber mini gun:
A heavyweight monster this weapon is seldom employed against infantry. It functions more often as a vehicle mounted or Mecha mounted heavy
weapon. It features the improved auto fire capability of a mini gun doing it’s listed damage when used to attack an area,  when used against a single
vehicle or Mecha deals the same damage as a cavalcade chain gun.

   


25mm Vulcan cannon:
One of the largest miniguns still in use it is too heavy and generates such impressive recoil it must be mounted on a Mecha, or armored vehicle to fire.
When fired it deals 4d12 to all targets in it 10x10 impact area, targets making a reflex save DC 15 to halve damage.
Ammunition Purchase DC 18 per 30

 


35mm GAU, :
As heavy as some small vehicles this massive Gatling cannon is the low tech version of a starship gauss cannon, dealing massive damage to
any vehicle or Mecha it strikes the depleted uranium tipped explosive projectiles ignore 10pts of hardness and completely ignores any armor lighter than
vehicle or Mecha grade armor. It’ massive size and recoil make it almost impossible to target any target smaller than huge, requiring it to attack the
area of the target instead dealing 4d6 radius 10ft, Reflex save DC 15 for half damage. On a confirmed critical hit to the target area one target is hit
directly dealing 4d12 no save ignoring all hardness and Damage reduction. The target must make a massive damage save or be disabled until he receives
first aid. If the target is killed he requires 1d4 surgeries to recover.
Ammunition Purchase DC 15 per 10


25mm chain guns.
Chain guns are light canons designed for rapid fire. The mechanism is cycled by an electric motor connected to the mechanism by a linked drive chain
giving the weapon it’s name. the weapon fires a dual purpose anti vehicle, and anti personnel round that can produce a sizable blast when directed at
creatures or character smaller than large. When firing at a target smaller than large the round creates an effective
(4d6 radius 10ft save DC 14 for half damage) explosion that can injure or kill unprotected infantry and most creature.


75mm howitzer:
light short barreled field gun firing a high explosive round. Usually a towed or vehicle mounted weapon it can be mounted on Huge or better
sized vehicles. Unless fitted with an autoloader gadget it must be manually reloaded each time the weapon is fired.
             The Howitzer is designed to be used either in direct or indirect firing modes, allowing it to fire over buildings, or low hills. If fired
indirect it targets an area Defense 10 and suffer a -10 modifier on the attack unless there is allied character within line of sight with the target to
direct the fire. If a spotter is available he can adjut the gunners aim point reducing the penalty by -2 per attack)
Ammunition Purchase DC 15 per round. Military +3


MDG-7 Nail Gun
Intended as an anti mech vehicle mount weapon the nail gun fires a  7x35mm flechette at near hypersonic velocities. Usually mounted on scout cars,
or in fixed position the nail Gun require a vehicle power supply or a backpack power cell and a two man crew to carry and operate the weapon.
The recoil weight and size of the weapon prohibit if from being used by anything smaller than a large Mecha.
Ammo Purchase DC 14 per 10


RPG:
A shoulder fired Rocket Propelled Grenade. With a large dual purpose warhead, effective against vehicles, Mecha , structures and infantry concentrations
the RPG has not changed much since introduced in the second World War in the form of the Panzer Faust., and Later improved on by the Soviet army
into the feared and venerable RPG series from which the family of weapons gains it’s name.
         The weapon consists of a muzzle loaded Launcher and a projectile. The projectile is ejected from the launcher by a propellant charge and
the motor fires a few yards down range. Modern designs use an electromagnetic piston to eject the projectile allowing it to be fired indoor of near
other soldiersbut basement manufactured units in use by guerillas and terrorists still use the same system.
       The warhead fires a shaped charge at a short standoff distance from the target, producing a et of molten high velocity metal that slices through
armor and create a lethal blast of fragments around the target. Fitted with a standard duel purpose warhead the weapon ignore up to 10pt of Dr or hardness
allowing it to usefully engage, robotic units, powered armor Mecha, and anything short of a starship.


LAW( Light Anti-Tank Weapon)
A collapsible single shot disposable rocket launcher firing a shaped charge warhead. The weapon ignores 10pts of hardness or DR and creates a small blast
of fragments on impact. Caution must be used however since the weapon creates a 10ft cone of back blast behind the firer when fired anyone within that
zone


Rotary grenade launcher:
Basically a large weapon that fires grenades from a cylinder type magazine allowing the solder to fire shots in rapid succession without reloading.
Each round requires a move action to reload but generally the fight is over before the soldier needs to reload.


4 Pack Launcher:
A disposable launcher containing 4 individual rockets a crude sight and attachment mounts for a digital scope, or night vision sight. It is a cheap
portable artillery system meant to be used by engineers or designated anti armor teams.


Incendiary Rocket:
an unguided rocket loaded with white prosperous, thermite or other incendiary substance it creates an impressive fireball when detonated injuring
damaging and possible igniting any thing in the blast area. ( Save DC 15 versus ignition)


Demolition rocket.
An unguided short ranged rocket intended to be used against structures and fortifications.  If the gunner attacks the target directly and makes a successful
 ranged attack the target does not get a save to reduce damage. Also the weapon can be fired in single shot, semi auto and full auto modes, allowing the
shooter to select how many rockets the weapon fires when her hit the firing switch.
            A successful Demolitions Check DC 15 allows the weapon to be used as a remote detonated weapon. When a target hit’s a tripwire or pressure
sensor the weapon fires all of it’s rockets at the designated area.  Any creature into eh blast area must save Vs. the DC of the warhead or take damage.
A natural 1 on a save indicates the target is struck directly by a rocket.The Demolitions check serves as the attack roll to hit the desired location.
Deviation must be determined as for thrown explosives.


Bazooka
A heavy weapon used by infantry since he mid 20th century. It consists of a lightweight launcher unit with sighting mechanism and ignition system for
an unguided shaped charge warhead armed rocket. Ranging in diameter from 3.4 to 4.5 inches (88mm to 112 mm) the rockets are low speed short ranged
weapons designed to pack a much firepower into as cheap a weapon as possible. They lack any guidance or fire control systems and seldom mount
sophisticated optics, however they allow an infantryman to carry a reliable and simple weapon that can destroy both vehicles, and structures,
and severely damage tanks and mechs.
Projectile cost : DC 12 per 6


Panzerfaust:
a single shot disposable recoilless weapon that fires a large anti tank grenade the forerunner of the LAW and the RPG. The weapons shaped charge
warhead ignore 10pt of hardness and Dr but only for the target truck directly creatures and objects within the explosives blast radius receive full
benefit of their armor or hardness.


Recoilless Rifle:
A light artillery piece or anti tank gun that reduces recoil by venting a portion of the propellant gases out the rear of the weapon. The weapons
general fire a low velocity explosive round so they can be constructed more lightly than a normal cannon. The weapon is generally vehicle mounted since
while recoil is reduced the weapon is far from recoilless.

         A recoilless rifle produces a sizable back blast when fired. It is not safe to be in the area, a the blast effect can injure or kill creatures
and damage objects. Any creature directly behind the weapon when it fires or in an enclosed space such as a building or room when the weapon is fired is
subject to an 8d6 flame based attack. Reflex Save for ½ damage.
Like most weapons that fire explosive shells the recoilless rifle can be used to attack a specific target. ( Huge or larger) or fire at the area occupied
by the target. If directly targeted ad the attack is successful the target receives no save to reduce the damage of the attack.


Mortar;
One of the first cannon invented the mortar is little more than a hollow tube, aiming mechanism and base. The weapon can not be fired directly at a target
under normal circumstance. And is usually directed by a fire controller or forward observer.
         If firing in indirect fire mode the gunner fires at a chosen space, his attack is made at -10 meaning the round will almost always deviate from
his aim point to some degree. If firing in full auto mode deviation s rolled for each round fired. (deviation determined as for thrown explosives)
        If a gunner has a spotter who can see the target and has some mean to communicate with the gunner. The Spotter can correct the gunners aim on
following rounds, ( by making an aid other roll using his spot skill) decreasing the attack penalty for firing blind by 2 pts per round the spotter correct
the gunners aim.


