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17:54, 24th April 2024 (GMT+0)

Armor and weapons.

Posted by The CreatorFor group 0
The Creator
GM, 42 posts
Mon 28 Nov 2011
at 14:23
  • msg #1

Armor


       
      Armor

       
      Purchase DC

      <Armor
      DR/AC Bonus

      Maximum
Dexterity
Bonus
Armor
Check
Penalty
Arcane
Spell
Failure

      Speed
      30 ft/20 ft

       
      Weight
Light Armor       
Heavy Fabric6+1/1+6010%30/2010 lb
Fabric Vest6+2/1+80-30/206 lb
Leather armor 8+3/1+505 %30/208 lb
Heavy Uniform9+4/2+6-110%30/2010 lb
Protective Inserts10+1/2+4-2 30/205 lb
        
Medium Armor       
Mesh Suit12+5/2+4-2 30/1515
Battle Suit14+7/2+4-210%30/1515 lb
Reinforced Mesh15+8/2+3-215%30/1520 lb
Segmented armor18+8/3+3-4 25/1525 lb
Plate20+10/3+2-425%20/1530 lb
Heavy Plate22+11/3+2-530%20/1540 lb
Assited Armor23+12/3+2-535%20/1550 lb
        
Energy Shields Bonus HP-------- 
Power Screen2115    4 Lb
Energy Shield2325    6 Lb
Barrier Shield2540   +2AC    8 Lb

This message was last edited by the GM at 20:32, Tue 17 Jan 2012.
The Creator
GM, 46 posts
Thu 22 Dec 2011
at 16:00
  • msg #2

Re: Armor

Light Armors

 Fabric Armors are often formed from silks, leathers, heavy padding and plant fibers. some lighter fabrics are reinforced with alchemical and arcane preparations that make normal cloth as tough as thick animal hides. Often worn by civilians and ordinary travelers Fabric does not arouse suspicion or curiosity when worn in public. In fact in some circles, especially on the frontiers fabric armor is worked into the common wear, and even dress clothing with embroidery decorative plates and buttons and other bits of embellishment.
  Arcane versions of this light armor are often virtually unnoticeable and often appear to be nothing more than a heavy coat, decorative fittings or extensive jewelry worn by the wealthy as part of there garb.


Heavy fabric: Woven silk or felt padding sewn into regular clothing, with bone or light metal inserts, provides some protection from cuts and scrapes as well as more deliberate attacks.

Coverage: arms legs, torso, back.

Leather Armor a suit of heavy tanned animal skin. Often worn as clothing by travelers and guards. Often reinforced with bone, chitan, or panels of even heavier hide this armor is flexible and comfortable and provides some protection from inclimate weather.

Coverage: arms legs, torso, back.


Fabric Vest a heavy vest of woven plant fibers, raw silk or other woven material it fits under most clothing and can be fashioned into more fasionable forms. It covers only the torso and back but it can be worn without attracting undue atention.Allowing it to be worn by dignitaries and those who wish to be protected from harm without wearing obvious armor.

Coverage: torso back

Heavy Uniform Worn by common soldiers and body guards a heavy uniform includes a padded vest arm and leg guards and helmet. It is often the only armor worn by common soldiers but it offers better protection than their every day uniforms or a dress uniform.

Coverage: arms legs, torso, back, feet, hands, head.

Medium Armor


  Mesh Armors are usually woven from links or strands of metal, heavy plant fibers or sinew from larger more resistant creatures. Not normally worn by field troops unless combat is expected. And Almost never worn in day to day life. Mesh armor will raise eyebrows and catch the attention of local constables and town guards. In few places is wearing of armor illegal but it is quite often frowned on. Some suits of dress Mesh are made for parades and public celebrations but it is often far more practical and than either fabric or Plate armors.
   Arcane Mesh armors are often light and flexible with plates, arcane devices and significant amounts of exotic materials. Often it looks to be impractical or flimsy compared to the more practical and robust mundane armors. The new Technomantic armors often feature slightly glowing nodes batteries and generator cores making them stand out and a favorite of cine, and sketch books.

Mesh Shirt A suit of light padding overlayed with interwoven fiber or metallic links that provides covering from the knee to the neck. It provides significant protection from light cutting and sladshing attacks and some protection from explosive fragemtns and projectiles.
  Worn when combat or attack is expected it is the lightest armor worn by those who expect to frequently participate in regular combat. Often worn over a uniform or other garments the armor is heavy and bulky, not sufficently restricting in combat, it's bulk does limit it's wear in every day activities.

Coverage: arms, torso, back, and neck.

Battle Suit: a heavy full body suit of mesh, this is a favorite armor for those who are more concerned with protection tan quick movement and comfort. It is hot, and hard to wear in regular actvities.

Rienforced Mesh A full body suit of mesh armor reinforced with playes of metal, bone, or chitan. most often worn with shoulder and neck reinforcemnts in addition to a full coverage helmet. This suit is among the heaviest field armors and worn by heavy infantry and defensive troops.

