Kronos's d20 Stuff

kronos182

Adventurer
Knuckle Blaster Stun Gun PL5

The Knuckle Blaster is the latest development in personal protection. Looks like a matte black plastic set of brass knuckles, only thicker, with the stun electrodes situated on the middle and ring finger parts, which protrude more than the index and pinky fingers. An easy to disengage/engage thumb safety switch allows one to quickly arm and disarm it. The trigger is in the index finger hole. The knuckle blaster comes with a specially designed holster that fits on a belt or pocket that allows a person to quickly draw and put the knuckle blaster on properly.

Knuckle Blaster (Simple Weapon Proficiency PL5)
Damage: 1d6+ unarmed damage
Critical:20
Damage Type: electricity
Range Increment: -
Magazine:10 internal
Size: Tiny
Weight: 1.2 lbs
Purchase DC: 8
Restriction:-
Game Note:Target must make a Fort saving throw DC 15 or be paralyzed for 1d6 rounds. The knuckle blaster can be used in melee combat, adding the user's unarmed damage,or just touched to deliver just the electrical charge. Holster is designed to give the user the benefit of the Quick Draw feat for the knuckle blaster only.





Vamp Killer ver5

After Harold Smith retired from the regional anti-vampire defense force, he tried many different things to occupy his time in his retirement. He finally ended up opening a repair shop and fixed various things around his home town, from lawnmowers to tvs. He was working on a chainsaw one day and got a bright idea. He went about redesigning a chainsaw to make it lighter, but more durable for use in melee combat, and plated the teeth in silver. He sold the first design to some adventurers who reported great success with the design against vampires.Over the years Harold has upgraded the design.
Today,Harold Smith has expanded his repair shop, but also has a small assembly area where a team assembles the latest version of the Vamp Killer, as his weapon has been known amongst many adventurers and wannabe vampire hunters.
The Vamp Killer ver 5, the latest version, is more of a whole kit than just a single item. Sold in a handy, accessible carrying case, with the Vamp Killer ver 5 itself, a 12 inch wooden cross, six wooden stakes, a mallet, a flare gun with 5 flares and the case has a spot to hold 5 hand grenades.
The Vamp Killer ver 5 itself is a tough, light weight chainsaw with silver plated teeth that runs on a heavy duty battery that gives it 5 hours of continuous power,and recharges in only 3 hours when plugged in. Above the blade is a flashlight with a cross mounted in front, used to scare vampires. Along the bottom is a pneumatic launcher used to launcher grenades. Best used to use grenades that explode on contact as the design pulls the pin and release just before it launches. The motor must be running to build up pressure to launch the grenade.

Vamp Killer ver5 (PL5 exotic weapon proficiency)
Damage: 3d6 chainsaw, varies by grenade
Critical:20, varies by grenade
Damage Type: slashing, varies by grenade
Range Increment: melee, grenades have a 20 ft increment out to 5 increments
Size:large
Ammo: 5 hours continuous use chainsaw, 1 internal grenade.
Weight: 14 lbs
Purchase DC: 13
Restriction:
Game Note:Silver plated chainsaw. Grenade launcher holds one hand grenade, must be loaded manually, takes 1 move action to reload, suffers a -2 to attack to launch grenade even with exotic weapon feat (Vamp Killer), motor must be running to launch grenade. Mallet can be used as a bludgeon weapon for 1d4 damage.





Ghost Razors

The Ghost Razors is a heavily armoured gauntlet usually attached to heavy armour or power armour. Only a few dozen have been produced. The fingers are articulated claws and three large blades extend from the forearm over the back of the hand. The blades are surrounded by a phased energy field, which combined with their monomolecularly sharpness, allows them to carve through armour and penetrate shields and defensive shielding. The company that created these weapons was infiltrated by several industrial spies, but upon their discovery and the use of excessive force from the security force, caused several highly sensitive pieces of equipment which were manipulating very sensitive materials resulted in a large explosion which destroyed most of the complex and killing the entire design team. Since the design team is dead, with all data relating to the construction, no more ghost razors will ever likely be produced outside of the 31 already produced.

Ghost Razors (PL7)
Damage: 2d8, ignore 10 points of hardness
Critical: 19-20x3
Damage Type: Slashing
Size: Medium
Weight: 8 lbs
Purchase DC: 32 (Extremely Rare +6)
Notes: Ignores 10 points of hardness/DR of physical protection, ignores up to +4 points of Defense provided by armour. Any bonus to Defense or hit points provided by fields or energy shields are completely ignored. User is considered armed. Ghost Razors provide a +2 bonus to Intimidate checks.





Vector Weapons (PL6)
Vector weapons are melee weapons of Medium-size or larger that use a vectored thruster to add extra damage to attacks (at the cost of decreased accuracy). A character proficient in the base weapon can use the Power Attack feat when attacking with a vector weapon even if they do not have the feat. Users with the Power Attack feat gain double the bonus damage. Weapons that have a vector system built into them cannot be energy weapons or have complicated parts (such as high-frequency blades). Vector weapons are almost exclusively archaic weapons built with advanced manufacturing and metallurgy technology. A rod of solid chemical propellant, housed in the weapon hilt, fuels the weapon's thruster. This fuel rod will last for 50 power attacks, and must be replaced after that time. A character using a vector weapon can choose not to fire its thruster and attack normally.
Restrictions: Non-energized melee weapons of Medium-size or larger.
Purchase DC Modifier: +2
A set of 3 vector fuel rods have a PDC of 4





Power Spike
This weapon is a powerful pneumatic powered spike attached to a forearm mount on medium to heavy or powered armour. The user strikes the target with their fist, which has a trigger plate across the knuckles, which then drives the spike into the target,penetrating armour and internal components and anyone inside. Infantry use power spikes to engage power armour, light mechs or light armoured vehicles, using the spikes to punch into and damaging sensitive components such as hydraulics, guidance systems, gyros or power couplings.