Seeker rounds:
If fitted with a seeker a mortar round can be fired blind into an area. At the top of it’s arc the weapon deploys a parachute or braking fins to slow it’s
decent and search for the target illuminated or marked by a designator or tracer, the designator or tracer bug must be properly coded to math the seeker.
Once the designated target is found the rounds tracking system will redirect the round and fire a booster motor, or detonate a self shaping warhead firing
a slug of superheated metal into the target from stand off range. Self forming warheads have no blast radius and affect only the target designated.
        The warheads attack Bonus is determined by the quality of the seeker
Basic        +3        Purchase DC 14
Enhanced     +6        Purchase DC 18
Smart        +8        Purchase DC 22
Brilliant    +10       Purchase DC 26
All seekers have a restriction of Military +3
Target designators can be hand held vehicle mounted or weapon mounted they have a Purchase DC of 18 and a restriction of Military +3
A standard tracer bug can be used with a seeker warhead that is coded to receive and track it’s signal

Smart Rounds.
A smart round is an advancement over the seeker rounds. It requires no designator or spotter using imaging optics or radar it can identify a target from
an onboard data base and engage it without human guidance.
     Smart rounds have the same attack and spot bonus as a Seeker warhead of the same quality but Purchase DC’s of the guidance system are +2 for the same
quality.

Surveillance Rounds:
 Fired from a launcher like a normal round the round carries no warhead. At the top of it’s arc the round deploys a parachute or some other means to slow
 or halt it’s descent and turns on a sensor package relaying data to a receiver unit carried by the gunner.
           For 1d6+3 minutes the round will act as a surveillance drone allowing the gunner to observe enemy movements or even direct his own fire.
Attacking directly without the -10 penalty for firing blind.a standard surveillance round carries a type I sensor package and a standard target designator.
Surveillance round             Sensor Pack   I Purchase DC 14
                               Sensor Pack  II Purchase DC 18
                               Sensor pack III Purchase DC 21
                               Receiver Station Purchase DC 23
Sensor Rounds can be recovered by the firer later, or picked up by the enemy if they spot it.


Grenade Launcher:
Basically a large bore gun that fires a grenade instead of a bullet. Grenade launchers can fire rounds in arcing attacks allowing the gunner to lob around
over obstacles and cover. If firing at a target under cover the targets degree of cover is reduced one step. If firing in indirect fire mode the gunner
fires at a chosen space, his attack is made at -10 meaning the round will almost always deviate from his aim point to some degree. If firing in full auto
mode deviation s rolled for each round fired. (deviation determined as for thrown explosives)
        If a gunner has a spotter who can see the target and has some mean to communicate with the gunner. The Spotter can correct the gunners aim on
following rounds, ( by making an aid other roll using his spot skill) decreasing the attack penalty for firing blind by 2 pts per round the spotter
correct the gunners aim.


Automatic Grenade launcher:
A large heavy weapon that fires grenades from a box or belt fed system, the weapon is generally to heavy to be fired by hand so it is usually vehicle or
Mecha mounted. Medium, and large mech, vehicles, and ultra light starships may mount the AGL as a main weapon.
             Larger Mecha and starships will usual not mount AGLs and Huge or colossal much may mount it as an anti infantry weapon. Taking up ¼ pace,
allowing four  AGLs,, or a mix of AGLs and other man portable weapons to mounted in a single space. While not a tremendously powerful weapon by vehicle
or mech standards it gives a vehicle or Mecha a lethal and effective weapon to use against creatures, light vehicles and structures
Direct fire with AGL
 

AGLs can fire a number of rounds both direct attacks and area effect attacks.  Usually these attacks are
against an area, but the weapon has the accuracy needed to fire explosive shells directly at a large size, or larger target. If fired directly at a
creature or object on a successful attack the target is not allowed a save and takes the rolled damage. Any other creature or object in the blast area
 of the grenade is allowed to make a save as normal.

Using Burst Or auto fire on large targets.
If firing at a large or larger target the gunner can make use of Burst and auto fire attack. The rules are the same if the target can not make it’s save
 it is struck directly by an incoming grenade. In addition the any creature or object must save versus the blast damage of the grenade.

 Firing multiple grenades at a single area.
 AGLs are capable of full auto fire, even if their rate of fire is slower than a normal auto fire weapon. They fire burst of 5 rnds on full auto instead
of 10,  firing on full auto each grenade attacks a separate space if a creature or object is in an area where two or more grenades blast radius overlaps
targets in that area do not receive a save for half damage. ( the attack is simply to overwhelming, fragments and concussion from multiple directions
make seeking cover almost impossible. Only significant cover can protect a creature or object from multiple simultaneous blasts.
Ammo cost: 15 per six (frag)


Rotary  GL;
In effect a Rotary GL I a very large revolver multiple loads may be placed in the drum mechanism of the launcher allowing the shooter to pick and choose
from ones he has loaded into the weapon
 

TOW Missiles
Tube Launched Optically Guided missiles are a common weapon for attacking Mecha, vehicles, and structures. Too heavy for an infantryman to fire standing
the weapon is usually vehicle, Mecha or tripod mounted.
        The weapon responds to signals sent out by the control unit relayed to the missile through a metallic wire or fiber optic thread, and homes in on
 the target. The sealed communications link and diect firere control mean that the weapon can not be spoofed jammed o hacked using electronics warfare.

The firer must maintain a lock on the target as long as the missile is in flight or the missile will crash.  The missile can cover 12000ft in a round from
 the shooters initiative the weapon will fly toward it’s target, suffering no penalties for range or target movement as long as the firer succeeds in a
ranged touch attack vs. the target.
          During the flight time of the missile the gunner must concentrate on the target and can not be interrupted or lose the attack. Most weapons
 have a range of up to 2 miles,  attacking a target at Maximum range could take nearly a turn of flight time. The missiles top speed of 240mph makes
it possible to shoot the weapon down however it has a defense of 14modified for movement rates. The defender can either attack the gunner hoping to
make him lose track of the target or fire at the missile hoping to knock it down before it delivers a fifty pound warhead that
ignores 10pts of hardness and DR into his lap.
Ammo Purchase DC :15 per missile


ATGM
Anti tank Guided missile: the name is fairly self explanatory, it is a guided missile that is designed to kill tanks, Mecha, buildings, basically
anything it hits.
The heavy warhead ignore 20pts of hardness or Dr when it hits. It follows the same rules as a TOW missile except that the firer does not have
 to concentrate on the target the entire flight of the rocket, making only a ranged touch attack during the last round of the weapons flight.
           ATGMs can have ranges up to 7 km, t increase their effectiveness the missile will respond to any properly encrypted designator,
 or remote operation terminal ( Prchase DC 23)
Ammo Purchase DC 18 per missile

Seeker rounds:
If fitted with a seeker a mortar round can be fired blind into an area. At the top of it’s arc
the weapon deploys a parachute or braking fins to slow it’s decent and search for the target
illuminated or marked by a designator or tracer, the designator or tracer bug must be properly
 coded to math the seeker. Once the designated target is found the rounds tracking system will
 redirect the round and fire a booster motor, or detonate a self shaping warhead firing a slug
of superheated metal into the target from stand off range. Self forming warheads have no blast
 radius and affect only the target designated.
         The warheads attack Bonus is determined by the quality of the seeker
Basic         +3        Purchase DC 14
Enhanced      +6        Purchase DC 18
Smart         +8        Purchase DC 22
Brilliant     +10       Purchase DC 26
All seekers have a restriction of Military +3
Target designators can be hand held vehicle mounted or weapon mounted they have a Purchase DC of 18
 and a restriction of Military +3
A standard tracer bug can be used with a seeker warhead that is coded to receive and track it’s signal

 Smart Rounds.
A smart round is an advancement over the seeker rounds. It requires no designator or spotter
 using imaging optics or radar it can identify a target from an onboard data base and engage
it without human guidance.
     Smart rounds have the same attack and spot bonus as a Seeker warhead of the same quality
 but Purchase DC’s of the guidance system are +2 for the same quality.