Heavy Armor
  Formed of plates of rigid material over fabric or mesh armor Heavy armor is often worn as cerimonial armor or by Heavy shock troops when assaulting heavily defended positions or craft.
  Mechanickal version often have hinged joints, simple gearworks, and overlapping plates. to seal joints and protect vital locations with multiple layers of protection.
   Arcane Heavy armors are often formed of reinforced segments of rare hides, carapace, or simply dense shields formed entirely of arcane energy. While Technomantic armors incorporate many arcane devices to reinforce and lighten the segments of heavy armors. Both tend to be rather ornate with components that glow or shimmer with energy that mark them as enchanted or enhanced.
  Typically Heavy armors are either for heavy assault or ceremonial purposes, while both will do the job rather nicely ceremonial armors tend to be more expensive and far more decoratively ornamented.

 Segmented Armor Formed of rigid plates linked together or attached to a fabric under suit segmented armor protects vital areas with heavy plates and flexible areas with overlapping loosely fitted plates that allow freedom of movement but allow some gaps that can be exploited by attackers.
  This is often only worn by the heaviest combat troops, during direct assaults and defnse of fixed targets. Wearing the armor for prolonged periods is uncomfortable and tiring since the heavy padding, mesh underlay, and rigid sections tend to make the armor a chore to wear.

Plate Seldom worn in combat after the invention of firearms Plate armor is most often worn for reasons other than protection. Plate is a rigid breastplate shoulder and neck guards worn over a mesh armor suit with a helmet greaves, and armored boots provides excellent protection Often Breastplates are worn as part of a ceremonial uniform with engravings, enamel and other decorations. Often a Breastplate is also a symbol of authority and ranks, giving the wearer a slight advantage when wearing a breastplate for ceremonial reasons.
  Ceremonial armors are considered masterwork armors, and grant a +1 to reputation and Any charisma based skill in formal settings. Purchase DC+2 ( if worn in combat they must be repaired Purchase DC 10 or they loose their reputation and charisma bonuses)

  Heavy Plate Almost never seen in action Heavy plate is most often worn by assault and shock troops, or hanging in museums. Heavy plates, tightly fitted, and overlapped to cover almost all gaps and openings and resist even well placed shots from attackers.
      When fully dressed in FITTED ( purchase DC 12 for proper fitting) Heavy Plate, a character is protected from critical hits (25% of the time) and imposes a -4 penalty to called shots to circumvent his armor protection. In addition Heavy Plate grants +2 to any reflex saving through vs explosions and fire based attacks.

Assisted Armors:
    Assisted Armoris the cutting edge of combat armor. Enhancing strength, and carrying it's own weight the armor allows a soldier to match giants, and larger predators in hand to hand combat. Seen only in large armies or worn by well funded private groups, Assisted armor inspires fear among lesser troops, and can scatter bandits and pirates simply by lumbering onto the field.
   Each Type of armor has it's own quirks and advantages. But they also have peculiar drawbacks as do most cutting edge devices. First and foremost special training ( Armor Training Assisted Armor) is required to properly operate the armor, and use it to it's full effectiveness. Secondly Assisted armor is heavy. When moving in marshy areas, or in old lightly constructed structures the wearer must constantly watch his step or become mired or damage the structure. ( Armor Training DC 12 or become pinned until successful check is made.)

IntimidatingAll Assisted armor grants the Frightful presence Feat to the wearer.

Steam Suit: Based on Mechanical engines and steam pistons a steam suit is a smoke belching lumbering monstrosity that can mount heavy weapons and even light artillery when piloted by an experienced wearer.
  1d10 Melee attack ( bludgeoning Crit 20 x4 damage)
  +4 strength ( +6 for lifting objects)
  +2 on bull rush attacks.
  Cargo Bin
  Items stored in armors storage bin do not count to encumbrance. ( amount equal to the wearers maximum load in addition to his carried gear

  Feat Stability
 additional -4 to stealth checks when wearing steam armor.
 Fuel Required ( purchase Dc 5 per hour of use)
  Slow movement -10 Movement rate
 May carry any long arm as one hand weapon, or heavy weapons. treating heavy weapons as a two handed weapon.

Charged Suit forged of advanced metals and powered by potent arcane or Alchemical power sources technomantic assisted armors are lighter more flexible and less noticeable than Steam Suits. A Charged suit often sports glowing coils and nodes, as well as a shimmering energy barrier to enhance the effectiveness of the lighter armor plates.

+2 strength
+10 Bonus hit points ( no damage reduction applied to these HP, must be depleted before damage can be taken by wearer or armor. If the attack would hit the character if he were not wearing armor the attack strikes the armors Field.)
Quiet: negates armor penalties to move silently checks.
Power cells Charged suits can be powered by the wearer, or fueled by alchemical fuels. 2 End Per round or ( purchase DC 10 Fuel Per hour)

Golem Armor: A  truly powerful set of armor a suit of golem armor houses a weak elemental within it's shell to move and protect the wearer from elemental attacks. While powerful the wearer must be able to command and control the bound golem and requires his concentration to fully control the armor.