Power Spike (PL6 Simple Weapon Proficiency)
Damage: 2d6, ignores 4 points of hardness/DR
Critical: 19-20 x3
Damage Type: Piercing
Size: Small
Weight: 4 lbs
Purchase DC: 14 Mil (+3)
Notes: Make a touch attack to activate. Usually mounted on armour to provide bracing for the force of the spike. If not mounted on armour, and just strapped to the user's arm, deals half damage dealt to target in subdual damage to the user from the force of the spike driving forward and back with each strike.
 
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kronos182

Adventurer
Ice Maul

A large hammer head mounted on a long shaft, with an advanced device in the head that generates a field of extreme cold air. The cold being generated by the head can cause frostbite even from a graze, or cause metal to become brittle, making it easier to break. Strikes have been known to completely freeze a target, only to be shattered by the impact of the hammer. This makes the weapon particularly feared amongst many, especially those from higher temperature world.

Ice Maul (PL6 Archaic/Simple/Exotic Weapons Proficiency)
Damage: 2d10 +2d6 cold
Critical: 20x2
Damage Type: bludgeoning plus cold
Size: Large
Weight: 21 lbs
Purchase DC: 28 Mil (+3)
Notes: On a successful critical hit, target must make a Fort save (DC 10 + damage dealt) or begin to freeze. If the target fails the save, ice begins to form on the target, slowing it. Reduce Dex, Reflex, skills and attack rolls by -4 and speed by half. Bonuses to Defense or any damage reduction or hardness is reduced by 25%. The freezing lasts for 1d4+1 round in normal room temperatures. In higher temperature areas time is reduced by 1 round for every 10 degrees Celsius (approximately 20 degrees F) higher than room temperature (25C or 77F). For every 10 degrees C (20 degrees F) below room temperature, increase time by 1 round. During the frozen time, the critical modifier for the Ice Maul to the frozen target is increased to 19-20/x3. Multiple critical hits from the ice maul increase the penalties by a cumulative -1, reduce equipment bonus to Defense/Hardness/DR by 10% and increases the frozen time by +2 rounds. If the target's Dex reaches 0, the target is immobile, paralyzed, covered in a thin layer of ice. Any critical hits from any bludgeoning weapon gains +50% damage bonus due to the target becoming more brittle. The target, if a living creature, also begins to suffer the effects of extreme cold environment, (see page 213 d20 Modern). If more than 10 points of fire damage is dealt to the target, the frozen effect is broken, but the target risks catching on fire as normal.
If the target makes the save, only suffers a -1 to Dex, Reflex, skills and attack rolls for 2 rounds due to the extreme cold from the weapon. If 5 or more points of fire damage is done to the target, cancels the penalties from the cold, but of course runs the risk of the target catching fire.




Alter Weapons
These melee weapons are made from metamaterials and impregnated with nanites. Using similar principles of the collapsible blades, these weapons can change shape to alter the type of weapon available to the user. With a simple push of a lever on the handle, the weapon head can change from a simple slashing blade, to a piercing rapier blade, or even to a hammer head for smashing things. The weapon head is collapsible to allow for easier concealment, or carriage.

Alter Weapon (PL6 Simple (or archaic) Weapon Proficiency)
Damage: 1d8
Critical: *
Damage Type: slashing/piercing/bludgeoning
Size: Large**
Weight: 8 lb
Purchase DC: 23 Lic (+1)
Notes: *Critical changes depending on weapon used. Slashing longsword 19-20x2, piercing rapier 18-20x2, bludgeoning hammer 20x2.
**Large size when extended, in collapsed form is only small size, but still weighs 8 lbs.
For use of feats such as Expertise, only usable with the appropriate weapon setting selected.




Sonic Fist
The sonic fist is a heavy gauntlet with a sonic emitter built in. Originally built for construction, using sonic waves to cause sympathetic vibrations in materials for demolition purposes, the sonic fist has since been turned to military purposes. The gauntlet is reinforced to allow it to be used in melee combat. The sonic fist is also fitted with a small sensor that detects any sonic based attacks against the user, then emits a counter sonic pulse to nullify or lessen the sonic attack.

Sonic Fist (Exotic Weapons Proficiency (Sonic Fist) PL6/7)
Damage: 2d4 or 1d6
Critical: 20x2
Damage Type: Sonic or Bludgeon
Range Increment: 30 ft or melee
Rate of Fire: Semi
Size: Small
Weight: 4 lb
Ammo: 50 box
Purchase DC: 23 (Res +2)
Notes: User is considered armed, can make ranged or melee attacks. Sonic ranged attacks only have a maximum range of 5 range increments. Against inanimate objects, the sonic attacks have the ability to ignore 3 points of DR/Hardness. Each time the user would be subjected to a sonic based attack, the user gains sonic resistance 10, but this uses up one charge from the power pack.
 

kronos182

Adventurer
The Devastator

The Devastator is a heavy squad support weapon with two barrels in an over and under configuration. The idea was to allow a high rate of fire by alternating barrels to keep them cooler in a prolonged fight.

Damage: 2d10
Critical: 20
Damage Type: Ballistic.
Range Increment: 90 ft
Rate Of Fire: S, A
Magazine: Two belts
Size: Large
Weight: 19 lbs
Purchase DC: 37
Restriction: Mil (+3)
NOTES: The Devastator has a special firing system that alternates firing each barrel on automatic fire. The user can choose the option to fire both barrels at the same time, which basically grants the benefit of double tapping without actually double tapping, thus adding one additional die of damage. When using both barrels at once it increases the Reflex Save for autofire by 2 and increases the penalty to attack by another -2, and uses 10 rounds from both belts, or 5 from each with burst fire feat.

The Devastator also comes in 5.56 with the following stat changes:
Damage: 2d8
Range Increment: 80 ft
Weight: 15 lbs
Purchase DC: 35

A recent development in propellant technology has lead to a use of plasma. These new electrothermal rounds use a plasma burner to accelerate the projectile rather than convention chemical powder chargers. This provides much increased muzzle velocity and greatly reduced ammunition weight. The plasma burner builds up a jet of superheated plasma behind the projectile forcing it out at far higher speeds. Almost every component of the weapon is far more expensive, especially the barrels as they must be made from strong material to handle the power of the rounds.
Ammunition weighs two-thirds of that of normal ammuntion. Increases weapon damage by one die type, so d8 becomes d10, d10 to d12, etc, and increases range increment by 30 ft. This increases the cost of rounds by +6 PDC

So far only the Devastator ET (Electrothermal) is available with this round in mind, coming in 5.56mm only.