Micro Missile launcher.
This weapon fire a self guided round that explodes midair near a target. It can fire either
25mm micro grenade warheads or a shaped charge warhead that ignores 4 pts of hardness or Dr
when striking a target directly.  The rounds guidance system means that it does not suffer
 range penalties within it’s 300ft range.  Although making a called shot with the weapon
is impossible since the simple seeker warhead can not control the flight of the round that
accurately.
Ammo Purchase DC 14 per six airburst
                                 12 per  3 HEAT



Thud Gun
Man portable, barely, the Thud gun is a cut down version of the gauss canon. It fires the same round and uses he same power
supply but it is light enough to be mounted on a tripod or cart and moved by infantrymen. It can be used by large Mecha but
is more common on gunships and as secondary armament on hover tanks.
         Thud guns fire a high impact round deigned to knock down or knock out of control bi-pedal machines, bi-pedal robots,
Mecha and vehicles must make reflex save DC14 or be knocked down requiring a move action to stand up again.
Ammo Purchase DC 15 per six


Gauss cannon:
    A slow firing anti vehicle anti mech weapon this gun is usually the main gun of armor personnel carriers and fixed turrets.
 It is too heavy to carry and requires a dedicated power source to hurl the 25mm dart at supersonic speeds.
       Gauss cannons ignore 5pts Dr hardness
Ammo Purchase DC 15 for 6


Urban Assault Gun
A large bore shoulder fired mortar grenade launcher used in urban areas as man portable fire support or as an anti Mecha/robot weapon.
The weapon is loaded after each firing but can be carried and fired by a single soldier.
Ammo Purchase DC 19 per 6

Prometheus
GM, 468 posts
Thu 12 Aug 2010
at 19:29
  • msg #6

Re: weapon descriptions ( for review and comment only)

Energy weapons

Laser pistol,
manufactured by several manufacturers these light pulse lasers have remarkable accuracy at longer ranges than most pistols. The low recoil and speed
of light travel ime of the laser pulse make them deadly accurate, the only real limiting factor on their accuracy is the eye hand coordination of
the shooter. Slight shifts in the shooters hand too small to be perceptible tend to throw the impact point of the pulse off and limit it’s accurate
range.
Ammo standard power cell


Burner
A hand held flamethrower about he size of a heavy submachine gun the Burner uses pressurized gas to create a short duration blast of flame that can injure
 or kill most creatures.  No larger than a large machine pistol the burner pistol allows a soldier to deal wit infectious materials, and destroy material
with greater efficiency. The ability to hoe down large areas with a wide spray of flame also provides a good it of intimidation factor to the person
carrying the burner.
       All flame weapons cause a deep irrational fear in some individuals, animals and heat vulnerable species.  Animal and heat sensitive creatures
and characters must make a will save DC 15 or retreat fighting defensively for 1d3 rounds. Creatures with Animal intelligence who fail their save by
 more than 5 must flee combat and not return or attack the flame using character or creature unless provoked.
Ammo Purchase DC 8 per fuel cylinder.


Phoenix Disrupter
The standard sidearm of the Quetzl military the disruptor inflict ugly wounds and is particularly effective against Q’sa and Najuhlim.
Like most Quetzl weapons it is compact and light making it a god choice for personal carry as well as military use.


Najuhlim Blaster pistol:
A heavy, fast firing blast pistol, neither remarkable for it’s power or accuracy the weapon s a bog standard weapon at best. It’s only redeeming
 quality is the heavy internal damage it can cause if it penetrates a targets defense.
Ammo: standard Power cell


Nephilum Laser:
extremely light weight with heavy damage for a sidearm the Nephilum laser can fire a dozen pulses in a few second.  Disassembly of a Nephilum weapon
 is impossible they are formed into a single monolithic block of material with all components sealed inside the weapons nearly  indestructable black
surface
Stunner; Stunners are electromagnetic weapons. A tightly focused pulse od EM energy tuned to the frequency of  organic nervous systems overloads the
neuromuscular control system and disorients the target.
           The low intensity, and frequency of the pulse cause les damage to electronics than a normal EMP, but they can disrupt robots and fixed
devices as easily as they do organic systems.
Ammo Standard Power cell


Dragon Disruptor carbine:
A basic , if well manufactured and comfortable to shoot, disruptor based assault rifle.


Tau C-5 Plasma carbine:
A standard issue plasma assault rifle issued to Tau troops, the low penetration power of the weapon considered enough of a detriment to off set the
multi environment capability of the weapon. Most models fire in semi automatic mode only. The at doctrine of placing emphasis on shot placement and
accuracy calling for auto-fire weapons to be issued only to specific units. To quickly convert the weapon to auto fire or burst mode the Imperium
maintains a stockpile of pulse modules that can be quickly installed by field techs
Ammo: standard Power packs
Pulse Module: adds burst and auto fire modes Purchase DC +4 on new weapon, Purchase DC 12 from supplier


Najuhlim Blast carbine


Cesti Repeat Blaster:
A lightweight Blaster module for a Cesti combat harness or to be carried in I the hands. Cesti weapons are hard for other species to fire since they
tend to use their retractable claws to trigger weapons or activate equipment.
        When a Cesti is wearing her combat harness the weapon tracks eye movements and fires on command, the system has no independent fire control
and is slaved to Cesti head and eye movement. Most species prefer to use their hands for firing a weapon however since the cesti use their hands for
 movement an prefer to stay mobile during combat they have developed their harness as a way to compensate for their hexa-pod movement method.
Ammo: Standard power cell.

Cesti Combat harness: Purchase DC 23
           Small robotic system that translates head and eye movements into targeting information for the mounted weaponry. It allows the wearer to
fire his weapons hand free with little hindrance. He standard model has twin mounts one over each shoulder, and will accept either 2 pistols, 2rifle
or 2carbines or some combination of 2 valid weapon, or a single heavy weapon.
          The harness requires no special training and can be linked to a Personal Network Device and HUD allowing he Cesti to run and shoot without
 constantly having to holster and un-holster a weapon.


T.A.E MK XXXII (Mk 32)
He standard issue for front line troops in the Terran Alliance Executive forces. Consisting of a modular assault rifle fitted with digital sights, and
weapons link. The rifle can be combined with several under barrel modules. Including a 25mm high impulse launcher, 40mm grenade launcher, Plasma carbine,
 or  semi automatic shotgun module.
          Other modules including a chainsaw, concussion rifle and tangle variant are available and are generally kept on hand at most Armories.
 The chain cuter variant originally intended as means of opening doors in combat situations however shock troops often carry it as a primary melee
 weapon.

When wielding the chain cutter counts as a large 2-handed weapon. Due t the clumsy balance, awkward grip required and the violent vibrations set up
 by the spinning chain-blade the attack is made at -4, it deal 2d8 points of damage, has a critical damage multiplier of x4,  and reduces equipment
based DR by 2pts if the target fails a reflex save DC 14
   When used to cut through obstructions the chain cuter can cut a man sized hole in an structure in a number of rounds equal to (1+Hardness of material)


Tau R6 Plasma rifle:
A standard issue military plasma battle rifle, issued to ground troops and security forces this weapon is powerful enough to inflict heavy wounds
 on unarmored target. Tau ground forces emphasis accuracy and fire control above volume of fire, making their marksmen dangerous in a battle where
 they have the time and resources to set up a prepared defense and sight multiple shooters to cover every approach.