+4 Strength
2d6 Bolt attack:( Energy, crit 20/x4 range increment 40, Rof Semi)
+2 saves versus elemental based attacks ( Flame, Cold, Water, Electricity,)
Requires 4 ranks Spell craft
Choose
Stealthy: armor penalties for Stealth and move silently halved
or
Add: Power Screen

Requires concentration: can not cast spells or use powers in same round as moving armor or attacking with it.
Requires Control check If damaged, by an attack targeted directly against the armor, the wearer must make a piloting check to control the bound elemental ( DC 5+damage taken) If he fails the check the armor refuses to act and fights control until a successful check is made. ( If a natural one on the control check is rolled the armor goes berserk and attacks any creature or object nearby at random. It remains berserk for 1d4 rounds)

Personal Shields

Energy Screens are relatively new in mass production and almost exclusively produced by Technomancers. They provide protection without the need for armor. However they are temporary defenses that must be turned off and recharged after use. Their compact power cells can recharge over time, however most have bio-converters that allow the wearer to siphon off their own internal energies to quickly recharge the cells instead of being left unprotected for an extended time.
   The Energy shied often are fitted into a light belt and generators that are worn on the shoulder thigh and hips to provide full body coverage. Often these nodes are noticeable due to the soft glow and exposed crystal arrays that are required to generate the shields. However clever designers have began to fit the works in fashionable false armor segments that can be incorporated into stylish clothing or uniforms.
   All shields are visible when active and impose a -4 penalty to stealth checks and -2 to AC in darkened locations. They also provide the equivalent of a candle light across a tem meter radius allowing the wearer to see well in darkness and fight in melee combat without darkness penalties.

    When active the shields completely enclose the wearers body, and can not be circumvented by a called shot. The shield provides bonus health points which are taken off first before any damage resistance or armor is taken into account. ( when calculating the AC of a target with active shields, only dexterity,dodge and deflection bonuses are used.)
  If targeted by an area affect attack that deals direct damage the shield automatically absorbs the normal damage of the attack, if the shield is dropped by the attack then the target is allowed to save versus the attacks remaining damage.
    Shields do not protect from gasses, airborne poisons/disease, or environmental damage. It however does protect from falling or collision damage. attacks that have linked effects, or require the attack to inflict damage to the target to trigger secondary effects, do not deliver the secondary effects or damage unless they drop the shield AND deal damage to the target through any remaining defenses.
       Once the points provided by the shield are depleted the shield collapses and must be recharged before it can be reactivated. Recharging takes place at 10 HP per round or can be speeded up by taking a full round action and spending 1 Energy point per bonus HP the shield provides. the shield can not be reactivated until fully recharged.
     Confirmed critical hits can bypass the shields by striking a small gap in the shield, allowing the damage to be dealt directly to the target. However other options are not allowed on critical hits do to the full body coverage.
This message was last edited by the GM at 08:35, Thu 29 Dec 2011.
The Creator
GM, 47 posts
Mon 9 Jan 2012
at 22:14
  • msg #3

Weapons

Melee Weapons: even with
    the presence of advanced projectile weapons and energy
    weapons, sometimes a person finds themself up close and
    personal. a good knife or sharp pointy stick is always a
    comfort when the bad guys get too close.
Weapon Proficiency Damage TypeCriticalMultipleRangeSizePurchase
    DC
Knife - 1d4 Slash/Pierce19-20x210tiny5None
Combat Knife -- 1d4
    (BLADE)
Pierce19-20x25Tiny7None
Combat Knife 1
    (Brass Knuckles)
Bludgeon20x2MeleeTiny----
Machotle Removes
    Limb on Crit Fort save to resist DC 10+damage
1d6 Slashing19x35ftMedium7None
Blade Archaic 1d6 Slash/Pierce19x2MeleeMedium8None
Melkot 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
HiruKaga Exotic multi
    Weapons
1d8 Energy20x2Meleemedium23Lic
2d8 Energy20x230ft
Fan Blade Exotic 1d6 Slashing20x3Melle5ft12None
A'Niss Katana Exotic Massive
    crit +1d4
2d6 Slashing/Pierce18x3MeleeMelee22None
K'Tah Exotic Twin
    Blades
1d8/1d6 Slashing19x3+5ft
    reach
Large12None
Kraken None Self
    Guided, attacks any target within 10ft of wearer, BAB+7
    AC(wearers) 25 HP, Str 18, Dex 10
1d8 Slashing/Grapple20x210ft
    reach
Large25Lic
Viper None Self
    Guided, attacks any target within 10ft of wearer, BAB+7
    AC(wearers) 15 HP
1d4+toxin Slashing+toxin20x210ftMedium23Lic
    +1
Hornet Exotic If
    attack Succesful Hornet locks on and continues to attack
    for 1d4 rounds BAB +4 AC 20, 10HP
1d4 Slashing20x215ftTiny23None
Stinger Poison 1d2 Piercing+
    toxin
20x215ftTiny14Res
    +2
B'coh Exotic Returning
    Ref Save DC 12 to catch failure indicates damage to hand
1d4 Slashing19x215ftTiny12None

This message was last edited by the GM at 20:13, Mon 31 Mar 2014.
The Creator
GM, 48 posts
Mon 9 Jan 2012
at 22:15
  • msg #4

