Kronos's d20 Stuff

kronos182

Adventurer
H & K Screamer G89 
In the arms race to develop directed energy weapons, such as lasers and plasma weapons, H & K experimented in railgun, coilgun and plasma research for new modern battle rifles. While the teams in each area were showing some promise, a group of fresh out of school interns from each group got together and thought it'd be a good idea to try combining the technologies.  The resulting prototype proved to actually work. The Screamer, as it was named for the rounds made a high pitched whine as they ripped through the air, fires a kinetic penetrator, when chambered is surrounded by ionized gas. When fired, the rails, which are designed in a spiral shape, magnetize like a normal railgun to launch the round, but also energize the ionized gas, causing it to turn into plasma. As the round moves down the barrel, a magnetic field surrounds the round, keeping the plasma contained around the kinetic penetrator.  The Screamer ended up seeing limited production for testing purposes, but never saw wide spread use in major militaries due to its cost. Although with it's long range and accuracy, it has seen some excellent use as dedicated marksman weapon, however the whining of the round's passage has a habit of giving away the position of snipers.  The Screamer creates plasma coated rounds without the expense of having to create plasma coated rounds. 

G89 Screamer (PL6 Personal Firearms Proficiency) 
Damage: 3d10 Reduce defense bonus by 2 to a minimum of +1 
Critical: 20 
Damage Type: Half fire half ballistic according to d20 Future plasma coated rounds 
Range Increment: 100 ft 
Rate of Fire: Semi 
Size: Large  
Weight: 21 lbs 
Ammo: 25 box. 
Purchase: PDC30 +3 Military (Also a low availability.) 
Special: Uses normal ammunition (PDC 11 for the kinetic penetrator.), high accuracy granting a +1 to attacks, master crafted granting +1 to attacks, for a total of +2. Listen checks to locate someone firing a Screamer have the DC reduced by -3. 

That's the stats for by the book. For my campaign I use 3d12 half damage ballistic half plasma energy, as plasma weapons deal their own type of energy, ignore 8 hardness/DR.




HK 101LS

The 101LS is H & K's premier laser sniper rifle, and so far there is only three dozen in existence, 12 in the States, 21 in Germany, 1 in England, and the other two in private hands. The body is modeled after the popular PSG1 sniper rifle, but has a larger barrel, thicker frame and the foregrip is also taller than the PSG1. Using experimental synthetic crystals in the focusing chamber, H & K have managed to get unsurpassed range from the 101LS, and as an added bonus, the discharge from the 101LS is nearly undetectable visually and on sensors designed to detect laser discharges (like heat, infrared and whatever other means). However, this also makes the 101LS a bit delicate. 
Game Note: While being carried, and the user takes more than 10 points of damage from blunt or concussion sources, there is a 45% chance that the internal mechanisms become misaligned and require a repair check DC 25 and 30 minutes of work (for every 2 points of damage above 10 the chance of misalignment increases by 5%).

Due to the power requirements to get the range that the 101LS enjoys, a standard power pack only allows for 10 shots. (For custom power packs if you have them, the 101LS uses 5 times the normal amount of shots for a single blast. Part of this power is also used in the process to make the discharge invisible to the eye and sensors. The discharge is on such a frequency and spectrum that it doesn't register properly on sensors and doesn't fall into the normal visual, infrared and barely noticeable in ultraviolet spectrums.)

Damage: 3d8
Critical: 20
Damage Type: fire
Range Increment: 275 ft
Rate Of Fire: S
Magazine: 10 box
Size: Huge
Weight: 4.4 lbs
Purchase DC: 35
Restriction: Mil/Experiment (+4?)
Note: See game note above about how delicate the weapon is. Considered a mastercrafted +3 weapon, granting +3 to attack roles. Trying to detect the discharge by visual or sensors increases the spot DC by +15, although the 101LS has the same audio levels as other laser sniper rifles.




HK 102LPR

With the advancements in laser technology and weapons, it was only natural for H & K to expand into this field. The HK 102LPR is H & K's first Laser Pulse Rifle, with the body modeled after the G36, only about 6 inches shorter, and the forward grip a bit larger to allow for the larger heat sinks. The 102LPR functions like other laser rifles, capable of semi or full automatic firing, but what makes it unique is its pulse setting. When set to pulse mode, instead of the normal single pulse fired, it releases three pulses so close together that they seem like one large pulse. Unfortunately, when in pulse mode, the rate of fire changes to single, so users can't make use of automatic fire or feats like double tap or burst fire.
So far, only the 102LPR has the pulse feature. Depending on its popularity, H & K might start incorporating it into other future laser weapons.

Damage: 3d8
Critical: 20
Damage Type: fire
Range Increment: 75 ft
Rate Of Fire: S, A
Magazine: 50 box
Size: Large
Weight: 4.1 lbs
Purchase DC: 23
Restriction: Mil (+3)
Note: Has pulse mode. Pulse mode uses 5 rounds of ammo, and locks the weapon in a single rate of fire, dealing 6d6 points of damage. Due to the quality of the construction, the HK 102LPR is considered mastercrafted and grants a +1 bonus to attack rolls.




H&K FP7A4. ( PL5 Personal Firearms Proficiency)
One of H&K's more popular weapons, based on the old FP6 shotgun, the FP7A4 is a 12 gauge pump shotgun with a 20 inch barrel that fires 3 inch shells, and features a reinforced construction to allow it to make use of dragonbreath rounds repeatedly. Well balanced and comes with mounts for underbarrel attachments like stake or silver plated bayonets, or lights.

Damage: 2d8
Critical: 20
Damage Type: Ballastic
Range Increment: 35 ft
Rate of Fire: Semiautomatic.
Magazine: 6 internal.
Size: Large
Weight: 8 lbs.
Restriction: Lic (+1)
PDC: 14.
Game Note: Mastercrafted weapon grants a +1 to attack. Can easily mount bayonets or lights. Also can make use of dragonbreath rounds without making the weapon unreliable.

New Ammunition
Stake Shotgun Rounds
These shotgun rounds are basically shotgun shells filled with a wooden stake instead of shot or a metal slug. Available only in 3 inch shells, and can be made in 12 and 10 gauges. Reduce damage die by 1, so d10 becomes d8, d8 becomes d6, reduce range by 10 ft, and adds a -1 penalty to attack rolls. Allows critical hits against vampires as per rules for stakes against vampires. 
PDC 16 for a case of 10 shells.