Kroath Dark Light rifle:
Little is know about this alien weapon. It has the same characteristics as a laser rifle however the energy has devastating effect on organic creature
literally causing dangerous necrosis of living tissue and affecting metal and synthetics as if it were a concentrated acid.
      On a successful attack the target must make a fort save DC ( Damage taken) or lose 1d4 points of con, objects must save or suffer 1d6 pts of damage
 for 1d3 rounds regardless of hardness or damage resistance..


Darklight trigun.
A heavy support version of the Darklight rifle. It fires from self contained power cell or power cells loaded into the main body of the bulky weapon.
Unlike most  multi barreled weapons the trigun does not rotate it’s barrels instead it fire three rounds in rapid succession creating a wide column of
 lethal energy that he gunners tend to wash across every object and living creature in their firing arc.


T.U.D P-5 Tri-barrel
A heavy vehicle mounted plasma weapon. Each “barrel is a complete plasma weapon mounted to a rotating central structure. Fuel pellets and power are fed
into the mechanism from the central core and feed chutes attached to it. The barrels rotate rapidly to allow a high rate of speed the airflow over the
rapidly rotating barrels efficiently cools the weapons allowing them to maintain rapid sustained fire for longer than any other arrangement has made
possible.


Quetzl Force rifle
         The Quetzl do not typically punish failure, or miscalculations. However to the typical Quetzl a firing squad is preferable to being regarded
 as a failure. The force rifle was the result of badly ailed attempts to develop a man portable plasma rifle that had the penetration properties of a
ballistic weapon.  The only successful outcome of the project was the compression array that created the gravitational bubble that the plasma bolt is
contained by. It tended to use up soo much power that the weapon could barely generate a trickle of plasma. Barely enough for the weapons Linear
accelerators to propel down range. It want until techs were clearing away equipment from the target range that they noticed deep pits blasted into
heavy armor plating.
         A compression field had reached the point it had become a physical object. Disrupting within milliseconds of impact with it’s target but
 remaining intact long enough to cause structural damage from the containment bubble alone. Force weapons are a refinement of the failed system using
 a tiny packet of low energy ionized gas within a compression field to propel the freestanding distortion at hypersonic velocities.  The effective
 result of the experiment was an energy projectile. That penetrates obstacles as effectively as a bullet, and has little or now felt recoil.
   


Quetzl Machotle
 a broad bladed chopping blade carried by Quetzl in combat often modified with a carbon crystal edge and enhanced with a Vibroblade mechanism.
 The weight edge and Vibroblade enhancement of the blade make it a lethal if expensive weapon. Most Quetzl troopers receive their Machotle
as a gift from their family upon acceptance into the military.  Non enhanced versions are cheap and easy to come by, most often carried as
a tool and a weapon.
            Base versions of the blade only remove a limb if a critical confirmation roll results in an 19 or 20


Valkiir Blade:
A heavy bladed combat knife, that for most races would be more accurately called a short sword. The heavy blade has a single edge the broadens
 near the tip but tapers back as it approaches the grip. The serrated edge at the base of the weapon can be used for cutting rope or when fitted
to the scabbard for cutting wire. The scalloped back edge is reinforced to cut wood, plastics and light materials.  Mot Valkiir carry several knives,
most are smaller combat, or utility/hunting  knives but at least one Blade will be carried by any adult Valkiir.


Valkiir Broadswords
 are similar in design to archaic blades carried by their ancestors a Valkiir sword is his symbol of adulthood.  Ceremonial lades are hand forged of
 traditional materials and carried within a family for generations. A few rare blades dating back to the founding of the race by the O’sahdii.
Combat blades are often forged of materials more often used in armor plate. Many blades are armor plate stripped off the hull of the first ship,
Mecha or vehicle they destroy or capture.
         One tradition in which these blades play a part in is the group marriage vows. Each member wears an identical blade with which they swear
to defend and serve the other members of their marriage circle and extended family.


Vibroknife
Vibro weapons have heavier thicker blades than most knives. The edge of the blades are usually carbon crystal, or some ultra hard ceramic.
The edge and tip of a Vibro blade Is fitted with high frequency oscillators that cause the blades edge to move back an forth at high cyclic
rates producing a distinctive hum as they operate.  When powered up a Vibro blade slices through most materials with little resistance.
       Only heavy construction and armor grade synthetics and metals offer any resistance to the weapon.
 


Vibroblade
A Vibro edged version of a Valkiir Blade, or common short sword/ machete


Vibro Sword
Designs vary Katana, Broadswords, and other blades are manufactured with Vibro edges, most share the same effective damage and armor piercing qualities.
For alternate models simply apply the armor reduction properties to the weapon of choice. Using it’s damage and other qualities.


Boarding Axe
A heavy melle weapn with an armor piercing spake on the back edge of the head and a pry bar head on the side of the blade. It is intended as
a weapon and a tool for forcing doors (2 to break or force lock roll) or to deal heavy damage to objects and creatures.


Power axe
Almost identical to the concussion rod a power axe replaces the head of he weapon with a heavy reinforced ax head.


Stun baton
An electric weapon useful as a police baton or to deliver a painful and debilitating shock on impact. Can be used with the shock option deactivated,
if charged the stun damage is added to the damage for the blow from the baton. If used only to stun and not to strike an opponent the weapon uses a
touch attack, and deals only the electrical damage.


Plasma Sword:
 This weapon uses a jet of high density plasma contained by an electromagnetic and gravitic field as a blade when it hit’s the weapon delivers both
slashing and heat damage.
  If used t block or parry a non energy weapon attack the weapon used in the attack takes half the rolled damage of a successful strike.


Whip cutter:
A series of flat or diamond shaped segments mounted to a flexible body. The chain cuter can be used as a bladed whip allowing slashing and bludgeoning
damage t be done. It can be used with any attack that a whip, chain or rope can be used with.


Bat’leth
A crescent shaped blade that can be used one handed or two handed it is treated as a bastard sword in combat.


Bat’leth
A crescent shaped blade that can be used one handed or two handed it is treated as a bastard sword in combat.


Neural Whip
Neural whips deliver a high voltage low amperage modulated electrical pulse to the target n a successful strike. If the target fails the save it
 is stunned for 1d4 rounds.


Thermal Rod
A thermal rod is a long slender fiber optic rod fitted to a laser generator and power cell in the hilt. On a successful strike the rod flexes
redirecting a welding lasers beam to the point of contact. The intense heat is enough to cause severe burns or damage non heat resistant materials.


A’niss Hirakaga.
This exotic energy weapon creates a plasma blade or fires a powerful focused bolt of plasma at a target. The weapon is a powerful
ranged weapon delivering as much damage as a hand cannon, and it gives an A’niss the ability to engage targets as he closes to melee range without
carrying a second weapon. Not a weapon the typical A’niss swordsman would carry but it is a common sidearm among A’niss military units and aboard
A’niss ships.


A’niss fan blade
A modified force sword manufactured by the A’niss it’s crescent blade is formed of an intense force barrier hat allows it to slice through flesh and
 materials with little resistance. The exotic design and method of use requires significant training. Anyone who has not spent ranks in  the fan blade
 are at -4 to attack with the weapon and can not use any feats abilities or techniques with the weapon.



A’niss Katana:
 while similar in use and function to a ell crafted bastard sword the A’niss katana can deliver vicious wounds
due to it’s expert construction high quality materials and centuries of refining the blade to it’s maximum potential. Any A’niss made katana is a
masterwork +2 weapon. Few are available on the open market while many copy the styling and decoration of an A’niss blade they are not of the same
quality or design granting only a +1 masterwork bonus and do not deal the massive damage of an A’niss blade.


Najuhlim K’tah:
A masterwork two blade sword favored by Najuhlim. It is a brutal weapon with an extended central shaft that allows the wielder to strike a target
 beyond the normally reach of a sword.