Devastator ET changes
Damage: 2d10
Range Increment: 110 ft
Weight: 21 lbs
Purchase DC: 40

I guess making a weapon that can use electrothermal rounds would increase the purchase DC by +7 and increase weight by 1/3rd for the weapon.



Siren
The Siren is the big brother to the Banshee, used as a vehicle mounted version for mechs or amphibious craft. The Siren forgoes the ability to stun targets for sheer destructive power. The Siren is becoming a favourite of amphibious mech users. Siren has neutral buoyance so if it is a handheld weapon for a mech it won't float away if let go.

Siren PL6 Heavy Weapon
Damage: 9d6 + Deafen
Critical: 20
Damage Type: Sonic
Range Increment: 175 ft
Rate of Fire: Semi
Size: Huge 
Weight: 32.2 lbs
Ammo: 50 box or 75 capacitor that recharges when attached to vehicle power system
Purchase: 30 (+3 Mil)
Deafen: When the target is hit by a lethal blast, must make a Fort save DC 20 or be deafened for 1d6 rounds. This can be negated by wearing proper ear protection.

When used in water, or other fluid environment, range is boosted to 350 ft and affects a cone area 350 ft long, 125 ft in diameter. The stun setting gains a +4 increase in DC while under water. Reflex DC is the attack roll.
**Possible GM Note: It's possible that if used on planets with dense atmospheres, the Siren can get half the bonuses that it would get if used in water.
The Siren is effective out to 5 range increments except under water where it can be used out to 10 increments.




M78 Phased Plasma Infantry Gun

The M78 is a shoulder mount heavy infantry antitank/mech weapon. The M78 was developed as an alternate to missile or rocket based antitank/mech weaponry, especially in areas where logistics for rockets or missiles can run short very quickly.
An interesting unexpected feature of the M78, due to the phasing of the plasma, is it ignores particle fields designed to reduce the effectiveness of energy weapons. However, this also makes building these weapons difficult so they are limited in numbers compared to other weapon systems.

M78 (PL6/7 Heavy Weapon)
Damage: 8d6
Critical: 20
Damage Type: Fire or whatever type your campaigns have plasma as
Range Increment: 150 ft.
Rate of Fire: Single
Size: Large
Weight: 7 lbs weapon, 5 lbs battery
Ammo: 10 box
Purchase: 26 Mil (+3)
Game Notes: The cable that connects the battery to the main weapon, although armoured, is the weakest part of the system. Has 5 hit points, 6 hardness. Battery recharges itself one shot every minute when not in use after 2 rounds. Batteries have a PDC of 18.

Defensive systems like particle shields and other energy dampening systems, except for things like laser reflective armour, are ignored by the M78.




M746 Shoulder Cannon

The M746 is essentially a scaled down infantry portable version of the Warpath Recoilless Mech Rifle in a shoulder fired weapon, similar to a bazooka. As the Warpath becomes quite prolific amongst the major militaries for their mechs, but mechs are rare amongst other groups, the Mini Warpath, as the M746 has been called, allows infantry troops to have the punch of the full scaled weapon, but light and small enough to hide and use from vantage points a mech could never use.  With the Mini Warpath using the same ammunition as the full sized weapon, it makes logistics far simplier for militaries that use both weapons, or for infantry to simply shoot down a mech using the larger weapon and raid its ammo supplies.
The Mini Warpath looks like a scaled down, bullpup configuration of the main Warpath. Ammo box at the back of the weapon, shoulder rest where the normal trigger would have been, handle with trigger forward of that.

M746 (PL 5 Heavy Weapon)
Damage: 10d6
Critical: 20
Damage Type: Ballistic
Range Increment: 100 ft
Rate of Fire: Semi
Size: Large
Weight: 32 lbs
Ammo: 5 box
PDC: 19 Mil (+3)

Personal Note: I know the Warpath range in the book is only 40 ft, which I've listed when I've put it on any of the mechs I've posted, but in my games I usually just multiply the range of mech weapons by 5 or 10 to suit game style.  Thus I've set the range of the Mini Warpath to fit with infantry weapons, and if you multiply the warpath by 5, it's half the range (would be 200 ft), since the weapon is about half the size of the full scaled version.




PAR-1A
After the PAC system on the Grunt proved to be quite a success with groups in breaking sieges and bunker busting, work on a more man portable version began. After much work in ways to keep the weapon cool and improve energy efficency, a man portable, barely, version, the Particle Accelerator Rifle, is available, although in limited numbers.  The PAR manages to keep the armour penetrating abilities of its larger PAC predecessor intact with only a bit of loss in damage potental, and range. Unfortunately, normal power packs provide a very limited amount of shots for the PAR, so an external power source is recommended. There is a slot to plug in normal power packs to provide a few shots, with a connection to hook up to other power sources.

PAR-1A (PL 6 Heavy Weapon)
Damage: 6d10, ignores 15 points of hardness/DR
Critical: 20
Damage Type: Unknown energy
Range Increment: 50 ft
Rate of Fire: Once every 2 rounds
Size: Large, almost huge
Weight: 59 lbs
Ammo: 2 box
PDC: 40 Mil (+3), extremely rare.
Game Notes: Suffers from extreme slow rate of fire, can only fire once every two rounds. When hooking up an external power source, for every 25 rounds of fire it provides normally, the PAR only gets 1. Inaccurate, suffers a -2 to attack rolls. Requires Exotic weapon feat: heavy weapon  
 

kronos182

Adventurer
Possible rule varient for people to use.

Anti-armour/vehicle weapons.
Reading back through various threads, and weapons, when coming up with a few ideas for new stuff to make, one thing that always comes up... the .50 cal. Nerfed at 2d12 points of damage, while there are smaller rounds that are more powerful than assault and battle rifles of 7.62mm at 2d10, fall at either 2d10 or sit at 2d12 like the .50 cal.