H&K Ignis Gladius, aka Flaming Sword

One of H&K's more eccentric ideas in combating vampires, the Flaming Sword is just that.. A well crafted sword, attached to a flame thrower. Many critics say the design is quite unwieldy, having a sword attached by a cable to tank on one's back, but with advances in metallurgy, H&K has managed to make the tank stronger, and light enough to survive the rigors of melee combat. 
The sword component, is usually a longsword, slightly thicker than normal, silver plated, with special alchemical treating to protect it from the heat of the flame thrower. The fuel cable connects at the pommel, with the firing button on the crossguard. The flame comes out of a channel that runs along the length of the blade, coming out of the tip, making aiming the flames quite easy. 
H&K decided to use a more Latin name to appeal to the NPS Knights in wanting to use this sword in their fight against the vampire threat, although it has shorter range than a normal flame thrower.

Using it as a sword only requires archaic weapon proficiency, and the cable is easily detached and reattachable as a move action. Using it as a flame thrower requires no proficency. To use the flame thrower and sword together at the same time, requires exotic weapon proficiency flame sword. With the feat, someone can make an attack in melee with the sword and the flame thrower in a short controlled burst, dealing both sword and fire damage to only the hit target. This increases the amount of uses by 50% if all such uses of the flame thrower are made in this manner, but fire damage is reduced to 2d6 when used in such a manner.

H&K Ignis Gladius
Damage: 1d8+1 sword, 3d6 flame thrower (2d6 if used in short controlled bursts against same target as the sword with the exotic weapon feat flame sword)
Critical: 19-20/x2, -
Damage Type: Slashing, Fire
Range Increment: melee, 15 ft line
Rate of Fire: 1
Magazine: 15 Internal
Size: Large
Weight: 5 lbs sword, 45 lbs flame thrower.
Restriction: Military (+3)
PDC: 43
Ignis Gladius is considered a +2 masterwork weapon, +1 to attack roll and +1 damage with the sword, is also silver plated, and has integrated alternate weapon gadget of flame thrower already and can not be added again. 

An interesting note, if the sword is blessed, the fire that comes out has been noted to also be enhanced with the blessed ability. This brings a whole new meaning the the phrase "Holy Fire" when warriors armed with blessed Ignis Gladiuses are on the field.
 

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kronos182

Adventurer
HK MG725
Shadowrun_assault_rifle_by_raben_aa.jpg

The MG725 is HK's premier heavy assault rifle, featuring dual ammo drums. With the dual feed system, the 725 can switch between two different ammunition types, even in the same burst, firing from one drum then the other, or firing from one drum exclusively until it is empty then drawing from the other. One of the interesting features of the 725 is it can use standard 8mm rounds which is standard of the NPS, but can also use 8mm rounds using the caseless XY propellant for enhanced range and damage. The favoured loads of most users is one drum of standard or armour piercing rounds, the other drum of silver set on an alternating drum use, allowing burst fire to be particularly effective. As an added bonus, the stock contains the bayonet for easy storage, plus it also contains a hand axe, which can be made available in silver upon request.

Damage: 2d10
Critical: 20
Damage Type: Ballistic
Range Increment: 100 ft
Rate of Fire: S, A
Size: Large
Weight: 14.7 lbs
Ammo: 2 40 round drums
Purchase: 21 Mil (+3)
Has mounting for underbarrel bayonet, and light or rangefinder lasers on the sides of the barrel. Amxidexterous design with casing or dud round ejection out the bottom. Concealed bayonet and hand axe in stock.
If using the XY Propellant rounds, increase range by 20 ft, increase damage by +2, increase cost of rounds by PDC+2.

If used on automatic mode, or even burst, while drawing from both drums, and each drum has a different type of ammo, example explosive and silver bullets, those in the autofire area are affected as if by both types. Thus, damage reduction is ignored by the silver plus take explosive damage, but take ballistic damage from the weaker bullet in the group. So if one bullet does 2d8+1d4 fire and the other is 2d10 silver, the target would take 2d8 +1d4 fire with silver by passing their damage reduction.




MP655 Rattler

The Rattler is H&K's second attempt at creating a rapid fire laser weapon with their pulse mode. It looks like a sleeker version of the old style Uzi, which the Rattler was partly inspired by. Only slightly longer than the old uzi, the Rattler is excellent as a room clearer, filling areas with a lot of laser pulses. Many security and enforcers have picked up the Rattler as a nice replacement for the aging uzi. The Rattler uses a two stage trigger, where the first stage (pulled slightly) is semi automatic fire, and pulling fully (second stage) is full automatic fire. Also comes with a collapsing stock.

MP655 Rattler (PL6/7 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20
Damage Type: Fire
Range Increment: 40 ft
Rate of Fire: S, A
Size: Large
Weight: 7.8 lbs
Ammo: 100 box
Purchase: 20 Res (+2)
Game Notes: Expanded magazine, pulse mode gadgets added. When set to pulse mode, the rattler fires 5 pulses very quickly instead of a single pulse, increase the damage to 5d6, which uses 5 rounds of ammunition. Unlike the pulse mode on the 102LPR, the Rattler doesn't lock into single fire mode, so someone with multiple attacks can use pulse mode in multiple attacks in a round, but this uses up ammunition at an alarming rate. Double tap increases the damage by +2 die and burst by +3 die instead of normal bonuses, using 10 and 25 rounds respectively. If the pulse mode is used in autofire, the pulse mode damage is used, using up 25 rounds instead of normal 10, and increases the Reflex DC by +5. Has collapsing stock, which when collapsed reduces the size to medium.




H&K 210LS

With improvements in the optics and focusing systems in their laser weapons, HK's 210LS is becoming one of the top 10 sniper rifles used. It has two fire modes, semi automatic, and precision. The semi automatic mode lets the 210LS act like any other semi automatic laser rifle, although with slightly better range. The precision mode on the other hand, is where it really shines as a sniper rifle. The weapon increases its range significantly and the beam is refocused multiple times for a much greater damage potential, increasing its ability of a one shot kill. Comes with an integrated 25x electro-optical scope and HUD uplink.