TAE Kraken:
A robotic weapon usually worn as a backpack or attached directly to the owners armor. It has the ac of the owner, and has no ability to move on it’s
 own. However the four tentacles of the weapon can slash bludgeon or grapple as directed y the owner. The simple command software is hard coded and
the weapon has not remote access capability which makes it nearly impossible to hack.


TAE Viper:
A ;lighter version of the kraken it is not as strong or as durable as it’s larger cousin hover it’s tentacles end in a reinforced injector that can
deliver any type of poison or drug loaded into it. The device carries ten does of drugs or poisons and delivers them I the attack penetrates the
targets equipment based Dr or hardness


TAE Hornet
 a self guided defensive drone that orbit’s the owner attacking any designated target ith the blades extending from it’s central body. The device
resembles a biomechanical wasp or hornet with slender bladelike wings it slashes at targe by making high speed passes. It has its owners ac +6 for
 size and is usually no large than the size of a normal man’s hand.


TAE Stinger:
similar to the Hornet the stinger adds an injector similar to the Viper robotic weapon. It can deliver a sting of it makes a successful attack at -6 to
 target a thin point in the targets defenses.


Quetzl B’coh
 a flat elliptical disc weapon with a hand grip and finger holes cut into the center. The weapon is a  thrown weapon or it can be used in hand to hand
 combat. If thrown it will return to the owner at the end of the round either hovering near him or it can be caught and usd for a second attack it the
 wielder makes a successful reflex save to catch and throw the weapon, and has available attack actions left.

Prometheus
GM, 470 posts
Thu 12 Aug 2010
at 19:57
  • msg #7

Re: weapon descriptions ( for review and comment only)

Thrown Weapons:Weapon Attack ModifierConc.RestrictionDamage/Blast radiusTypeSaveRangeCostNumber
Pipe Bomb
     -4

     P

     Illegal

     2d6

     slashing

     12

     10ft

     8

     10
Hand Grenade Offensive
     -2

     P

     Mil +3

     4d6/20'

     slashing


     15

     10ft

     15

     6
Hand Grenade Defensive
     -2

     P

     Mil +3

     3d6/5'

     slashing

     12

     10ft

     12

     6
TM-21 Micro grenade
     -2

     p

     Mil +3

     2d6/2

     concussion

     12

     10ft

     14

     8
Hand Grenade Flash Bang
     -2

     P

     Res +2

     flash/20

     Stun

     16

     10ft

     15

     6
Hand Grenade Smoke
     -2

     P

     ---

     Smoke/5'/

     ---

     15

     10ft

     10

     6
Hand Grenade CHEMical
     -2

     P

     Res +2

     See Notes

     irritant

     15

     10ft

     12

     6
Hand Grenade EMP
     -2

     p

     Mil +3

     See Notes/20'

     Special

     Special

     10ft

     23

     6
White Phosphurus
     -2

     P

     Mil +3

     3d6fire/10' smoke/25'

     fire+concealment

     15(ignition )

     10 ft

     15

     6
Red Phosphurus
     -2

     P

     Mil +3

     3d6fire/10' smoke/25'

     fire+concealment

     12(ignition )

     10 ft

     15

     6
Thermite
     -2

     P

     Mil +3

     3d6(AP)fire 5'

     fire+ Ignition

     12(ignition )

     10 ft

     15

     6
Stun Pulse
     -2

     P

     Res +2

     Stun/10'

     Stun

     15

     10ft

     23

     4
Molatov Cocktail
     -4

     P

     ---

     2d6/5'

     fire+ Ignition

     15

     10ft

     5

     10
160mm ATGM*,**
     +2

     ---

     Mil +3

     8d6/5'

     Cuncussion

     12

     Varies

     18

     2
160mm Explosive Rocket
     -2

     ---

     Mil +3

     8d6/10'

     Concussion

     15

     Varies

     14

     2
160mm Antipersonel
     -2

     ---

     Mil +3

     5d6/10'

     Slashing

     18

     Varies

     12

     2
105mm Recoiless Gun
     -1

     ---

     Mil +3

     8d6/10'

     Concussion

     15

     Varies

     14

     2
105mm Anti Tank *,**
     -1

     ---

     Mil +3

     8d6/5ft

     Concussion

     ---

     Varies

     16

     2
105mm Demolition*
     -1

     ---

     Mil +3

     6d6/20'

     Concussion

     18

     Varies

     18

     2
105mm Incendiary*
     -2

     ---

     Mil +3

     4d6/10'

     Fire

     15

     Varies

     18

     2
78mm Shell
     -4

     ---

     Mil +3

     4d6/30'

     concussion

     15

     Varies

     19

     8
78mm HEAT*
     -2

     ---

     Mil +3

     8d6/5'

     fire

     15

     Varies

     19

     4
78mm AirBurst
     -4

     ---

     Mill +3

     4d6/20'

     slashing

     18

     Varies

     20

     4
78mm Bursting Smoke
     -2

     ---

     MiL +3

     Smoke/20'

     concealment

     ---

     Varies

     16

     4
78mm Bursting Chemical
     -2

     ---

     MiL +3

     Smoke/5'

     Chemical

     ---

     Varies

     16

     4
3.5in rocket*,**
     -2

     ---

     Mil +3

     5d6/5'

     slashing

     15

     Varies

     12

     4
3.5in Bazooka*,**
     -2

     ---

     Mil +3

     5d6 heat/5'

     HEAT/slashing

     15

     30 ft

     12

     4
88mm RPG*,**
     -2

     ---

     Mil +3

     5d6/10'

     HEAT/slashing

     15

     Varies

     12

     4
88mm Dual Purpose*
     -2

     ---

     Mil +3

     8d6/10'

     HEAT/slashing

     12

     Varies

     12

     4
88mm Double warhead*
     -4

     ---

     Mil +3

     8d6/5ft

     HEAT/Concussion

     14

     Varies

     12

     4
95mm PanzerFaust*,**
     -4

     ---

     Mil +3

     7d6/10'

     HEAT/slashing

     15

     Varies

     12

     4
95mm Dual Purpose*
     -2

     ---

     Mil +3

     8d6/10'

     HEAT/slashing

     12

     Varies

     12

     4
95mm Double warhead*
     -4

     ---

     Mil +3

     8d6/5ft

     HEAT/Concussion

     14

     Varies

     12

     4
60mm Rifle Grenade*,**
     -2

     L

     Mil +3

     4d6/20'

     slashing

     15

     20 ft

     12

     4
60mm Rifle HEAT*,**
     -4

     L

     Mil +3

     4d6*/5'

     fire

     15

     20ft

     12

     4
60mm Rifle Grenade*HE
     -4

     L

     Mil +3

     4d6*/10'

     concussion

     15

     20 ft

     12

     4
60mm Rifle Grenade*HESH
     -4

     L

     Mil +3

     4d6*/10'

     concussion

     15

     20 ft

     12

     4
60mm Mortar Airburst*
     -2

     ---

     Mil +3

     4d6/15'

     slashing

     18

     90Ft (Min50)

     21

     4
60mm Mortar HE
     -6

     ---

     Mil +3

     5d6/10'

     concussion

     15

     90ft (min50)

     18

     4
60mm Antitank Grenade**
     -2

     J

     Mil +3

     5d6/5'

     Concusion

     12

     90 ft (min50)

     18

     4
40mm Frag Grenade
     -2

     P

     Mil +3

     3d6/10'

     slashing

     15

     Varies

     15

     6
40mm HE Grenade
     -2

     P

     Mil +3

     3d6/10'

     concussion

     15

     Varies

     18

     6
40mm HEAT Grenade**
     -2

     P

     Mil +3

     3d6/5'

     fire

     12

     Varies

     18

     6
40mm Barricade Grenade
     -2

     P

     Res +1

     Special

     Varies

     Varies

     Varies

     16

     6
40mm White Phosphurus
     -2

     P

     Mil +3

     2d6fire/5' smoke/25'

     fire+concealment

     15(ignition )