So, as a quick possible ruling, the .50 cal is classified as an anti-material round. It seriously hurts lightly armoured vehicles. As an anti-material weapon/round, we give it anti-armour abilities. 
According to RAW that is ignores 2 points of Defense as armour piercing. I say we give it ignore 2 points of Def, but also ignore 5 points of hardness/DR. 

So if you make an anti-material laser or plasma weapon, it should deal rifle damage as a minimal, maybe adding a die or just going to the next step up, allow it to ignore 2 points of Def from armour, and ignore 5 points of Def. 

This automatically means the weapon is optimized for light anti-armour purposes, and shouldn't be able to add the armour piercing gadgets, unless you decrease it's damage for greater ability to penetrate armour. Like reduce a die or step down die for an extra ignore 5 points of DR/Hardness. Use your best judgement in this area, and refer to the scaling of my explosive weapons as possible guideline, or expanding from Tema69s and backstabbists work in countless threads with their input.

This means if you design a cannon, should do at least 2 die more than an anti-material rifle. So the cannon on the M1A1 Abrams should ignore at least 5 points of hardness/dr, when using this variant rule. In reality it should be ignoring more in the lines of 15 to 20, especially when using APDSFS type rounds. So a plain slug would automatically ignore 5 points of hardness/dr and maybe add 2 die of damage, so sure, it'll do more damage, but against other tanks, that extra 12 to 24 points at max damage will be cancelled out by the higher hardness, especially on average rolls.

Just a quick possible fix for those annoyed with .50 cal machineguns not seriously hurting lightly armoured APCs like they should in RL. 

Any other suggestions feel free to add them.




GAU19/C-EX
The GAU19/C-EX is a caseless, linkless extended barrel version of the older GAU19 gatling gun made by General Electrics. It's a three barrelled design to save on weight. The standard ammunition is ZX caseless .50 cal bmg rounds. The barrels are reinforced for any future development in weapons, such as plasma coated. These are usually vehicle mounted weapons, but are also useful in fixt fortifications and bunkers, making it an excellent defensive weapon.
Damage: 4d12+4
Critical: 20
Damage Type: Ballistic
Range Increment: 220 ft
Rate of Fire: A
Size: Huge
Ammo: 1500 rd drum
PDC: 26 Mil (+3)
Affects 20 x 20 area, Reflex DC 21
Using variant rules of .50 cal being anti-material rounds, gains ignores 2 points of Def from armour, ignores 5 points of hardness/dr, to all targets in the affected area.




Telsa mk3

The Tesla might be considered an eccentric weapon, and some people don't consider it very effective in the fight against the vampires. While some vampires, especially older ones, are resistant to electrical based attacks, many of their minions are not. The Tesla mk3 is a large weapon, a large blocky body with a long rod that ends in a two pronged fork with a coil surrounding the rod but not touching it except at the base of the main body and at the base of the fork. When fired, the coil glows a slight blue as electrical arcs travel down the rod, connecting the coil and rod. The Tesla does have a few advantages, being that after the primary target is hit, several arcs of electricity branch from the primary target to hit others near it, giving it a multiple target damage abilities. Also those hit by the electric energy can even be paralysed temporarily, including vampires that are resistant to electricity. This was a big selling point as a paralysed vampire is almost as good as dead, allowing easier time to stake them. Telsas are usually mounted on fortifications, military bases, large vehicles and other places usually with dedicated power sources to help keep the Tesla running. When mounted on a vehicle or security towers, they are usually paired with D11 or similar stake launchers so that paralysed vampires can be quickly staked without risking soldiers or Knights.

Damage: 7d6
Critical: 20
Damage Type: Electricity
Range Increment: 70 ft line
Rate Of Fire: S
Magazine: See text
Size: Huge
Weight: 87 lbs
Purchase DC: 47
Restriction: Mil (+3)
NOTES: Upon striking the primary target, up to 5 secondary arcs will hit random targets within 20 ft of the primary target for half the damage of the original target, Reflex DC 16 to half the damage to secondary targets. The primary target must make a Fort save DC 20 or be paralyzed for 1d6+2 rounds, while secondary targets need to make a Fort save DC 15 or be paralyzed for 1d4 rounds.
The Tesla uses special batteries which allow for 10 shots before needing to be recharged, which can be done through any power source using the appropriate adaptor. In an emergency, a car battery can be used to provide enough power for 4 shots, but the rate of fire changes to single as the battery can't keep up with a semiautomatic rate of fire before being drained dry. A portable gas generator can provide power for the Tesla, but the rate of fire is changed to once every other round as the portable generator isn't designed to shunt so much power in such a short time, but does provide power for as long as it has fuel, or can be used to recharge a spent battery at a rate of 1 shot per 2 minutes. 

This was created for a specific campaign setting that died.




20 mm Autocannon
A vehicle heavy weapon, used on armoured personnel carriers, light tanks, and aircraft. Can be used on mecha as well.

Autocannon, 20mm (PL 5 Heavy or Vehicle Weapons Proficency)
Damage: 4d10
Critical: 19-20 x2
Damage Type: Ballistic
Range Increment: 150 feet
Rate of Fire: A
Size: Gargantuan
Weight:
Ammo: Linked
Purchase DC: 32
Notes: Military (+3)




105 mm Cannon
A smaller cousin to the 120 mm found on the Abrams main battle tank.