210LS (PL6 Personal Firearms Proficiency)
Damage: 3d8
Critical: 20 / 17-20x2
Damage Type: Fire
Range Increment: 120 ft
Rate Of Fire: Semi / Single
Magazine: 50 box
Size: Large
Weight: 16 lbs
Purchase DC: 28
Restriction: Mil (+3)

Note: Has increased damage potential and long rang gadgets. Is considered masterwork +2, granting +2 to attack rolls. When in semi mode uses the standard critical and semi rate of fire and only 10 range increments. In precision mode, which takes a swift action to switch, uses the improved critical range, rate of fire of single and 15 range increments. Has built in electro-optical scope, which is not calculated in the range. When using the scope range is 180 ft, in precision mode this allows the user to hit a target out to 2700 ft instead of normal 1800 ft.




H&K Anti Dominance Goggles

These goggles help Knights resist the domination effects of vampire gazes. Although they will not make them immune, it does help, and every little bit helps against the evil vampires. Special goggles that fit tightly against the face, using special crystals with a reddish tint to  them. It was found that specially grown crystals seem to block the dominating effects, however they are expensive to grow. The goggles can be incorporated into armour helmets just like nightvision goggles, but both can not be used at the same time.
Benefit: Grants a +4 equipment bonus against a vampire's dominating gaze. However it also imposes a -2 to spot and search checks beyond 30 ft, also a -2 to attack rolls over distances of 30 ft.
PDC 34 Res (+2) 
 

kronos182

Adventurer
MP311
xcp7x.png

The MP311 is an automatic bullpup pistol released by H&K that makes use of new materials and better ballistic charges, although doesn't make use of the XZ caseless rounds, instead uses readily available 9mm to ease logistics for new users. The bullpup design allows for a longer barrel, giving it better range over other pistols and the curved magazine allows for a larger capacity. Fully ambidextrous design with a clear magazine allows the user to quickly see how many rounds are left. Features full automatic fire as well as a three round burst setting.

MP311 (PL5 Personal Firearms Proficiency)
Damage: 2d6
Critical: 20
Damage Type: ballistic
Range Increment: 50 ft
Rate of Fire: S, A
Size: Med
Weight: 4 lb
Ammo: 25 box
Purchase DC: 17 (Res +2)
Notes: Ambidextrous design allowing easy use of left or right handed people, three round burst setting allow the use of burst fire feat with only three rounds, but does not grant the use of the feat if the use does not have it.




HCP399
Research studies made by H&K showed that there was a need for heavy firepower in a small package. After two years of development, the HCP399, or heavy combat pistol, was built and released. A fairly heavy pistol, designed to look intimidating, and pack an incredible punch, dealing more damage than most laser rifles, but unfortunately uses up an incredible amount of power. Many special forces units favour the 399 for close range combat as it nearly guarantees a one shot one kill capabilities.

HCP399 (PL6 Personal Firearms Proficiency)
Damage: 4d8
Critical: 20
Damage Type: fire
Range Increment: 30 ft
Rate of Fire: S
Size: Med
Weight: 5 lb
Ammo: 10 box
Purchase DC: 19 Mil (+3)
Notes: Masterwork granting a +1 to attack rolls. Uses standard power packs but due to the power needed reduces the amount of shots available by 5 (uses 5 shots worth per firing). Grants a +2 to Intimidate checks when drawn.




MG834
The MG834 is a departure from normal H&K design philosophy, in that it is a light laser machinegun held in an underslung position, being fired from the hip. The other unique feature is that it uses a rotary system, similar to gatling style weapons to allow a high rate of fire while keeping the heat build up low for each focusing chamber and emitter, allowing for a longer life before emitters need to be changed. The only disadvantage of the 834 is it's a bit on the heavy side, but still manageable by a single person without requiring power armour, and is energy intensive, requiring two standard power packs, although it can be tied into a more powerful power source. Critics claim these are the design's major flaws, but many users enjoy the higher rate of fire plus the larger kill zone even at the expense of accuracy.

H&K MG834 (PL6/7 Heavy Weapon or Exotic Weapon Proficiency)
Damage: 3d10
Critical: 20
Damage Type: fire
Range Increment: 80
Rate of Fire: Auto
Size: Large
Weight: 37.5 lb
Ammo: 50 box
Purchase DC: 34 Mil (+3)
Notes: Requires two power packs, one to provide 50 rounds, the other powers the rotary system for up to 400 shots. Suffers -1 to attack due to firing from the hip. Autofire targets a 15 ft by 15 ft area using 10 rounds with a Reflex save DC 15. After 5 range increments, the weapon becomes even more inaccurate, suffering -3 penalty to attack rolls.

AO35B
The optical attachment AO35B is designed to mount to the MG834 and connect to the user's helmet HUD systems to aid in gaining some better accuracy with the MG834. Comes with a motion countering system based on those found in cameras used in action films and night vision, allows the user to better see what is in direct line of the barrel.
Requirements: MG834 and a HUD with a targeting system.
Benefit: Negates the -1 penalty to attack rolls the MG834 normally suffers, use of the Burst Fire feat has penalties reduced by 1 within the first range increment.
Weight: 2 lbs.
PDC: 20 Mil (+3)
 

kronos182

Adventurer
HP LR100 
HP's first attempt in the weapons market, while a decent weapon, wasn't really special, except for the fact that no matter how hard you abused it, it kept working. Although its range is a bit shorter than standard laser rifles, it is lighter and generally smaller, just a bit larger than a carbine. About six months after the LR100's release, HP released a number of add-ons for it, which greatly increased it's popularity as with a slight increase in cost, one can get the basic model, and a number of add-ons to suit different situations, and takes only a few moments to switch between add-ons. 

LR100 (PL6 Personal Firearms Proficiency) 
Damage: 3d8  
Critical: 20 
Damage Type: Fire 
Range Increment: 75 ft 
Rate of Fire: S, A 
Size: Medium 
Weight: 7 lbs 
Ammo: 50 box. 
Purchase: 18 Res +2 
Special: Comes with rails for mounting scopes, optics on top and for other accessories below the barrel. Simple and tough design, reduces repair checks by 3. 