Re: Weapons

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
Light machine Gun -2 40/240
    box or belt
3d6 ballistic20x280Full
    auto
23Mil +3
General purpose MG +0 200
    belt
3d6+2 Ballistic20x2100ftfull
    Auto
23Mil +3
Maxim Gun +0 1200
    belt
3d6+2 Ballistic20x2120ftfull
    Auto
23Mil +3
Heavy Machine Gun -2 250
    belt
2d12 Ballistic19x4110ftFull
    Auto
25Mil +3
5.5 GTLLING gUN -2 1200
    belt
3d6 Ballistic20x280ftfull
    Autox2
25Mill
    +3
7.6 Gatling Gun -2 1200
    belt
3d6+2 Ballistic20x2100FTFull
    Autox2
28Mill
    +3
25mm auto cannon gun -2 120
    belt
4d12 Ballistic19x4150ftfull
    Auto
30Mil +3
25mm Quick firing Gun -0 1 internal
4d12 Ballistic19x4150ftSingle
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 Light Rocket Launcher -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
Stun Pistol -2 20 4d6 electrical
    Non lethal
19X210Semi
    Auto
15none
Beam Pistol +2 50 1
    to 2d8 Laser
energy20x240Full
    Auto
17Lic +1
Burner Pistol -2 20 1d6 Flame20x210Full
    Auto
18Mil +3
Phoenix Disrupter +2 18 2d6 Energy19x330Semi
    Auto
20Mil +3
Blaster Pistol -2 20 2d8 Energy20x320Semi
    Auto
20Mil +3
IP-7 Plasma Pistol +0 20 2d8 Energy19x320Semi
    Auto
21Mil +3
Mk III Blaster Pistol +0 16 2d6 Energy20x230Semi
    Auto
18Res +2
Light Repeat 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
Dragon Disrupter +2 32 3d6 Energy19x360Semi
    Auto
22Mil +3
Blast Carbine -2 30 3d8 Energy20x250Semi
    Auto
20Mil +3
Repeat Blaster -2 50 2d8 Energy20x250Full
    Auto
21Mil +3
C-5 Plasma Carbine +2 30 2d8` Energy19x370Semi
    Auto
22Mil +3
Mk32 Assault carbine +2 32 2d8 Energy20x260Full
    Auto
22Mil +3
MK32 launcher -2 10 as
    assault cannon
----------40Semi
    Auto
------
Energy Rifle
Beam Rifle +2 50 3d8 energy19x290Semi
    Auto
19Res +2
Pulse Sniper Rifle +2 50 3d8 energy19x2150Semi
    Auto
21Res +2
Pulse Beamer +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
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
P-5 tribarrel -2 200 3d10 energy20x360full
    Auto
30Mil +3
Force rifle +2 20 2d10 Piercing19X380Semi21Mil
    +3

Explosive 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

     4d6/10'

     concussion


     15

     10ft

     15

     6
Hand Grenade Defensive
     -2

     P

     Mil +3

     3d6/5'

     slashing

     12

     10ft

     12

     6
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

     Mil +4

     See Notes

     irritant

     15

     10ft+5ft per 1d4 round wind driven.

     12

     6
Lightening Grenade
     -2

     p

     Mil +3

     3d6/20'

     

     15

     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 Greande
     -2

     P

     Res +2

     Stun 1d4 rounds/10'

     Stun

     15

     10ft

     23

     4
Molatov Cocktail
     -4

     P

     ---

     2d6/5'

     fire+ Ignition

     15

     10ft

     5

     10
160mm ATGM*,**
     +2

     ---

     Mil +3

     8d6 (Armor Piercing -10 DR on target struck directly)/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
75mm Shell
     -4

     ---

     Mil +3

     4d6/30'

     concussion

     15

     Varies

     19

     8
75mm HEAT*
     -2

     ---

     Mil +3

     8d6/5'

     fire

     15

     Varies

     19

     4
75mm AirBurst
     -4

     ---

     Mill +3

     4d6/20'

     slashing

     18

     Varies

     20

     4
75mm Bursting Smoke
     -2

     ---

     MiL +3

     Smoke/20'

     concealment

     ---

     Varies

     16

     4
75mm 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
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
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 HE
     -6

     ---

     Mil +3

     5d6/10'

     concussion

     15

     90ft (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 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 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 Flash
     +2

     P

     Mil +3

     flash/5'

     Stun

     18

     30 ft

     16

     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

This message was last edited by the GM at 22:30, Thu 19 Jan 2012.
The Creator
GM, 49 posts
Mon 9 Jan 2012
at 22:15
  • msg #5

Re: Weapons

Classic weapons AccuracymagDamageDmg typecritmultiplerangeRate of FirePurchase DcRestriction
GyroJet Pistol +0 10 Box2d10ballistic20X250 ft(10ft minimum)semi15None+0
GyroJet Rifle +0 20 Box2d10ballistic20X2100 ft(20ft minimumsemi18None+0
Needler Pistol +2 10 Box2d6+chemPiercing
    +chem
20X220 ftsingle14None+0
Needler rifle +2 20 Box2d8+chemPiercing
    +chem
20X220 ftsemi14None+0
Sonic Stunner +2 20 cell2d6sonic
    non lethal
20X220 ftsingle14None+0
Sonic disruptor +2 20 cell2d6sonic
    lethal
20X220 ftsingle17Mil
    +3
Sonic devastator +2 60 cell2d10sonic
    lethal
100X250ft cone semi17Mil
    +3
Dose Grenade -2 ------Fort save dc 15chemical 10ft radius------10ft thrown---17 box of sixres +2
BlackRay pistol +0 10 cellspecialenergy100X230ft single21Mil +3
BlackRay rifle +0 20 cellspecialsonic100X270ftsemi23Mil +3
MkIII Blaster(pistol) -1 10 cell2d10energy100X230ft semi19Mil+3
MkV Blaster(rifle) -1 30 cell2d10energy100X260ft semi/burst21Mil+3
MkVII Blaster(heavy) -1 150 cell3d10energy100X260ft semi/burst/auto24Mil+3