Cannon, 105 mm (PL 5 Heavy or Vehicle Weapons Proficiency)
Damage: 8d12
Critical: 20
Damage Type: Ballistic
Range Increment: 300 feet
Rate of Fire: S
Size: Gargantuan
Weight:
Ammo: 1 Internal (some models have a box)
Purchase DC: 36
Notes: Military (+3)
 

kronos182

Adventurer
"Standard" Anti-Aircraft Platform (PL 5, Heavy weapons proficiency or Vehicle weapon proficiency)
This heavy trailer mounts a small radar system as well as a twin 20 mm turret. The radar has an effective range of 10 km for plotting and tracking aircraft, and has a minimum height of 100 feet with a maximum attack height of 5 km. Once towed into position, the trailer deploys stabilization jacks, and rotates the wheels underneath to act as added cushioning as it lowers to the ground. This process takes about 1 minute. The turret is then unlocked, barrels lift from travel position and free to track aerial targets designated by the radar. The radar system can have friendly IFFs inputted and the system allowed to designate potential targets for a user to accept or deny the system to engage, or left to engage any none friendly IFFs. The turret can be manned with a bonus from the radar and targeting system, or fully automated with only a crew for reloading and fixing any jams or other problems that might appear. The 20 mm shells are longer than those used in most autocannons for enhanced range, along with longer than normal vehicle mounted weapons.
When manned, the system provides a +3 bonus against aerial targets. As an automated weapon, it has two attacks, both at +6 attack bonus. The trailer is 5 squares long and 2 squares wide in travel mode, and 3 squares wide in deployed mode. The system carries 100 rounds for each cannon and is usually linked to an ammunition trailer with a farther 1000 rounds. In a pinch, the system can be used against ground targets like a tank, but does not gain any bonus to attack, in fact the user takes a -2 to attack rolls.
Twin linked 20 mm autocannons 6d10 19-20x2, ballistic, 300 ft, S/A, linked (This is fire linked stats. If one cannon is damaged, drop damage to 4d10).
PDC 33 for whole system, 16 for 50 rounds of standard ballistic rounds.

Alternate ammunition:
High Explosive: These rounds contain an explosive for dealing greater damage upon impact with its target. Increase damage by +2 Die which is fire damage.
Armour Piercing: These ballistic rounds are meant for penetrating heavy armour. Many critics laughed at heavy armour piercing rounds in anti-aircraft roles, due to the thin armour on aircraft in use, but the military likes to be prepared. Reduce damage by 1 die, ignores 3 points of Defense provided by armour (For RAW), and 10 points of hardness/DR.
Shrapnel: This shell explodes before reaching the target, throwing a large cloud of razor sharp metal in an attempt to strike multiple targets. Deals 3d8 slashing damage to a 50 foot area, Reflex save DC 18 for half. In twin linked configuration deals 4d8 slashing damage to a 75 foot area with a Reflex save DC 21 for half.

PL6 Version
The next age version of the anti-aircraft platform is very similar to the previous generation, but instead uses twin long range lasers. The basic PL6 version sits on a trailer that is 2 squares wide and 4 squares long. The weapon system is slightly smaller, but still has long barrels. The reduction in weapon physical size allows for a powerful power generator to be installed which powers both the radar and refilling the high capacity burst capacitors. This version has a radar range of 20 km and an effective firing ceiling of 7 km, and a minimum range of 50 feet. The PL6 version can be used against ground targets as well, but suffers a -1 to attack rolls. The system has an improved sensors and not only can identify targets by IFF information, but can also use visual systems to identify targets, but only with an effective range of 10 km. This aids in target priority designation for users, or for identifying civilian craft that accidentally fly into its target area. In manual mode it only provides a +3 bonus to attacks, but also allows the user to use the visual sensors to identify potential targets as possible friendlies with damaged IFF and comm systems. In automated mode, it has two attacks at +8 attack bonus each, and will not fire on targets it scans as possibly friendly by visual methods that are not broadcasting friendly IFFs and prompts a user for confirmation of attack or not.
Twin Linked Long ranged lasers 6d8 20, fire, 400 feet, S/A, -
If one barrel is damaged, a single barrel deals 4d8 points of fire damage.
PDC 34 for the whole system.




M-439 Sentry Gun Station

The M-439 sentry gun station was designed as a means to quickly set up defensive gun points in a ready made package with minimal set up time. The weapon itself is fairly simple, but well built, as is the tripod. The rifle is a 7.62mm rifle designed for belt feeding and tripod mounting, such as those for vehicle mounts. Mounted on top is a themo-electric scope with IR for precision firing and visibility through smoke. The tripod mounts a ballistic shield to protect the legs of the gunner, plus three smoke grenades which can be launched up to 50 feet or released to shroud the gunner. The whole system is stored in a metal case, usually mounted in a vehicle, some APCs carry between 2 and 6 of these cases, depending on mission profile, and all parts can be assembled in under 5 minutes with a trained person, less with a second person to help. The case can be removed and used as additional protection for the gunner, especially with sandbags.
The shield and case both have 20 hit points and hardness 10. The shield provides the gunner with a +2 shield bonus to Defense and +1 bonus to Reflex saves against explosives. If the case is set up to aid in the defense of the gunner, the gunner receives one-quarter cover.
The m-439 comes with the tools needed to set up and take down the whole system, provides a box with 350 rounds in a helix style in the box that is attached to the rifle. The box can be quickly detached and another attached if available.
The whole system packed weighs about 75 lbs, with retractable casters on the bottom to aid in moving it.
M-439 Sentry Gun (PL5)
Damage: 2d10
Critical: 20
Damage Type: ballistic
Range Increment: 90 ft
Rate of Fire: s/a
Size: large
Weight: 12 lbs (rifle itself), 75 whole system
Ammo: 350 belt
Purchase DC: 24 (Mil +3)
Notes: Electro-thermal w/IR scope, shield on tripod provides +2 shield bonus to Defense +1 bonus to Reflex saves vs explosives/grenades, case can aid in defense provides one-quarter cover, 3 smoke grenades on tripod can be set to fire up to 50 feet or to cover the tripod. Case only includes 1 350 round box of 7.62mm ammunition.




Competition Bow:
Built to even more exacting specifications than a standard compound bow, this well balanced, heavy-pull bow can fire accurately at amazing distances. These high-tech bows have a higher purchase DC, and may be custom made with a DC 30 Craft (mechanical) check that requires at least 40 hours of work.

Targetmaster Bow:
Targetmaster bows resemble competition bows in their construction, but are designed for pinpoint accuracy, not distance or power. These delicate, high-tech bows have a higher purchase DC, and may be custom made with a DC 30 Craft (mechanical)check that requires at least 40 hours of work. Constructing a Type II Targetmaster Bow requires a DC 35 Craft (mechanical check) and at least 60 hours of work.