 Add-ons. 
Each add-on comes with instructions on how to properly install each one, requiring only a DC (Craft: Mechanical or Repair) of 10 with the instructions and about 2 minutes. Without the instructions DC increases to 14 and increase time to 3 or 4 minutes. 

Scatter-Laser aka Room Sweeper 
This conversion adds what looks like a round-tipped air-cooled muzzle or perforated silencer to the end of the muzzle. This add-on breaks the pulse down into many smaller pulses spread out, reducing power, but covering a larger, but shorter in range area. Fires many laser pulses out in a cone 30 ft long, 15 ft wide at the end, 3d6 damage, Reflex save 18 for half. PDC 13. Weighs 2 lbs. Not compatible with Range Booster, LasCannon or Focal Booster modules. 

Range Booster Module 
Another barrel attachment that boosts the range of the laser bolts, albeit with a small reduction in damage capability. The Booster module refocuses the laser in a tighter beam giving improved range.  Range is changed to 150 ft, but damage goes down to 2d8. PDC 14 Increases size to Large, weighs 1.5 lbs Not compatible with Focal Booster, LasCannon or Scatter-Laser modules.   

Focal Booster Module Aka ‘Puncher’ 
This barrel attachment improves the focus of the laser pulse density, improving damage at the cost of range. Damage improves to 4d8, range reduced to 55 ft. PDC 14. Weighs 2 lbs. Not compatible with Range Booster, LasCannon or Scatter-Laser modules. 

LasCannon 
This attachment replaces the barrel with a much larger one with thicker walls. Also replaces the forward grip with a much thicker one, with a fold down grip, and comes with a folding stock. Uses three charges per shot, and the kick imposes a -2 to strike when not using the stock. Damage improves to 4d12 and ignores 5 points of hardness/DR, rate of fire changes to Semi, range reduced to 40 ft. On a natural roll of 1, the system over heats and shuts down for 1d6+1 rounds. PDC 15. Adds 5 lbs to the weapon, and increases size to Large. Not compatible with Focal Booster, Range Booster or Scatter-Laser modules. 

Under Barrel Plasma Ejector. 
This under barrel device is a small plasma weapon. Requires a DC check of 13 with instructions and 5 minutes to install as it ties into the power system of the LR100. Deals 3d10 fire (or whatever type plasma weapons deal in your campaign), rate of Semi, range increment of 40 ft, uses two charges to fire. Unable to fire at the same time as the laser. PDC 16 Weighs 3 lbs. 

Heavy Clip Buttstock 
This removes the rear housing end of the LR100 and mounts a short solid buttstock with an extra heavy battery to the rear of the weapon. Adds 3.5 lbs to the weight of the weapon. This battery increases the ammo capacity by another 100 rounds. The DC to install this add-on is 16 with instructions, 19 without them. This feature CAN be used in conjunction with any of the other options. PDC 13.




LR101UV
After the success of the LR100 and its addons, HP released another laser rifle. Very similar in looks to the LR100, only with a taller foregrip area, and more curved, there isn't much different between the LR100 and the LR101UV. The one major difference of the LR101UV is that its laser is in the ultraviolent range. This makes the weapon more expensive, and incompatible with most of the addons that the LR100 can use, but has the advantage of not being countered by normal antilaser defenses, and as an added bonus, it fires underwater with only a 10 ft reduction in range.

LR101UV (PL6 Personal Firearms Proficiency)
Damage: 3d6 
Critical: 20
Damage Type: Fire
Range Increment: 70 ft
Rate of Fire: Semi
Size: Medium
Weight: 7.5 lbs
Ammo: 50 box.
Purchase: 24 Mil +3
Special: Comes with rails for mounting scopes, optics on top and for other accessories below the barrel. Antilaser defenses, such as antilaser aerosol and antilaser armours have no affect against the LR101UV.
Only the Under Barrel Plasma Ejector and Heavy Clip Buttstock addons are compatible with the LR101UV.




PD200
HP has released a new line of laser weapons, the Personal Defense series, or PD for short. 
The PD200 is a smooth lined, ergonomical ambidexterous laser pistol. 

PD200 (PL6 Personal Firearms Proficiency)
Damage: 2d8 
Critical: 20
Damage Type: Fire
Range Increment: 35 ft
Rate of Fire: Semi
Size: Medium
Weight: 2.5 lbs
Ammo: 50 box.
Purchase: 16 Lic +1
Special: Simple and tough design, reduces repair checks by 3. Can add Range Booster Module (Range boosted to 70 ft, damage drops to 2d6).




PD250
The PD250 is a much smaller pistol than the 200, designed for concealment. The PD250 uses a different designed power pack which only holds 25 charges, but when bought new, the PD250 comes with a charging unit so that people can recharge the power packs at home.

PD250 (PL6 Personal Firearms Proficiency)
Damage: 2d8 
Critical: 20
Damage Type: Fire
Range Increment: 30 ft
Rate of Fire: Semi
Size: Small
Weight: 1.75 lbs
Ammo: 25 box.
Purchase: 16 Res +2
Special: Simple and tough design, reduces repair checks by 3. +2 to Hide checks to conceal the PD250 with a proper holster.
Comes with the 250PP power pack recharger for recharging the PD250's redesigned power packs.

250PP
This is the charger for recharging the power packs used in the PD250. Can recharge up to two power packs. Takes 30 minutes to recharge one round, thus it takes about 12 and a half hours to recharge an empty power pack. 
 

kronos182

Adventurer
HP LCP1100

After the success of HP's LR100, PD200 and to a lesser degree the LR101UV, HP has finally come out with some heavy guns. The LCP1100 is basically a man portable version of mecha based laser weapons, and usually fired from the hip. Although heavy, and a slow rate of fire, and range isn't that impressive, it does have a solid frame, reliable and packs a hell of a punch. Another drawback of the LCP1100 is its limited payload from standard power packs, but this is offset by the use of a power backpack, or if its mounted on a vehicle and tied into its power systems.

Model LCP1100 (PL6 Heavy Weapon)
Damage: 7d6
Critical: 20
Damage Type: Fire 
Range Increment: 80 ft.
Rate of Fire: Single
Size: Large, just barely under huge. 
Weight: 31 lbs
Ammo: 5 box
Purchase: PDC32 +3 Military
Game Notes: Due to simple and robust construction, reduces repair checks by 3. A minimum strength of 15 is needed to wield the LCP1100, unless mounted on a tripod, take a -2 to attack rolls. 