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

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

This message was last edited by the GM at 02:14, Wed 11 Jan 2012.
The Creator
GM, 50 posts
Mon 9 Jan 2012
at 22:26
  • msg #6

Weapons General Notes

Weapons of the Open Skies
Melle weapons

often underestimated as primitive or weapons for savages blades, axes and spears are still in widespread use. The fact they are useful in up close combat and in situations where a primary weapon is no longer useful many soldiers still car a knife, or sword as a back up weapon.
   many weapons do have advantages against armors, piercing and bludgeoning weapons treat the DR of fabric and fiber armors as 1/2 their actual DR. In addition to the fact that attempting to use a ranged weapon in melee combat provokes an attack of opportunity.Projectile weapons


Projectile weapons the most common sort of weapons used by fighters across the realms. Most are powered by smokeless powder and fire a bullet made of lead or bronze. 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 Primary reason projectile weapons are so popular is they are cheap to produce and can be manufactured with basic materials, and few exotic materials.
 While Plasma, Laser and other energy weapons are in wide use they are actually only common on board ships, in the hands of elite soldiers or civilians.

Plasma Weapons: By generating small amounts of superheated gas, compressing it to the size of a pea.then loading it into an arcane or technomantic gun  to fire 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 is also one of its 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 its energy to the object but not blowing through as a bullet
 would. This does not mean it can not penetrate body armor, in fact 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 ships, 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.

Beam Guns: 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 weapons 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 less power hungry but like plasma weapons will not blow through obstacles 90% of all
Beamer weapons on the market are Pulse Beams, In order to acquire a constant beam 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 continuous beam.  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 powers based and will pass through transparent materials without leaving a hole or being reduced by the objects hit points or DR.

     Pulse Beams are less power hungry but like plasma weapons will not blow through obstacles 90% of all Beamer weapons on the market are Pulse Beams, In order to acquire a constant beam 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 continuous beam. 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 Beams 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 continuous beam weapon, or to fire pulses in  auto-fire mode), their primary
advantage is that they like all Beamers function in vacuum, under water, (range increments halved, )and have absolutely no recoil and can be tuned to fire an invisible silent pulse.
(Beam weapons 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.

            Disrupters: disrupter use destructive energies to rip apart matter and tissue with horrific results. Matter is pulverized and tissue reduced to 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.

            Blasters: first developed by Technomancers, 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. 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.

This message was last edited by the GM at 22:29, Mon 09 Jan 2012.
The Creator
GM, 51 posts
Mon 9 Jan 2012
at 23:50
  • msg #7

Weapons Descrioptions and  Notes

Revolvers A simple and effective weapon carried when reliability is more important than volume of fire or sophistication. Due to it’s simple mechanical design and chemical propellant system Revolvers are usually immune to being spoofed, or sabotaged by hostile techs. The rugged simple design can be manufacture by anyone with the right metals and a machine shop, meaning that revolvers can be produced on small colonies or aboard ship. The common designs are easily found on the Hyper-net and can be fabricated by anyone with minimal training.
  Craft mechanical DC 15, manufacture ammunition Craft chemical, or demolitions DC 15
“Shop made” revolvers have slightly decreased power and can not be repaired with standard parts.
 -2 damage, +2 repair DC and parts cost. Weapon Purchase Dc -4

Semi automatic pistol: or self loading pistols fire and chamber a new round each time the trigger is pulled. Usually holding it’s ammunition in a detachable box magazine or internal magazine, a few rare revolver style semi auto do exist but they have little popularity as anything but novelties or collectors items. general used as a service weapon for police and officer, it is a common civilian self defense weapon. The small size acceptable accuracy, and ease of use make the weapon one o the most popular firearms in civilian hands. Many jurisdictions limit the carry of handguns, and impose restrictions on sale and possession of them. However in all but the mot heavily regulated area civilians can acquire a hand gun with the appropriate paperwork.

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 soother or 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 in the lower realms.. The render pistol uses intense 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 steel needles instead of the more expensive crystalline needles.  If loaded with the more expensive charged crystal 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 energies the crustals are charged with.
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.
            The 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 less 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 lug 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


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 Save DC 15
Game Load: 2d6 per pellet        DC 18
Birdshot:  -1 die damage           DC 20
Uses standard shot gun ammunitions.
      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 spar 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 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 hooter 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:
      Newly issues to most elite military, militia and paramilitary forces. The assault rifle is rugged reliable and puts a good deal of firepower in the hands of troops.Assault weapons . 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.

  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.