     Varies

     15

     6
40mm Red Phosphurus
     -2

     P

     Mil +3

     3d6fire/5' smoke/25'

     fire+concealment

     12(ignition )

     Varies

     15

     6
40mm Flechette
     -2

     P

     Mil +3

     4d6*/*

     slashing

     ---

     20ft

     10

     6
40mm micro rocket**
     -2

     P

     Mil +3

     4d6/---

     concussion

     ---

     30ft

     14

     6
40mm Smoke
     -2

     P

     ---

     Smoke/10'

     concealment

     ---

     Varies

     10

     6
40mm CHEMical
     -2

     P

     Res +2

     see notes/10ft

     Chemical

     varies

     Varies

     10

     6
40mm Illumination
     -2

     P

     ---

     Light/60'radius

     light

     ---

     Varies

     10

     6
40mm Flash Bang
     -2

     P

     Res +2

     Flash/20

     Stun

     16

     varies

     19

     6
40mm Rifle Grenade
     -2

     J

     Mil +3

     3d6/10

     slashing

     15

     Varies

     12

     6
37mm grenade
     -2

     P

     Mil +3

     3d6/20'

     slashing

     12

     varies

     12

     6
37mm Smoke
     -2

     P

     ---

     Concealment

     concealment

     ---

     Varies

     10

     6
37mm Chemical
     -2

     P

     Res +2

     see notes/10ft

     Chemical

     15

     Varies

     10

     6
37mm Flash Bang
     -2

     P

     Res +2

     Flash/20

     Stun

     16

     varies

     12

     6
37mm Illumination
     -2

     P

     ---

     Light/60'

     light

     ---

     ---

     10

     6
30mm Micro Rocket**
     +2

     P

     ---

     2d6

     concussion

     14

     30ft

     12

     8
30mm HEAT**
   

     +2

     P

     Mil +3

     2d6/---

     HEAT

     ---

     30 ft

     18

     8
30mm Flash
     +2

     P

     Mil +3

     flash/5'

     Stun

     18

     30 ft

     16

     8
30mm Proximity
     +4

     P

     Mil +3

     2d6/5"

     Slashing

     15

     30 ft

     18

     8
30mm Flare
     +2

     P

     Mil +3

     1d6*/Signal

     light

     15

     30 ft

     12

     8
25mm Airburst
     +2

     P


     Mil +3

     3d6/5'

     Slashing

     14

     30 ft

     18

     8
25mm HEAT**
     +2

     p

     Mil +3

     4d6*/---

     Fire

     12

     ---

     16

     8
(*) See description
(**) targeted weapon requires attack roll versus targets
  defense

Prometheus
GM, 472 posts
Thu 12 Aug 2010
at 20:13
  • msg #8

Re: weapon descriptions ( for review and comment only)