Tactical Bow:
A reinforced pulley system, set intentionally high, gives the arrows fired by this bow punishing penetration power, but at the cost of reduced range. These hightech bows have a higher purchase DC, and may be custom made with a DC 25 Craft(mechanical) check that requires at least 40 hours of work.

Weapon Damage Critical Damage Type Range Incr. Size Weight PDC Res.
Competition Bow 1d8+1 19-20 Piercing 60 ft Large 4 lbs 16 -
Targetmaster Bow 1d6 18-20 (type I)
17-20 (type II)
Piercing 30 ft Large 5 lbs 18 (type I)
20 (type II)
-
Tactical Bow 2d8 20 Piercing 30 ft Large 4 lbs 16 -


Kevlar Bowstrings
An archer can replace his bow’s standard bow strings with high tension Kevlar and polymer cord, which increases his bow’s lethality. Replacing a set of standard strings with Kevlar strings requires a DC 10 Craft (mechanical check)and around an hour of effort. Any bow equipped with Kevlar strings inflicts an additional point of damage with every arrow fired.
Weight: Negligible
PDC: 10
Restriction: None




Swarmer
The swarmer is a heavy rifle-like weapon, that launches several small rocket-like projectiles at once at a target. Each projectile is small, and doesn't deal a lot of damage, but as several are launched, each with limited homing abilities, the chances of multiple projectiles striking a target are greater. Alternatively, the weapon can be set to let the projectiles target multiple targets within 50 feet of one selected target. To load the swarmer, an ammo block is inserted into the top, which holds 10 rows of 2 by 3, meaning each time the swarmer is fired, 6 projectiles are launched. The launched projectiles don't follow a straight path, even when all are launched at a single target, using a small randomizer in their flight systems, they bob and weave as they make their way to the target, making it harder to predict their exact flight path.

Swarmer (PL6/7 Heavy/Exotic Weapon Proficiency)
Damage: 2d4 per projectile
Critical: 20
Damage Type: Ballistic
Range Increment: 60 ft
Rate of Fire: Semi
Size: Large
Weight: 21 lbs.
Ammo: 10 (60 rounds, 6 used per firing)
Purchase DC: 28 Mil (+3), 11 per ammo block.
Notes: Two firing modes: Single Target, Multiple Target. If set for single target,make an attack roll like normal, success means a projectile hits. For every 3 points above the target's Defense the attack roll beats, add another projectile's damage up to a total possible 6 projectiles. Any projectiles that don't hit, count as a grenade that scatters on a miss. Due to the nature of the projectile's flight, and the number in flight, the target doesn't get their Dodge bonus to Defense, if they have one.
When set to multiple targets, pick a central target, make an attack roll at -2.This attack roll is used for all targets within a 50 foot radius around the central target. If there are less than 6 targets within the 50 foot radius of the central target, the extra projectiles will strike the first target with the lowest Defense. All targets within the 50 foot radius do not count their Dodge bonus to Defense.





Magna Heavy Laser Rifle

A heavy laser rifle that fires a continuous beam instead of pulses, making it a powerful, although slow firing and short ranged rifle compared to other lasers. The advantage of a continuous beam is the higher damage potential and armour penetration, however it is difficult to hit fast moving targets, making it a favourite against heavy vehicles or fortifications. Another advantage is if enough damage is done, the beam can blow through and potentially hit something on the other side of the original target struck. The Magna is also a power hog,quickly draining power packs, thus it comes with cables and connectors for plugging into larger power packs, portable power generators or into the power systems of vehicles or buildings.

Magna Heavy Laser Rifle (PL6)
Damage: 5d8, ignores 5 points of damage reduction
Critical: x3
Damage Type: fire
Range Increment: 50 ft
Rate of Fire: Single
Size: Large
Weight: 18 lbs
Ammo: 10 box
Purchase DC: 29
Notes: Comes with a shoulder strap, fold out handles on each side to allow better stability.
Ammo Hog - Uses a large amount of energy per shot. 5 shots worth of energy is used for each actual shot fired.
Blow Through - If the magna deals enough damage, over any damage reduction, to do 25% of the target's total current hit points, the beam blasts through the target and can deal any damage to anything standing behind it, provided it is within 5 range increments. Roll to hit the target on the other side. The target on the other side is considered to have full cover and gains the benefits of full cover. Deals only half damage, but retains the full damage reduction ability.
Limited Range - Can only strike targets out to 5 range increments, for a total range of 250 ft.
Can't Hit Fast Targets - Any attempt to strike a target moving more than 30 feet in a round causes the firer to suffer a -2 penalty to attack, and only deals half damage, but the damage reduction is retained.





Toaster Disposable Laser Cannon
The toaster is a heavy, one shot disposable laser with incredible range and damage. Designed and built with just enough quality to survive getting to a location and firing its payload. The toaster is used in a similar manner of old single shot RPGs, in that it is a tube filled with the laser optics, a large capacitor, a handle and a simple optic sight. Once fired, the heat from the laser and the capacitor melts the internal systems into useless slag. To fire, the weapon must charge for several seconds (one round), in which it drains the power pack. Once charged,the weapon must be fired within 1 minute before the weapon begins to melts.

Toaster (PL6 Personal Firearms)
Damage: 10d8
Critical: 20, x3
Damage Type: fire
Range Increment: 300 ft
Rate of Fire: single
Size: Huge
Weight: 15 lbs
Ammo: 1 ( 1 power pack)
Purchase DC: 20
Notes: Requires 1 round to charge, then must be fired within 1 minute.





M-67 Hydra

With new technologies in ballistics and metallurgy, and the aging M2 heavy machinegun showing its age, militaries were looking for a replacement weapon.The hydra is a triple barreled .50 cal weapon, but instead of using a gatling style,the hydra has three fixed barrels in a triangular pattern. This saves on weight and maintenance. Using new materials allows the barrels to cool faster,allowing for a high firing rate without worrying about the barrels overheating and warping.
The hydra only fires in full automatic, but has two firing modes. The first fires all three barrels at once for heavy damage. The second fires each barrel in sequence for lower damage, but this allows for ammunition conservation, but also has the side effect of making it far harder to dodge any rounds. This was a surprising feature, and much welcomed when used against augmented foes.
The hydra requires three ammunition feeds, making its use as a semi man-portable weapon more limited. Hydra's are usually found in static locations or on vehicles where more space is dedicated to ammunition and bracing for the recoil of all three barrels firing. The hydra uses the XZ propellant for caseless rounds, allowing for slightly lighter weight, better range and damage over the old .50 cal rounds.