Automatic Rifle: based on a standard battle rifle an automatic rifle fires from a box magazine, and is designed to fire in full auto fire in short bursts or in suustaind fire if rapidly reloaded. It is more compact than a light machine gun and is issued to a single soldeir instead of two man machine gun teams.
  When a trained soldier is equipped with an automatic rifle he can fire on the move and advance with an infantry squad or support other machine guns in defensive positions. carrying extra magazines, and using the flding bipod an infantryman can provide his squad with a pinpoint fire support and still use the rifle for single shot aimed fire.


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 rang 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  who has the physical strength and stamina( strength 16 Con 12 to fire from shoulder) 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.
       

       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.
         
   Light Machine Gun
A LMG fires the same caliber as the standard rifle, using a belt feed from either a loose belt of a boxed belt which contains the ammunition belt. Or a preloaded cassette of ammunition that allows for rapid reloads.
           LMGs are fitted with only crude sights, bipods, heavy quick change barrels which allow them to fire sustained bursts but make them less accurate than issued rifles. however when manned by a trained crew a light machine gun provides a sustained barage of lethal fire at longer ranges than submachine guns.
          Crewed by two men the light machine gun is a formidable offensive or defensive weapon and allows the assistant gunner to support the gunner with his own weapon, pick out targets, or defend the team against unexpected attacks.
   While capable of sustained fire Light machine guns are susceptable to over heating. If they are fired for more than six rounds continuously the gunner must make a save DC 10(+1 per round over 6) or the weapon malfuntions and must be cleared ( 1d4 rounds, or repair check DC10) before it can be fired again.
       
    General Purpose Machine Gun;
Heavier than the LMG 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.
Maxim Gun: the largets rifle caliber weapon in current use the Maxim gun is designed to be used as a fixed defensive weapon, a vehicle mounted weapon or on vessels against attacks by boarders or creatures.
  With a heavy water jacket, reinforced barrel ahd solifd tripod or cart mount the Maxim gun can lay down a continuus sleet of deadly fire as long as coolant and ammunition is available. It can fire every round on full auto, as long as coolants and ammo are available. without fear of jamming.

The Creator
GM, 52 posts
Mon 9 Jan 2012
at 23:51
  • msg #8

Re:  Weapons Descrioptions and  Notes

       
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 is not 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.

 Gatling Guns

           A Gatling gun styled weapon features 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.
  the weapon had fallen out of favor with maxim styled guns replacing it in many areas. The original weapon was hand crank, and fed by a 50 or 100 round box or hopper magazine. the difficulty of a solder to maintain a steady rate of fire, and frequent loading made it les effective than the newer designs. the addition of a clockwerk or mechanical motor, and use of ling or feed chute magazines from a large container caused the weapon to find a new found popularity.
            Gatling guns can not be fired in short burst their rate of fire is far to 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
  Mini guns require one round to spin up and reach firing speed. on the first round it is used the firer must spend a full round bring the weapon online and spin it's barrels up to speed. On his next action he can fire the weapon normally.
   Also the wieght and bulk of the rapidly spinning weapon causes some resistence to movement. if carried by a single man not in Assisted armor the firer can not move faster than a walk and can not make any movemnt that requires a check or skill roll.


9mm Mini Gat
  firing a pistol caliber round to allow the weapon to be carried by a person the Mini Gat is a powerful weapon when used in defense or in assult when mounted on Assisted armors. The mini gat does the same damage as a submachine gun with the same statistics, except for it fires 3 times as many rounds per burts and grants a +6 penalty to saves to avoid auto fire. or allowing it to cover twice the area of a nomral atuo fire weapon.
   In addition when used against large or larger creatures it can be used to make direct attacks, treating the weapon as if it were a semi automatic weapon. dealing x2 damage to the target due to the shear vulume of fire.
  Due to the light wieght barrels and the compact size of the weapon a Mini-gat does not slow it's carrier and can be foired in the same round it is brought into action.


5.5 Mini Gun
    A weapon designed for use in the field from mobile mounts, or light vehicles the Mini-gun is still light enough to be carried by a small team or mounted on a suit of assisted armor. In are conditions a singl character may be stroing enough to carry and fire the weapon on his own. although the wieght of the weapon it's power pack and ammo canister. ( usually 2000 round) may wiegh the character down significantly and encumber them.
     Note 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 50lbs and the ammo and battery pack nearly 75 lbs
                    Against large or larger targets the gunner can make a direct attack using 20 rounds of ammunition but doing 3d8 damage to the target. when used in thes manner the weapon is treated as a semi automatic weapon and each attack expends 20 rounds.

7.62mm  Gatling Gun:
              The big brother of the 5.5 gatling gun the 7.6 is almost too heavy for one man to carry , it is usually mounted on vehicles or as part of an fixed defense system. In game terms it uses the same rules as it’s smaller version except when used against huge or larger targets it counts as an aimed attack deals 4d8 damage. when used against a Huge or larger target each burst counts as a single shot from the weapon allowing it to be used as if it were a semi automatic weapon)

.50caliber Rotary gun:
            A heavyweight monster this weapon is seldom employed against infantry. ( can not directly target a target smaller than huge) 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. when used to attack huge or large creature each burst acts as a single attack, allowing it to be used as if it were a semi automatic weapon.)