HP LRC2100
The LR2100 is the descendant of the older LCP1100 laser cannon, scaled down into a more manageable rifle size for infantry of the future. A little larger than the older LR100, but with a more aggressive body styling, reliable systems and tough construction, makes it a welcomed addition to any soldiers arsenal. HP also released a number of addons similar to these used by the LR100, unfortunately the ones for the old LR100 are not compatible except the under barrel plasma ejector and heavy clip buttstock. Some people consider it a small cannon, due to its high damage and armour piercing capabilities, but most soldiers find it's not much different from a heavy battle rifle. The only flaw in the design is its a bit of a power hog, draining more energy per shot from a standard power pack than most battle rifles, but again the ability to pierce armour seems more favourable over how many shots per pack its lacking.

LRC2100 (PL7 Personal Firearms Proficiency) 
Damage: 6d6, ignores 5 points of hardness
Critical: 20
Damage Type: Fire
Range Increment: 95 ft
Rate of Fire: S, A
Size: Large
Weight: 12.5 lbs
Ammo: 25 box
Purchase: 25 Mil (+3)
Note: The LRC2100 can use the same heavy clip buttstock as the LR100, which only provides half the number of extra shots of the LR100, which is an extra 50 for the LRC2100. Can also make use of the HP 410PP which gives 75 rounds.
The LRC2100 is also usable underwater with a flick of the switch to a different frequency which isn't affected by water, however range is reduced by 20 ft but no loss in damage or armour penetrating capability. 
Has universal mounts on the top, sides and bottom for scopes, under barrel attachments, and lights and laser range finders for the sides. 

Heavy Clip Buttstock Mk2
This is an upgraded version of the original version found on the older LR100. Compatible with older HP LR line of weapons, and even has parts to attach to HP laser pistols and also the LCP1100. Adds 3.5 lbs to the weight of the weapon. This battery increases the ammo capacity by another 75 rounds for the LRC2100, 150 for older HP LR rifles and pistols, and 75 for the LCP1100. Recharges at a rate of 2 round every minute, begins recharging when not in use after 2 rounds. Has a 7 year lifespan before needing to be sent in for an overhaul. The DC to install this add-on is 16 with instructions, 19 without them. This feature CAN be used in conjunction with any of the other options. PDC 14.
Scatter-Laser Mk2
This conversion adds what looks like a round-tipped air-cooled muzzle or perforated silencer to the end of the muzzle. This add-on breaks the pulse down into many smaller pulses spreading outward from the barrel, reduced in power but covering a larger area. Unfortunately it also loses the armour piercing ability. The Mk2 is a little slimmer than the original version, plus 1.5 inches shorter. Fires many laser pulses out into a cone 50 ft long, 25 ft wide at the end, dealing 4d6 damage, Reflex save 20 for half. PDC 13, weighs 2 lbs. Can not be used with Range Booster Mk2 or Siege Breaker.
Range Booster Module Mk2
This is an upgraded version of the original, and although it reduces damage a bit, it actually retains the armour piercing ability of the weapon. Range changes to 225 ft, damage reduced to 4d6, but still ignores 5 points of hardness. PDC 14 and weighs 2.1 lbs. It is compatible with older HP weapons. For older weapons like the LR100 damage is reduced to 2d8, but range is increased to a staggering 300 ft, and gains ignore 2 points of hardness/DR from the improved focusing crystals in the newer model. This has made the older LR100 popular amongst many sharp shooters as it makes for a far cheaper, and quite reliable sniper rifle. Can not be used with Scatter-Laser Mk2 or Siege Breaker.
Siege Breaker Module
The siege breaker module is an upgrade of the older LasCannon upgrade. Using special zero-g grown crystals, new power regulating protocols and focusing chamber, turns the LRC2100 into a weapon that many tank crews highly fear, and rightfully so. Damage drops to 4d6, but its ability to penetrate armour increases to a staggering ignore 20 hardness/DR, but range drops to 45 ft. Uses 3 rounds per shot, and imposes a -1 to attacks due to the recoil of the discharge of photons and similar particles. PDC 16 Mil (+3), weighs 5 lbs. Not compatible with older HP weapons. Can not be used with Scatter-Laser Mk2 or Range Booster Mk2.




HP 340PP
To overcome the limited payload of the LCP1100, HP developed a power backpack unit to give it greater payload. The 340PP is essentially a large battery that one straps to their back, with a heavy, well shielded and tough cable that connects to the LCP1100, and is about the size of two shoe boxes side by side running up the back. With conforming padding and even a cooling system to keep the pack's heat while in use from bothering the user. As an additional bonus, besides just acting as a larger power pack, the 340PP will also recharge itself over time to replenish the payload. The cable plugs into where a normal power pack would fit in the top of the butt of the weapon.
Acts as a 50 round ammo box for the LCP1100
Recharges at a rate of 1 round every 10 minutes after not being used for at least 2 rounds. Has a 5 year lifespan before needing to be sent in for an overhaul.
Has 20 HP, hardness of 5, the cable has 10 HP with hardness of 5 as well. Weight: 8 lbs. Size: Small
PDC 18 (+2 Restricted)


HP 410PP
Using the lessons used in creating the 340PP for the LCP1100, HP created a smaller power pack for use with its other weapons. Being half the size, and with a faster recharge time, the 410PP allows soldiers to use their HP weapons far longer before having to think about slapping in a standard power pack to keep fighting. As an added bonus, the 410PP can also be added to many standard armours to help protect it, cutting back on carrying space. 
The 410PP plugs into a port on the back of the weapon (all HP weapons released after the introduction of the 410PP come standard with this port, a kit is available with the 410PP to add the port to older weapons) which still allows the weapon to use a normal power pack first before switching to the 410PP. The 410PP can NOT recharge power packs plugged into the weapon, and will not feed the weapon until the power pack is depleted. Standard practice for most is to carry two power packs, one in the weapon, once it runs out, use the 410PP until it runs out, switch to the second power pack if necessary to allow the 410PP to recharge. 