Hand grenade Offensive: A standard Military grenade designed for use
in areas where ther is little risk of,or concern for, collateral damage. They
are usualy the size of a baseball and wiegh a few pounds. an offensive grenade
packs enough punch to breach walls and knock doors off hinges. and if needed it
can function aas a small demolition device.
Hand Grenade Defensive: Usualy used in confined areas or areas where
there is concern for collateral damage. a defensive grenade is usualy a Plastic
explosive incased in a plastic shell lined with preformed fragments. Degensive
Grenades are usualy colored very brightly to make spotting them easier for
allied troops in the area. A defensive grenade lacks the power to be used as a
dmolitions device, but it can breach wooden doors and plasterboard walls. By
design a Defensive grenade has a restricted effect for that reason it has a
small blast radius.
TM-21 Micro Grenade: Produces By Tsunami ArmsThis advanced grenade is
a block of plastic encased in several steel rods and ball bearings, incased in
resin. The TM-21 is can be activated and thrown or fired of the barrel modified
pistol or shotgun. if fired from a pistol It's range increment is 20,from a
shotgun it's Range Increment is 30.ft By design a micro grenade has no effect
outside it's base Burst radius.
TM-30 Fuel Air Grenade: a new weapon from Tsunami arms it consists of
a small canister of explosive gas and a detonator . it activates when thrown and
burst three seconds after being thrown or dropped. thermobaric explosives
creates a cloud of explosive gas once ignited the vapor causes a fireball and
violent shockwave. the blast causes serious physical trauma and burns to
creatures is the area. the grenade ignores armor and cover due to it's
enveloping nature. armor and eauipment offers no protection form the blast.
Rifle Grenade: Basicly a large round resembling a small rocket or
finned shell propelled off of a special adapter fitted to the end of a
rifle,Rifle grenades have better range and accuracy than hand thrown grenades
and attack from high angles making it easier to bypass walls and other
obstructions.
Rifle Grenade AT (Anti Tank): A rifle grenade fitted with a HEAT
warhead intended to give infantry some form of portable ani vehicle/anti bunker
capability if heavy weapons are not redily available. blast radius is reduced to
5' and the HEAT effect is added to the attack
Antitank grenade: an over sized grenade fitted with a streamer or
small spring loaded parachute to stabilize it when thrown. theweapon is a heat
warhead allowing it to breach armor and give infantrymen a powerfull anti
vehicle weapon when nothing else is available, the weapon is most effective when
thrown on top of a vehicle or dropped from above, soldiers tend to survive
better if this weapon is used from a hidden or protected position or an ambush
attack
Dual Purpose: An anti tank warhead, and a powerful demolition charge.
this warhead can be used as either an anti vehicle round or demolition round,
allowing the firer to breach obstacles, walls or collapse structures from a safe
distance, treat the warhead as a tamped explosion if it hits a structure, very
useful against bunkers and reinforced buildings
Double warhead: Designed to defeat reactive armor, grenade screens and
extra heavy armor tis type of warhead uses a small warhead to detonate any
reactive armor and pierce souch devices as grenade screens, bolton armor and
spaced armor in addition it gives extra penetrating power to the warhead, with
the first charge partialy penetrating and the second charge using the channel
created by the first charge to tunnel deeper into the armor than it could alone.
Dual warhead rounds ignor the effects of Reactive and ablative armor or reduce
DR by an additional 5pts if neither are present, if an armor is immune to the
effects of DR reduction a Dual warhead CAN reduce it's DR by 5pts
78mm Shell, Fired from a large bore launcher or recoiless gun This
Shell, can be used for both Direct or indirect fire. The shell is designed to
Breach thin materials wood/Plasterboard/plastic walls doors or shutters (Max
Hardness 5) and detonate inside a Structure or on impact with a solid structure
or unarmored vehicle.
88mm RPG: This is a general purpose round, it contains a powerfull
shaped charge warhead and a fragmentation sleeve the gives it an effective anti
personel work it can be fired as either without the need to carry different
rounds. making it a popular and useful weapon. the blast radius and
fragmentation damage of an RPG are NOT reduced as a normal HEAT round is
Explosive Devices
Fragmentation/anti personel: the explosive charge of a fragmentation
device is not large most of it's effect is caused by a spray of metall
projectiles causd by shattering it's casing or by placing ball bearings or
siimilar objects in the casing to increse it's effect, frgmentation warheads are
not as effective against structures and vehicle increasing their hardness by 10
pts versus a fragmentation device.
HEAT : (High Explosive Anti Tank), this Type warhead contains a shaped
charge intended to penetrate vehicular armor. a shape charge works in two ways.
first it delivers a direct attack agains the target, the damage is equal to its
listed damage, the attack ignores 10 pts of Hardness rendering most personal
armor useless against it. The second effect is a reduced effect explosion the
blast radius is 5' and its damage is half the weapons listed damage.
HE : (High Explosive) These rounds are intended for general purpose
use and demolition of structures and vehicles HE rounds are treated as normal
explosive devices and follow the rules for a demolition device. A contact
detonation by a HE round doubles The effective damage of the explosive and can
prove catastropic, for most light structures and vehicles. fragmentation effects
of a HE effect are not as effective damage against living creatures is halved
Demolition: An airbursting round designed to damage structures by
generating a massive shockwave inside the structure A demolition round is fused
to detonate after penetrating a wall or barrier exploding inside the structure.
Demolition warheads can penetrate any material with up to a 5 hardness and
detonate inside a building. Creatures inside the structure do not recieve the
benifits of cover or the DR of the structures walls from the attack, if it
penetrates the structure. Light structures must make a fort Save DC 15 or be
heavily damages, reducing hit points and hardness of the structure by one half a
damaged structure hit with a demolition warhead must save FORT 18 or collapse
Fortification can prevent this damage but only with the percentage chance that
it provides to prevent criticals.
HESH/HEP: (High Explosive Squash Head/High explosive Plastique), An
Obsolete but effective demolition warhead, A HESH/HEP warhead delivers a charge
of explosive about the consistancey of silly putty. It conforms to a surface and
generates a powerfull shock wave in an structure. shock wave can produce blast
effects inside a structure without breaching the obstruction. If a HESH/HEP
warhead detonates, against a hardness 10 or less structure it generates a blast
of the listed damage on the interior of the building. even if the wall is not
breached. if the wall gives way then the effect is increased by 2d6.
AIRBURST: Airburst ordinance is primarily used for anti personel use.
it allows a gunner to attack objects behind cover, that can not hit by direct
fire. an airburst round will not hit a solid object, it will detonate in the
same square or hex as the object but usualy 10 feet above the ground. saturating
the area under the blast with shrapnel, an airburst round is desined that if it
hits an object before reaching it's desinated square it will not arm or
detonate. A deviation of more than it's blast radius will cause the round will
not fuse and becomes inert. An inert round is dangerous if handled or struck it
will detonate 30% the time if hit by a bullet or another explosion. Airburts
runds are designed for maximum damage, if a target is hit by an airburst round
or in the area of effect of a round detonating on the ground is 1/4 the airburst
radius and the damage rating is reduced by one Die
Smoke: Smoke rounds are designed for signaling and concealment they
produce a thick cloud of colored smoke that blocks normal vision,( does not
block Infra red or thermograpic) offering three quarter concealment for objects
in or on the opposite side of the smoke cloud. conventional smoke rounds contain
a chemical( Usualy a Hexa Chloride compound) that burns producing heavy choking
smoke for several minutes allowing the smoke to linger longer and spread down
wind fro it's original point of impact. each round a smoke round will expand its
area 5ft, in strong wind it will spread 10ft downwind but the cloud is only half
as wide as normal. Smoke rounds will burn out and disperse, usualy after 2-5
minutes, Smoke rounds fired into a closed room fill the room with large amounts
of smoke. persons without gasmasks or a simple wet rag over mouth and nose take
1d4 points of temporary damage each round they are in a smoke filled room a Fort
Save DC (10 ) negates damage for that round but a new save must be made each
round unless a creature hold it's breath(see rules for holding breath) Spot
checks made through smoke are at an aditional -2 per 10 ft of smoke between
target and the viewer
Bursting Smoke: will fill it's radius in the round it detonates,
dispersing in 1 minute since the round does not produce smoke after initial
detonation. the cloud disipates in one minute but is filled with small hot
particals that block infra vision, thermograpic and heat sensing devices the
cloud is much denser tha an normal smake screen and provides Nine tenths
coverage.
EMP (electro magnetic pulse): not an explosive device but a powerful
electronic transmitter and a superconuctiong power cell that generate an intense
pulse of radiowave energy that disrupts or destroys unshielded electronics and
causes disorientation to living creatures within it's area of effect. Electronic
devices must save fort DC(12) or be rendered no functional until a repair check
DC (15) can be made to reactivate them. electronics and cybernetics also take
2d6 pts of damage no save, no DR unlesh ot has DR vs electric attacks.
unprotected Cyborgs and Robots are stunned and knocked prone for 1d4 rounds and
are at -2 to all actions until a repair Check DC (12) is made to reset afected
systems. any unshielded data storage device has a 50% chance of being erased by
the pulse. Living creatures within the area of affect must make a fort Save DC
12 or be dazedand knocked down for one round. EMP grenades are seldom used on
the battlefield since all combatants tend to use electronics and cybernetic
devices Stun Pulse: A refinement of the EMP device, it is optimized to disorient
and incapacitate living creatures by narrowing the output of the device to
closely match that of organic nervous systems. any living creature, with a
central nervous system, is forced to make A Fort save DC (15) or become
unconcous for 1d4 rounds and stunned for 1d4 rounds after that. creatures
without a nervous system, oozes, constructs, etc.., are not affected, but
creatures ordinarily immune to stun effects with a nervous system are although
the recieve a +4 to their save, this includes androids, cyborgs, and robots. any
device with the bio mechanical gadget are also affected and rendered non
operational for 1d4 rounds, such worn devices that provide a DR do not lose
their DR unles it is a device that can be activated such as a force field or
energy barrier. since the devices is attuned to organics the effect to
electronics and other electricly vunerable objects is reduced, such devices are
only deactvated for one round.
CHEMICAL WEAPONS Universaly despised by soldier and civilian alike
chemical agents run the spectrum form nuisence to horrifyingly lethal. all are
delivered by a specialy designed sealed container fused to explode or release