25mm Auto guns.
Auto Guns are light canons designed for rapid fire. Now often found in fighter aircraft and as defensive guns on smaller ships. Auto guns are basically a large machine gun firing only slightly slower than a machine gun.
    The mechanism is cycled by the recoil of the weapon and are usually fed by boxed ammo cannisters. though vehicle mounted guns may fire from a linked belt to allow them to fire without being reloaded by a gun crew.
   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.


   25/30mm Quick firing Gun.
a breech loaded gun firing a single round the quick fire gun is a common defensive weapon on airships and in fixed positions. it provides long range accurate fire making it a potentially dangerous weapon to come up against. It's damage, crit range and multiplier are the same as the auto cannon, however it's range is +20 feet, and it's magazine is 1, and fire rate is single shot.
  The weapon requires a move action to reload each time it is fired. but this can be achieved by a second character allowing the weapon to be fired everyrounf if the second character makes a successful aid other attempt.
 Suprisingly this weapon is able to target individuals and smal targets, allowing it to be used as a super heavy snipers rifle.
  Usually mounted on a pedastal the crew is immobile and considered flat footed to incoming attacks. ( a cause for many guns to have gun shields to be installed which provides 3/4 cover DR8 15Hp.)

40mm Breasa
  A larger auto cannon. it has the same basic damage as the faster firing 25mm auto cannon when attackign a target directly, but creates a 15 foot radius blast equal to a small mortar round. the weapon is treated as a semi automatic weapon and is often mounted in batteries of two or four.
  When mounted as a battery it can fire as if it were a linked weapon increasing its ( see mecha and starship rules)
     
   75mm howitzer:
          A 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)
  A howitzer wieghs nearly a ton, and requires several men, a team of horse of vehicle to move it across the battle field. In addition it takes 5+1d10 rounds to set up a howitzer for quick short range firing when it is moved, or five minutes to set up for accurate long range fire.
Ammunition Purchase DC 15 per round. Military +3


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 soldiers but basement manufactured units in use by guerillas and terrorists still use te 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.

 Light Rocket Launcher
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
 

Guided Missiles
 Guided missiles are a new 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  with the gunner altering the flight path of the rocket in flight. The sealed communications link and diect fire control mean that the weapon can not be spoofed jammed o hacked using decoys or some form of distraction.

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.
</pre>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

Beam pistol,
manufactured by several manufacturers these light pulse beams have remarkable accuracy at longer ranges than most pistols. The low recoil and speed of light travel time 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.

 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.

 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.

 Plasma carbine:
A standard plasma assault rifle issued to Elite 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  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

Repeat Blaster:
A lightweight Blaster module for a combat harnesses or assisted armor. it has a high rate of fire and expanded mpower cell, and it's own means of finding enemy targets.

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 o ire his weapons hand free with little hindrance. The 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.

 MK XXXII
One of the most advanced weapons seen. Consisting of a modular assault rifle fitted with technomantic sights. 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 u 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)

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.

 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.

 Force rifle
         The Mekot do not typically punish failure, or miscalculations. However to the typical Mekot a firing squad is preferable to being regarded
 as a failure. The force rifle was the result of badly failed 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 wasn't 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 no felt recoil.
   

This message was last edited by the GM at 01:22, Tue 10 Jan 2012.
The Creator
GM, 84 posts
Thu 19 Jan 2012
at 22:44
  • msg #9

Re:  Weapons Descrioptions and  Notes

Hand grenade Offensive: A standard Military grenade designed for use
in areas where there is little risk of,or concern for, collateral damage. They
are usually the size of a baseball and weigh a few pounds. an offensive grenade
packs enough punch to breach walls and knock doors off hinges. and if needed it
can function as a small demolition device.
Hand Grenade Defensive: Usually used in confined areas or areas where
there is concern for collateral damage. a defensive grenade is usually a Plastic
explosive incased in a plastic shell lined with preformed fragments. Defensive
Grenades are usually 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
demolitions 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 Arms This 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 equipment offers no protection form the blast.
Rifle Grenade: Basically 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 anti vehicle/anti bunker
capability if heavy weapons are not readily 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. the weapon is a heat
warhead allowing it to breach armor and give infantrymen a powerful 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 this type of warhead uses a small warhead to detonate any
reactive armor and pierce such devices as grenade screens, bolt on armor and
spaced armor in addition it gives extra penetrating power to the warhead, with
the first charge partially 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 ignore 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 recoilless 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 powerful
shaped charge warhead and a fragmentation sleeve the gives it an effective anti
personnel 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 personnel: the explosive charge of a fragmentation
device is not large most of it's effect is caused by a spray of metal
projectiles caused by shattering it's casing or by placing ball bearings or
similar objects in the casing to increase it's effect, fragmentation 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 against 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 catastrophic, for most light structures and vehicles. fragmentation effects
of a HE effect are not as effective damage against living creatures is halved
Demolition: An air bursting 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 receive the
benefits 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 consistency of silly putty. It conforms to a surface and
generates a powerful 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: Air burst ordinance is primarily used for anti personnel use.
it allows a gunner to attack objects behind cover, that can not hit by direct
fire. an air burst round will not hit a solid object, it will detonate in the
same square or hex as the object but usually 10 feet above the ground. saturating
the area under the blast with shrapnel, an air burst round is designed that if it
hits an object before reaching it's designated 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. Air burst
rounds are designed for maximum damage, if a target is hit by an air burst round
or in the area of effect of a round detonating on the ground is 1/4 the air burst
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( Usually 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, usually after 2-5
minutes, Smoke rounds fired into a closed room fill the room with large amounts
of smoke. persons without gas masks 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 additional -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 dissipates in one minute but is filled with small hot
particles that block infra vision, thermograpic and heat sensing devices the
cloud is much denser than an normal smoke screen and provides Nine tenths
coverage.