M-67 Hydra (Late PL5/Early PL6 Exotic weapon or Heavy Weapon Proficiency)
Damage: 2d12+4 or 4d12+8
Critical: 20
Damage Type: ballistic
Range Increment: 130 ft
Rate of Fire: A
Size: Huge
Weight: 83 lb.
Ammo: Linked
Purchase DC: 24 Mil (+3)
Notes: Autofire only, two fire modes. Sequence deals 2d12+4 damage to a 10 foot area, Reflex 20 for half, uses 15 rounds per autofire attack. Full barrel deals 4d12+8, 10 foot area, Reflex 16 for half, uses 30 rounds per auto fire.
 
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kronos182

Adventurer
Mini Rockets

Since D20 Future lists the mini-rocket launcher as the size of a small pistol, which never sit well with me, I'm making it more like a rifle, with the mini rockets being around the size of beer can or 40mm grenade.
So a basic mini-rocket launcher would be something like this.

Damage: Varies
Critical: Varies
Damage Type: Varies
Range Increment: 150 ft
Rate of Fire: Semi
Size: Large 
Weight: 7.5 lbs
Ammo: 5 box
Purchase: PDC 24 (+3 Military)

LAW Mini-Rocket PL6
The LAW mini-rocket is a light anti-tank round. When it hits its target it explodes dealing 10d6 points of damage to all creatures in a 10 ft radius (Reflex DC 18 for half). Because its explosive features a shaped chage designed to penetrate armour, the Law ignores 10 points of  hardness/DR but only of the target hit. The LAW round has a minimum range of 30 feet, and will not arm before then. If a target within 30 feet is hit, it'll take 3d6 points of ballistic damage from the impacting warhead but it will not detonate. PDC 16 for 4.

Explosive Mini-Rocket PL6
The explosive mini-rocket is just that, a rocket propelled grenade. When it strikes it's target it deals 6d6 points of fire damage to all within a 20 ft radius (Reflex DC 19 for half). Will not arm within 30 ft of the launcher. PDC 15 for 4.

Fragment Mini-Rocket PL6
The fragmenting mini-rocket sends out bits of deadly shrapnel in a large area. When it strikes, it deals 6d6 points of slashing damage to a 20 ft radius (Reflex DC 19 for half), with a critical threat range of 19-20 for x2 damage. Will not arm within 30 ft of the launcher. PDC 14 for 4.




M144A2 LAW PL6
The M144A2 LAW is the successor to the old M72A3 LAW. Using advances in explosives, armour penetrating technologies and propellants, the M144 gives infrantry the necessary punch to attack the mechs and tanks that dominate the battlefields of the future. It ignores 15 points of hardness/DR. The M144 looks similar to the M72 in that it can collapse to half its size, needed to be expanded before use, then a two round clip is inserted into the top at the back, with an intregated scope. M133A2 rockets are PDC 7 for 4 rockets.

M144A2 (PL6 Heavy Weapon)
Damage: 15d6
Critical: 20
Damage Type: Explosive
Range Increment: 225 ft
Rate of Fire: Semi
Size: Large
Weight: 17 lbs
Ammo: 2 box
Purchase: PDC 16 (+3 Military)
Scope X5 plus thermal and passive night vision out to 300 ft.




Mini Missiles
Mini Missiles are similar to mini rockets, about the size of beer cans or 40mm grenades, but have slightly smaller warheards to make room for guidance and targeting systems.
Basic mini missiles can be the same type as mini rockets, but reduce damage by 1 die type, so d12 to d10, d10 to d8, etc. Reduce blast radius by 5 ft and reduce any DR/Hardness ignoring ability by 2. Mini missiles have a base attack bonus of +5 due to its guidance systems.
Mini missiles can also make use of laser designators to attack targets not in line of sight, but only use a +5 attack bonus instead of the user's attack bonus. 
If a mini missile misses the target of the firer, it can make another attack the next round with only a +5 attack bonus.
(Attack bonuses can be higher with higher grade missile guidance systems ((increase cost of missile by +2 PDC for every +1 to attack)) and with targeting systems from the launcher.)
Increase PDC for mini missile version by +2
Mini missiles can be launched from basic mini rocket launcher, but gain no bonus to the initial attack, but can make an addition attack like normal with a +5 bonus to the target selected by the user.




Explosive Mini Missile PL6
The explosive mini missile is just that, a guided version of the mini rocket. When it strikes it's target it deals 6d4 points of fire damage to all within a 15 ft radius (Reflex DC 19 for half). Will not arm within 30 ft of the launcher. PDC 17 for 4.


Plume Launcher
The Plume launcher is an advanced mini missile launcher, favoured for it's heavy hitting capabilities and multitargeting. Using a special panorama sight, the targeting computer can designate up to 5 targets. The user can approve or decline the autotargeted choices or can focus all missiles or just one on a single target, using the launcher's thermal, IR and video targeting systems. The Plume can also make use of laser designators to hit targets not within its line of sight but within two range increments. If the laser designated targets are within the panorama view, the missiles gain a +2 to attack rolls.
Another favoured feature of the Plume is it's fairly large payload of 15 mini missiles, held in a fashion similar to Metal Storm system of old, but not using that type of system for launching.