Acts as a 150 round ammo box for all HP laser weapons except the LCP1100 and PD250.
Recharges at a rate of 1 round every minute, begins recharging when not in use after 2 rounds. Has a 5 year lifespan before needing to be sent in for an overhaul.
Has 10 HP, hardness of 3, cable has 10 HP, hardness of 5.
Size: Tiny
Weight: 2.1 lbs
Comes with kit to make necessary modifications to add port to all HP laser weapons except the LCP1100 and PD250. 
PDC 14  
 

kronos182

Adventurer
HP Ruby Series
HP's latest foray into the weapons market is their Ruby line of personal defense weapons. These weapons are all light weight, small and easy to conceal as they are all designed to look like jewellery and other accessories. Many from each model will look similar but are usually altered slightly for the customer so that unless someone buys the baseline model, no two will look exactly alike 75% of the time. HP offers several quick easy alteration packages for each model that doesn't increase the price, but elaborate modifications can be made at higher costs. Most alterations at no cost are colour, slight size variations, gem size, gem placement, gem mounting design and material for the main body.

Ruby 100
The Ruby 100 is the smallest of the Ruby series of PDW made by HP, it is actually one of the smallest weapons produced by HP. It consists of two sets of metal sleeves that cover the lower segments of the index and middle fingers, but flexible at the joint to allow normal movement of the fingers. A small ruby like gem is mounted at the end of each sleeve above the last knuckle of the finger. To fire, the user must extend the index and middle fingers out straight, but not touching, then bring them together quickly to release the laser bolt. The laser discharges from the two ruby like gems, along the direction the fingers are pointing. It is suggested to practice several times before wearing these in public to prevent any mishaps with accidently firings. The discharge is very short ranged, and not particularly powerful, but is easy to use in close quarters. It's advertised for use by diplomats and business people, but many young women love them for personal defense and also as a fashion accessory.
The Ruby is so easy to use that even children can use them, however HP takes no responsibility for anyone under the age of 16 using one. Many daughters of famous actors or political leaders have personally designed Ruby 100s to blend in with their wardrobes.

Ruby 100 (PL 6/7 simple weapon proficiency)
Damage: 2d4
Critical: 20
Damage Type: Fire
Range Increment: 10 ft out to max of 5 increments
Rate of Fire: Single
Size: Diminutive 
Weight: 0.5 lbs
Ammo: 10 internal
Purchase DC: 14 Lic +1
Note: Can be used in melee with half penalties normally associated with firing a ranged weapon while in melee combat. Requires a Knowledge (technology) DC 18 to recognize it is actually a weapon. Gains a +4 to conceal against search checks for weapons.
Comes with a docking port that recharges the internal battery in 1 hour.
Comes in several colours with a metallic sheen, which include black, blue, red, silver, gold and gun metal grey. Four different gem mountings are available at no cost. The colour of the gem can be altered but increases the PDC by +1. Other outward appearance modifications are available but increase the PDC by +1 for relative simple to +5 for complex or extravagant.

Ruby 200
The Ruby 200 is a larger, bracelet or arm band style version of the Ruby series. Usually appears as a half inch wide bracelet, usually gold, white gold or silver in colour, with several small rubies (between 3 and 6) or one or two larger rubies. The Ruby 200 is slightly more powerful and has greater range than the 100, and an increased payload. To fire, the user must make a fist and flex the fist and arm to fire the weapon. For people who have problems doing this, a conceal firing stud is available, and can lock out the flexing trigger if the user desires. The Ruby 200 can be outfitted with a stun module to make it more legal in areas where owning a weapon of any sort is heavily restricted. The Ruby 200 has the same customization as the 100, but also a few different styles are available besides a simple band, such as a snaking spiral band that goes up the arm, or two bands connected together, and so forth.

Ruby 200 (PL6/7 Personal Weapon Proficiency)
Damage: 2d6
Critical: 20
Damage Type: Fire
Range Increment: 20 ft out to a max of 5 increments
Rate of fire: Semi
Size: Tiny
Weight: 1 lb
Ammo: 20 internal
Purchase DC: 15 License +1
Note: Can be used in melee with half penalties normally associated with firing a ranged weapon while in melee combat. Requires a Knowledge (technology) DC 21 to recognize it is actually a weapon. Gains a +2 to conceal against searches for weapons.
Comes with a docking port that recharges the internal battery in 1 hour.
Same rules as the Ruby 100 for customization, but with more variation available to the client.




MLR410

HP decided to finally release a carbine style laser weapon for paratroopers and commando style troops to use, or for urban warfare. They took their original LR100, shortened it and thinned the main body past the handle and trigger assembly. Instead of having one barrel, four cylinder type fixtures surround the thinned body. These fixtures contain the focusing chambers and emitters. The four barrels allows the weapon to cycle through each barrel quickly to allow an incredible high rate of fire without worrying about overheating and melting any of the components of each barrel as each gets more time to cool than if it was just a single barrelled weapon. The lowest barrel also has a folding handle to allow for greater control of the weapon in full automatic fire. The pulse from each barrel is lower, and so is the range than the LR100, but the increased rate of fire makes up for it. HP has also included a 'burst' feature which fires all the barrels at once for more destructive power, but reduces the rate of fire.

HP MLR410 (PL6 Personal Firearms)
Damage: 3d6
Critical: 20
Damage Type: Fire
Range Increment: 50 ft
Rate of Fire: S, A
Size: Medium
Weight: 5.5 lbs
Ammo: 50 box
Purchase DC: 22 (Mil +3)
Notes: Enhanced Autofire Mode: Taking an addition -4 to attack, can increase automatic fire damage to a 10 ft by 10 ft area from 3d6 to 4d6 and increases the Reflex save to DC 17 and uses 15 rounds instead of the normal 10. User must declare using this option before firing.
Burst Mode: The user can set the weapon to burst mode which fires all the barrels allowing it to deal 5d6 to a single target, but reduces the rate of fire to Semi.
 

Morrus

Well, that was fun
Staff member
Would you be willing to write for systems other than d20? I would gladly pay you to write WOIN equipment books!
 

kronos182

Adventurer
XCLP3401
With the introduction of X-ray lasers on ships, HP set about to creating a man portable version. Big and bulky, the XCLP3401 is used like a shoulder mounted weapon instead of a rifle. The large weapon comes with sensors and targeting suite to aid in acquiring targets. Although successful, some are displeased with its slow rate of fire and damage isn't quite as high as HP would like, however it does have a good chance of heavily damaging critical systems due to its armour piercing capability. Although it can make use of a standard power pack, the drain on the pack is great, so many users carry power generators or larger power packs such as the 340PP and 410PP (same number of rounds from both of these systems as the LCP1100).