CHEMICAL WEAPONS Universally despised by soldier and civilian alike
chemical agents run the spectrum form nuisance to horrifyingly lethal. all are
delivered by a specially designed sealed container fused to explode or release
it's payload 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 successful saving through. if exposed to a
chemical agent 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 droplets 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 stuffed in the cracks will usually stop a vapor
effectively. aerosol chemicals are usually those that effect on contact as well
as respiration or mucus membrane contact. a gasmask or breathing mask will
protect against inhalation but not against contact absorption, a sealed suit
with a neutralizing liner is usually required to fully protect from aerosols
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 respirator is usual enough to
protect from inhalation.
Aerosol CS: CS teargas a creatures eye nose and throat to burn and
form large amounts of tears and mucus making seeing and breathing difficult,
prolonged exposure can cause vomiting and unconsciousness. 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 opponents 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. Gas masks, 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 unconscious and automatically fails all
subsequent Fort saves against the affects of the gases. An unconscious creature
loses 1d4 hit points per round until it's hit points 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
automatically stabilize and recover normally.
Powder CS Usually used in shotgun shells and breaching rounds powder CS
imbeds in the skin and causes painful but temporary burning sensations 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 Capsicum (Pepper Gas): a plant extract from cayenne pepper, it
causes excruciating 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, breathing gear or sealed armor, must Make a Fort
Save DC(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
than CS the effects are less likely to prove lethal. only on a critical failure
of a save will a creature suffer any damage from OC
Aerosol Agent Gx : a lethal chemical weapon, Agent Gx causes neural
paralysis and asphyxia 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 conscious. 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 permanent effects within 7 minute of suffocating
after seven minutes the creature suffers a -1 to intelligence, when his
intelligence reaches 0 brain death occurs an the subject can not be revived. The
Antitoxin for Gx acts in one round restoring normal Neurochemicals activity.
after Gx is neutralized normal medical procedures can restore breathing and save
the victims life. although they are reduce to 1 hit point and must recover full
hit points normally.
RA-125 "Goofy Gas": A chemical weapon used to break up civil unrest
and protests. the gas causes mild hallucinations and uncontrollable laughter,Fort
save DC (18+1 per round of exposure) (gasmask or breathing gear negates
effect.)persons under it's effects are effectively 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 hallucinogenic agent that causes
intensely frightening hallucinations 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 normally fear
resistant creatures. Blue light has no side affects after exposure other than
recurring unpleasant dreams for several days after exposure. a critical failure
on save indicates that creature collapses into a ball screaming and thrashing
for 1d10 minutes and is unconscious 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 respiratory agent requiring
the use of NBC gear and gas masks to fully protect 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 unconscious and begins to die.( primary effect only suffered if
target fails save vs primary effect.)
Incendiary Weapons No single element is as destructive as fire, it
seems to be a living and terrible force of nature with a malignant desire to
destroy and consume all things in it's path. Used for centuries fire is the most
unpredictable and effective weapon of war imaginable, it destroys confuses and
panics even hardened troops, wild animals instinctively 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 primitive Molotov cocktail has more psychological
affect than it's damage would seem to indicate, even in protective gear people
will tend to panic if set on fire, the most primitive 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 demoralize and terrorize enemies, while enjoying the sight sound
and intense heat it generates.
Molotov Cocktail:  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: originally used as a concealment round White
Phosphorous "WP" Or "Willy Pete" rounds are commonly used as incendiary or anti
personnel rounds by many armies. the round creates a cloud of dense smoke and
small intensely hot particles that burn at temperatures 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 round for 1d6 rounds any flammable object within the area must make a
fort save DC (12) or be set on fire.
Incendiary: This round contains a chemical compound which ignites and
creates a cloud of burning liquid. the chemical compound is designed to ignite
flammable objects, destroy vegetation, and injure personnel, there is little force
generated by an incendiary 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 extinguished.
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 extinguish jellied gasoline compound. it
sticks to creatures and structures and is incredibly difficult to extinguish.(
in a fantasy campaign Napalm is enough to shock amaze or even arouse a Dragon)
napalm inflicts massive damage for several rounds and then continues to burn
naturally 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 napalm 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 flammable inanimate objects automatically ignite burn
at full damage for 1d4 round. afterward fire continues until extinguished.
The sudden and violent consumption of breathable air requires all effected
creature Fire resistant or creatures not in a sealed environment, or in sealed
breathing gear to make save versus suffocation ( see rules for
suffocation/drowning)
Optional, Any creature witnessing a napalm 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 Napalm 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.
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