it's paylod as an aerosol vapor or gas, or mist the difference in designs and
delivery systems are purely technical and not relevant to the game as in general
Chemical weapons act very much like smoke in how they spread and disperse unless
noted they obey the same rules as a smoke grenade for spread and dispersion. a
chemical weapon with a duration continues for the listed duration after target
exits the area of affect or makes a sucessful saving through. if rexposed to a
chemicalaget the save must be repeated and duration.
Gas: A gaseous chemical weapon is inhaled and penetrates creep into
the lungs, it is fully blocked by a gasmask or breathing device but penetrates
through small cracks and openings making it difficult to keep out of a room
unless great care is taken to seal around doors and windows and sealing any
vents with plastic and or duct tape.
Aerosol, a cloud of fine droplest suspended in the air, they cling to
exposed surfaces and are inhaled into the throat and nasal passages, with only a
small amount reaching the lungs. a Aerosol vapor does not migrate as well as a
gas, a closed door with a rag suffed in the cracks will usualy stop a vapor
effectively. aerosol chemicals are usualy those that afffect on contact as well
as respiration or mucus membrane contact. a gasmask or breating mask will
protect against inhalation but not against contact absorbition, a sealed suit
with a neutralizing liner is usualy required to fully protect from areosols
Mist: a spray of very fine droplets, that cover exposed surfaces but
only penetrates the nose or throat. a mist can be blocked by water resistant
garments or solid over head cover. a dust mask or repirator is usualy enough to
protect from inhalation.
Aerosal CS: CS teargas a creatures eye nose and throat to burn and
form large amounts of tears and mucus making seeingand breating difficult,
prolonged exposure can cause vomiting and unconcousnes. military and police
units use CS to break up riots and disable hostiles without resorting to lethal
weapons. CS grenades are used to soften up opponants before an assault or as a
tactical team begins it's assault. Any living, breathing creature caught in a CS
cloud must make a Fort Save DC(18 + per round exposed) or be dazed and blinded
by the effects of the chemical. Gasmasks, sealed armor, or breathing gear negate
the effect of CS holding one breath only offers a fort +2 to the save, if
affected the creature must move from the area or continue to make saving throws,
each failed saving throw temporarily reduces the creatures con by one point if
the creature con reaches 0 then it becomes unconcus and automaticly fails all
sunsequent Fort saves against the affects of the gass. An unconcious creature
loses 1d4 hitpoints per round until it's hitpoints reach 0 at which point it
begins to die of asphyxiation and allergic reactions to the gas. supplying a
creature with fresh air and removing it from the area will allow the creature to
automaticly stabilize and recover normaly.
Powder CS Usualy used in shotgun shells and breaching rounds powder CS
inbeds in the skin and causes painful but temperary burning senstations in the
eyes and throat. a Creature must make a Fort or Will Save DC25 or be stunned for
1d4 rounds. animals and Ordinaries must make a will save DC 15 or panic and
flee.
OleoResin Capcium (Pepper Gas): a plant extract from cayene pepper, it
causes excrutiating pain and breathing problems when mucus membranes are exposed
to it. The chemical fades and can be washed of in time but it is considered a
far more effective chemical irritant than CS gas. any living breathing creature
not protected by a Gasmask, breating gear or sealed armor, must Make a Fort
SaveDC(25) or be stunned and blinded . any creature exposed to aerosol OC gas
must make a save each round or suffer it's effects. the effects of pepper gas
persist until large amounts of water or decontamination solution is applied to
exposed skin and eyes. clothing contaminated with Pepper gas remain contaminated
until washed repeatedly. ( Anyone exposed to objects contaminated by OC must
save Fort or Will DC 15 each round or suffer it's effects) while more powerful
tha CS the effects are less likely to prove lethal. only on a critical failure
of a save will a creature sufer any damage from OC
Aerosol Agent Gx : a lethal chemical weapon, Agent Gx causes neural
paralysis and asphixia by scrambling the bodies neuro transmitters. Gx kills by
suffocation, A character who can not breath can survive for 2 rounds per point
of Constitution. After this period of time, the character must make a DC 10
Constitution check in order to remain concious. The save must be repeated each
round, with the DC increasing by +1 for each previous check. When the character
fails one of these Constitution checks, she begins to suffocate. In the first
round, she falls unconscious (0 hit points). In the following round, she drops
to -1 hit points and is dying. on the third round, she suffocates and dies. a
creature can be revived with no permanant effects within 7 minute of sfficating
after seven minutes the creature suffers a -1 to intellegenc, when his
intellegence reaches 0 brain death occurs an the subject can not be revived. The
Antitoxin for Gx acts in one round restoring normal Neurochemical activity.
after Gx is neutralized normal medical procedures can restore breating and save
the victimes life. although they are reduce to 1 hitpoint and must recover full
hit points normaly.
RA-125 "Goofy Gas": A chemical weapon used to break up civil unrest
and protests. the gas causes mild halucinations and uncontrolable laughter,Fort
save DC (18+1 per round of exposure) (gasmask or breathing gear negates
effect.)persons under it's effects are efectively dazed and can not take a
hostile action, duration 1d10 +5 minutes. Goofy gas has unpleasant after
effects, nausea, headaches and fatigue, any person recovering from Goofy Gas has
a -4 conditional modifier to all actions for 1d6 hours after exposure.
RA-13 " Blue Light": A powerful halucenginc agent that causes
intensely frightening halucinations and feelings of terror in those affected.
fort Save DC (18) if failed target dazed for 1d4 minutes, an affected target
must make a will save DC 20 to make any action other than fleeing in blind
panic, this is a neuro chemical response and can affect even normaly fear
resistant creatures. Blue light has no side affects after exposure other than
recurring unpleasant dreams for severl days after exposure. a critical failure
on save indicates that creature collapses into a ball screaming and thrashing
for 1d10 minutes and is unconcious for 1d4 hours afterwards.
CA-129 "Joker": a military chemical weapon made by combining in
specific amounts RA-125, and RA-13,it causes muscle spasms, paralysis and death
within minutes of exposure. CA 125 is a contact and repiratory agent requiring
the use of NBC gear and gas masks to fully prtect from the agent Primary affect:
fort Save DC (18) if failed target dazed for 1d4 minutes Secondary effect: fort
Save 18 or suffer 1d4 pts constitution damage if constitution reaches zero
creature becomes unconcious and begins to die.( primary effect only suffered if
target fails save vs primary effect.)
Incendiary Weapons No single element is as detructive as fire, it
seems to be a living and terrible force of nature with a malignat desire to
destroy and consume all things in it's path. Used for centuries fire is the most
unpredicatble and effective weapon of war imaginable, it destroys confuses and
panics even hardened troops, wild animals instictively flee from it and it
leaves little cover or fortification behind once it's over.Green troops and
animals must make a will save DC(12) or blindly flee the area of affect of an
incendiary weapon. even a primative molatov cocktail has more psychological
affect than it's dmage would seem to indicate, even in protective gear people
will tend to panic if set on fire, the most primative instincts in a living
creatures mind are triggered by it, fire resistant or nonliving creatures may
ignore fire or even revel in it's use, a fire resistant or heat loving creature
may use fire to demorilize and terrorize enemies, while enjoying the sight sound
and intense heat it generates.
Molatov Cocktail: Made a houshold word by russian troops in WWII this
is a crude fire bomb of mixed oil and gas with some crude jellying compound (
egg whites, styrofoam, or soap) placed in any breakable container and wicked
with a gas soaked rag it is lit and thrown, directly struck a vehicle or
creature is covered in burning fuel and takes full listed damage for 1d4 round,
if splashed a creature is damaged but can make a save for half the rolled
damage. either way the target must save REF DC (15) or be ignited. a creature
can extinguish itself using a full round action , which draws an attack of
opportunity.
White/Red Phosphorous: originaly used as a concealment round White
Phosphorous "WP" Or "Willy Peter" rounds are commnly used as incindieary or anti
personael rounds by many armies. the round creates a cloud of dense smaoke and
small intensely hot partcles that burn at temeratures far greater than normal
fires. a creature caught in the burst radius of a WP/RP round that fails a ref
save are hit by 1d6 particles of Phosphorous each particle inflicting 1d4 pts of
damage per rpund for 1d6 rounds any flamible object within the area must make a
fort save DC (12) or be set on fire.
Incidiary: This round contains a chemical compound which ignites and
creates a cloud of burning liquid. the chemical compound is designed to igite
flamible objects, destroy vegitation, and injure personel, there is litle force
generated by an inndieary round so most structures remain intact but are set
ablaze by the weapon, all objects within the area of effect Must Save REF DC
(18) or be set on fire taking 1d6 points of damage per round until extenguished.
due to the nature of the chemicals used the fire will burn for a minimum of 10
rounds if not extinguished by chemical fire retardant or smothered with sand or
some other object.
Napalm: probably the most horrifying conventional weapon ever
unleashed, napalm is a sticky hard to extengish jellied gasoline compound. it
sticks to creatures and structures and is increadably difficult to extinguish.(
in a fantasy campaign Napalm is enough to shock amaze or even arouse a Dragon)
napalm inlicts massive damage for several rounds and then continues to burn
naturaly until extinguished or all fuel is consumed. in addition to the fire
damage napalm consumes all oxygen in an area, leading to possible asphyxiation
of fire resistant creatures or creatures in protected structures or vehicles.
reflex save for half damage each round target is in area of affect, if initial
save is failed naplam inflicts full damage 4d6(fire) on following 1d4 rounds
(evasion does not reduce damage from napalm to since even being in the area is
extremely lethal.it does however prevent ignition and automatic damage if
initial save is failed) all flamible inanimate objects automaticly ignite burn
at full damage for 1d4 round. afterward fire continues until extenguished.
The sudden and violent consumption of breathable air requires all afected
creature Fire resistant or cretures not in a sealed enviroment, or in sealed
breating gear to make save versus suffication ( see rules for
suffication/drowning)
Optional, Any creature witnessing a naplam strike, within 100
yards must make a will save DC 15 or be shaken for 1d4 rounds. creatures allied
to the side being targeted must make a Will save DC 12 or fight defensively and
retreat for 1d4 rounds afterward.
Notes. Due to it's sudden and brutal nature and the psychological
affect of fire,A single massive well placed Napalme strike should be enough to
end any battle either by killing the combatants or breaking their morale. once
the shock of a Napalm strike wears of most forces will still retreat to avoid
being the victim of a second strike.
This message was last edited by the GM at 20:14, Thu 12 Aug 2010.
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