XCLP3401 (PL7 Exotic Weapon Proficiency/Heavy Weapon)
Damage: 7d6 ignores 30 points of hardness/DR
Critical: 19-20 x3
Damage Type: Fire
Range Increment: 200 ft
Rate of Fire: Single
Size: Huge
Weight: 33 lbs
Ammo: 5 box
Purchase DC: 32 (Mil +3)
Notes: Laser defeating defensive systems are half as effective. Can use either the 340PP or 410PP to expand ammunition capacity. Comes with targeting systems and sensors granting a +1 to attacks when the user isn't moving. Has connection to allow for cybernetic uplink to the user.

XCL3452
This is the vehicle version of the XCLP3401, meant for light to medium vehicles such as light attack vehicles, both ground and air, and as a secondary weapon on medium tanks. With better range and increased power, and usually benefits from greater power supply to allow for greater payloads.

XCLP3452 (PL7 Exotic Weapon Proficiency/Vehicle weaponry/Heavy Weapon)
Damage: 9d6 ignores 30 points of hardness/DR
Critical: 19-20 x3
Damage Type: Fire
Range Increment: 300 ft
Rate of Fire: Semi
Size: Huge
Weight: 36 lbs
Ammo: varies
Purchase DC: 31 (Mil +3)
Notes: Usually mounted on a turret and uses vehicle sensor systems. Variable ammo due to what is installed on vehicle it is mounted on. Most usually have a 50 to 100 round capacity. Laser defeating defensive systems are only half as effective.




HP HILR541
As technology progresses, HP has kept up. As plasma weapons begin dominating the markets, HP has kept their share of the weapons market with their high quality lasers, and now high intensity lasers with a few x-ray lasers. HPs leading HI laser is the HILR541, which is favoured heavily by law enforcement and hunters due to its variable damage settings, and its armour penetrating abilities. On its lowest damage setting, it does lose the armour penetrating abilities, but this suits most hunters and officers as the point is to wound and not blast through and possibly hurt any possible hostages. The other advantage of the variable damage setting is the lower the setting, the greater the range. The user changes the setting by a thumb dial just above the trigger. The design is completely ambidextrous and has dials on both sides. The power pack as a quick release, close to the trigger, which ejects the spent power pack quickly speeding up reload times.

HP HILR541 (PL7 Personal Firearms Proficiency)
Damage: 3d12*
Critical: 20
Damage Type: fire
Range Increment: 90 ft.
Rate of Fire: S
Size: Large
Weight: 10 lb
Ammo: 50 box
Purchase DC: 21 Restricted (+2)
Notes: Considered to have the armoured piercing gadget, in RAW ignore 2 points of Defense, reduce damage rolls by 2. If using armour as DR rules, ignore 3 points of DR.
*Variable damage: as a free action, using the dial on the side, the user can lower or raise the damage by 1 die per setting. Can not go above 3d12. At 2d12 setting range is changed to 135 ft. At 1d12 setting, range is changed to 180 ft, but loses the armour piercing ability.




MLR510
After the surprising success of the MLR410, multi-barrelled carbine, HP released a full rifle sized version. Damage is the same, but ranged is greater and a few options are available, including secondary power pack port in the stock, mounts for scope and tactical lights. The MLR510 is a longer version of the MLR410, basically an original LR100, thinned main body past the handle and trigger assembly. Instead of having one barrel, four cylinder type fixtures surround the thinned body. These fixtures contain the focusing chambers and emitters. The four barrels allows the weapon to cycle through each barrel quickly to allow an incredible high rate of fire without worrying about overheating and melting any of the components of each barrel as each gets more time to cool than if it was just a single barrelled weapon. The lowest barrel also has a folding handle to allow for greater control of the weapon in full automatic fire. The pulse from each barrel is lower, but the increased rate of fire makes up for it. HP has also included a 'burst' feature which fires all the barrels at once for more destructive power, but reduces the rate of fire.
The MLR510 can make use of the original heavy clip buttstock mk1 and 2, but removes the ability to add a second power pack.

HP MLR510 (PL6 Personal Firearms)
Damage: 3d6
Critical: 20
Damage Type: Fire
Range Increment: 80 ft
Rate of Fire: S, A
Size: Large
Weight: 8.5 lbs
Ammo: 50 box or 100 box
Purchase DC: 23 (Mil +3)
Notes: Enhanced Autofire Mode: Taking an addition -4 to attack, can increase automatic fire damage to a 10 ft by 10 ft area from 3d6 to 4d6 and increases the Reflex save to DC 17 and uses 15 rounds instead of the normal 10. User must declare using this option before firing.
Burst Mode: The user can set the weapon to burst mode which fires all the barrels allowing it to deal 5d6 to a single target, but reduces the rate of fire to Semi.
Secondary Power Pack: Two power packs can be plugged into the MLR510, doubling the ammo capacity.

Can add heavy clip buttstock mk1 and mk2, adding an additional 100 or 150 rounds, in addition to the normal 50 from normal power pack, but this removes the ability to add a second power pack.
 

kronos182

Adventurer
Would you be willing to write for systems other than d20? I would gladly pay you to write WOIN equipment books!

I've also created stuff for the Palladium system.. most notably the EShemarrian thread.. a Fan created expansion/re-image of the Shemarrians from Rifts.

As for WOIN.. I've never played the system so I'd have to get some books for it to see how it works first, but I could in theory do some conversions, eventually..

in the mean time, I'm posting all my d20 stuff, and if I get WOIN, I could convert some of my works. Otherwise.. if you like some of my stuff, and know how to convert it, give credit for the original concept to me.
 

kronos182

Adventurer
Iron Core

Iron Core is a vehicle manufacturer that specializes in fairly simple, easy to operate and fix vehicles, mostly ground, that can run on almost any flammable liquid with their patent flex-fuel engine systems. This makes their vehicles very popular on frontier worlds and military or mercenary groups that are expected to operate behind enemy lines or far from supply lines.
Their designs are rugged and have a retro feel to them, with slope sides, heavy tracks or wheels for most designs. Many designs use a common design for variant designs for specific purposes. The easy of repair can allow some base models to be turned into variant models if the parts are available.
Iron Core makes a large range of common civilian vehicles from light utility vehicles, medium passenger movers to heavy transports and military vehicles. Their civilian models don't make headlines, as their military vehicles have, but they are reliable and last years.




Bull

The Bull is Iron Core's base model vehicle. The block body with slopped front, tread vehicle is simple troop transport. There are three access ports for troops to egress/digress, with a ramp in the back and a door on each side. The roof can open to allow two troops to fire out of. There are hatches over the driver and what would be the commander's positions, each with a pintle mounted weapon which can be controlled from inside or manually. The Bull uses an advanced flex-fuel power system that lets it use virtually any flammable liquid or gel, and with its highly efficient engine, it can go for quite a distance before requiring refueling, giving it a range of between 500 miles (for low grade alcohol) and 1200 miles (high grade gasoline or diesel type fuels).
The it's also fully environmentally sealed, allowing it to function in any atmosphere or lack of one. The crew compartment can be sealed from the troop section. A fully amphibious design allows it to sail across rivers and lakes, although somewhat slowly, and can survive depths of up to 250 feet.
The Bull isn't particularly fast, but it will survive long enough to get its troops to where they need to go. Another advantage of the Bull is it's the basis for several of Iron Core's line of vehicles, making logistics much easier and many parts can be easily swapped between models. The basic Bull can be retrofitted into one of the other models with available parts and time, but may not always be quite as good as the dedicated model.
The Bull is four squares long, 3 squares wide, weighing 30 tons empty.

Bull (PL6)
Crew: 1 or 2
Passengers: 10
Cargo: 250 lb tow 10 tons
Init: -2
Maneuver: -2
Top Speed: 65 (6) / 30 (3) on water
Defense: 8
Hardness: 20
Hit Points: 52
Size: Huge (-2 size)
Purchase DC: 43
Restriction: Res (+2)
Accessories: Amphibious, radio, two headlights, air filtration system (+4 bonus to crew against airborne toxins and poisons), environmental seals with 5 hour air supply (can be expanded with additionally tanks carried either internally ((reduce passenger capacity by 1 for an extra 5 hours))), trailer hitch, weapon locker for two rifles and 3 pistols with 2 reloads for each, 3 days rations, 4 survival kits with 2 three man tent, weapon racks for 10 rifles plus 3 reloads for passengers plus space for up to two light rocket launchers such as M72 LAWs.
Notes:
The Repair checks to fix or modify a Bull are reduced by 5, and PDC for replacement parts are reduced by 1
Robust Design: The Bull has a well reinforced design, allowing it to shrug off damage as if it was a main battle tank.
Multi-Environmental: The Bull is designed to function in multiple environments, able to sail on the surface of water, or even under water up to a maximum depth of 250 feet, or on the surface of a planet with no breathable or contaminated atmosphere.
Weapons: Two weapons of any kind can be mounted on the pintles above the driver and commander hatches, usually laser rifles or ballistic rifles.




Quillback
The Quillback is the first variant model based of the Bull frame. It sacrificestroop capacity, from 10 to 6, for a weapons turret which mounts rapid-fireweapons. The Quillback retains the rear and side access points, the pintlemounted weapons, but loses the roof hatch over the troop compartment as it istaken up by the turret. The Quillback is a compromise of a troop transport withheavier fire support, depending on the weapon load in the turret. The turret ismodular allowing for different weapons from laser cannons, light plasmacannons, multiple light caliberrapid-fire weapons, or one or two rapid-fire heavier ballistic weapons. In allother aspects, the Quillback is identical to the Bull, but weighs 31.5 tonsfrom the added weight of the turret and a little extra armour.

Quillback (PL6)
Crew: 2 or3
Passengers: 6

Cargo: 250lb tow 6 tons
Init: -2
Maneuver:-2
Top Speed:60 (6) / 30 (3) on water
Defense: 8
Hardness:20
Hit Points:54
Size: Huge(-2 size)
PurchaseDC: 45
Restriction: Res(+2)
Accessories: Amphibious, radio, two headlights, air filtration system (+4 bonus tocrew against airborne toxins and poisons), environmental seals with 5 hour airsupply (can be expanded with additionally tanks carried either internally((reduce passenger capacity by 1 for an extra 5 hours))), trailer hitch, weaponlocker for two rifles and 3 pistols with 2 reloads for each, 3 days rations, 4survival kits with 2 three man tent, weapon racks for 6 rifles plus 3 reloadsfor passengers plus space for up to two light rocket launchers such as M72LAWs.
Notes:
The Repair checks to fix or modify a Quillback are reduced by 5, and PDC forreplacement parts are reduced by 1

Robust Design: TheQuillback has a well reinforced design, allowing it to shrug off damage as ifit was a main battle tank.
Multi-Environmental:The Quillback is designed to function in multiple environments, able to sail onthe surface of water, or even under water up to a maximum depth of 250 feet, oron the surface of a planet with no breathable or contaminated atmosphere.
Weapons:
If armed with an energy weapon, it is powered by a dedicated battery that canbe charged from the main engine over time. The battery recharges at a rate of 1shot every minute of light driving (under 30 mph, or sitting and idling). Has a50 round battery.
Same pintle weapon options as the Bull.

Weapon
Damage
Crit
Damage Type
Range Incr
Rate of Fire
Magazine
Size
Weight
PDC
Res
Laser Cannon (Option 1)
6d8
20
fire
160 ft
s, a
50 batt
Huge

22

Light Plasma (Option 2)
5d10
20
fire
100 ft
single
50 batt
Huge

23

Twin 30mm Cannons (Option 3)
6d12
20
Ballistic
150 ft
a
Linked (500 rds ea)
Huge

22

Quad Twin Thunder (Option 4)
4d10
20
Ballistic
100 ft
a
Linked (1500 rds ea)
Huge



Quad Twin Thunder:The set up of the quad twin thunder allows for greater coverage for autofireattacks, making it an excellent option for anti-infantry purposes. Reflex save17 instead of normal 15 for autofire, and covers a 20 ft by 20 ft area instead ofthe normal 10 ft by 10 ft area.
 

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