Plume (PL6 Heavy Weapon)
Damage: Varies
Critical: 20
Damage Type: Varies
Range Increment: 225 ft
Rate of Fire: Semi
Size: Large
Weight: 21 lbs
Ammo: 15 internal
Purchase: PDC 27 (+3 Military)
Scope X5 plus thermal, IR and passive night vision out to 300 ft, and panorama view, targeting computer (+1 to attack bonus)

Game Notes: Can target and fire at up to 5 targets, but only the basic +5 from the missiles' guidance systems (plus +1 from targeting computer plus any bonuses from any laser designators if any used). If only a single target is selected and all five missiles are fired at it, one  missile will use the user's attack roll (plus the +1 bonus from the targeting system), but the other four missiles will veer off course then curve back on target to make their own attacks (using the base attack bonus of +5 plus +1 from the targeting computer, and any bonuses from laser designators if any) immediately after the first missile hits all in the same round.
 

kronos182

Adventurer
FLEA

Fixed Lethal Enhanced Area defense pre-fragmented shaped charge chemical explosive mines. FLEAs are mines designed to protect satellites and stations from EVA sabotage. The FLEA mines are small, not much larger than a typical claymore style mine but included a unique gravitic field lock system which varied its distance from its parent asset by gentle magnetic field manipulation on a very minor level, keying in on the gravity well of the parent asset and being pulled along with it through orbit.

FLEA mines could be detonated autonomously through a series of events detected by their programing or command detonated by the parent asset as needed. Defense satellites can have anywhere from 6 to 12, while a station could have dozens to hundreds scattered about tied into the station's sensors and IFF systems. Each FLEA mine has a lethal radius of several hundred meters (in orbit) and used a shaped charge effect to shred a pre-fragmented casing into five thousand shards moving in a rapidly expanding cloud at a velocity of several miles per second. 

FLEA (PL5/6)
Damage: 5d6
Critical: 19-20
Damage Type: Slashing 
Range Increment: 100 ft cone.
Rate of Fire: Single, one time use
Size: Small
Weight: 7 lbs
Ammo: 1
Purchase: PDC31 +3 Military for 5 mines.
Game Notes: Coated with a radar absorbing material to keep from being detected, along with nonreflective paint, increase search/spot DCs to locate by 5. 
Has sensors to detect approaching targets +10 spot, +10 search out to 500 ft by itself, can be tied into parent asset's sensor system.  




Mini Grenades PL6
So seeing as how I don't like how d20 future handles grenades in the future.. Let's try this shall we?

Mini Grenades are a bit bigger than a 3" shotgun shell. So a little wider and a shade longer.. say 3.25". So take your regular grenades (hand or 40mm) and cram all that into this super shotgun type round. They won't work in shotguns or shotgun attachments to rifles.

Now for hand grenades of PL6 take your old PL5/Modern grenade, increase damage by 1 die, increase blast radius by 10 ft, and add 5 ft to the range increment (light, more aerodynamic design, deployable fins, what have you) and increase Reflex DC by +2. Quick easy rules for PL6 grenades.
Example
PL6 Frag Grenade 5d6 slashing, 20, burst radius 30 ft, Reflex DC 17, Range Incr 15, tiny, 1 lb, PDC 15 Mil +3

PL6 Rockets
I did mini-rockets in a previous post, so here's just a quick rule for "regular" sized rockets for infantry.
Increase damage by 2 die, increase blast radius by 15 ft, increase Reflex DC by +3, increase range increment by 50 ft. If the rocket has the ability to ignore hardness/DR increase by 3. 




RPG-14
An improved version of the RPG-7, although lacking any special targeting systems, really just basic sight with range finder, and mass produced and fairly cheap.
RPG-14 (Heavy Weapon)
Damage: 10d6, 30 ft radius
Critical: 20
Damage Type: Explosive
Range Increment: 275 ft
Rate of Fire: Semi
Size: Large
Weight: 11 lbs
Ammo: 1 internal
Purchase: PDC 17 (+2 Restricted)




Let's take it up a knotch..
PL7 Explosives
In my opinion, rockets, and mini rockets don't exist in PL7 and above, they would be replaced by missiles and mini missiles, except for dirt cheap non guided ones, but by this point, guidance systems should be fairly cheap so becomes moot. So basically, no rockets, just guided missiles.
Increase die TYPE by 1, so d6 becomes d8, d8 becomes d10, etc. Increase number of die by 1, increase Reflex DC by +2, blast radius by +10 ft, range increment by +50 ft. If there is also the ability to ignore hardness/DR increase by 3.
Add attack bonus for guidance systems, this is where GM discretion comes in.. but higher bonus (range between +1 to +5) increases price of course. 
Special Note: In my opinion, for anti-tank/armour/material warheads, use the above stats, but increase the ignore hardness/DR by another 5, use the original PL5 rocket/missile blast radius and decrease that by 5 feet, and don't add the extra bonus die to damage.

Example
RPG-33 PL7
An improved version of the RPG-14, although lacking any special targeting systems beyond basic IR/Thermal, range finding, laser designator and wind direction and force with helpful plotted flight of the missile in the sight. Usually sold with basic missiles (+1 attack, PDC 14 for 4)

RPG-33 ( PL7 Heavy Weapon)
Damage: 11d8, 40 ft radius
Critical: 20
Damage Type: Explosive
Range Increment: 325 ft
Rate of Fire: Semi
Size: Large
Weight: 16 lbs
Ammo: 3 internal
Purchase: PDC 17 (+2 Restricted)

PL7 Grenades
No more mini-grenades, mini missiles will be used instead basically, only with altered minimal ranges, and such.
For hand grenades, take the PL6 version of the hand grenade, increase die type by 1, d6 to d8, etc, increase blast radius by 10 ft, Reflex DC by +2, range increment by +15 ft (better aerodynamics, mini flight system, like a small compressed air jet or the like, mini air turbine or whatever technobabble you want to use).

Well, there you go. Some quick, basic adhoc rules for giving your character some extra hurt against massed targets  and armoured targets of the future.




Shredder Grenades (PL6 to early PL7)

Shredder grenades are an enhanced fragmentation grenade, designed to shred soft targets to shreds. Extremely effective, but also has been banned by many governments as being inhuman. Using specially designed casing and layers of ceramics, metals and other materials, soft targets, aka humans or creepy 3 foot tall alien hordes, are shredded as the material rips through their flesh. Unfortunately, shredders aren't very effective against armoured targets.
A favourite tactic of many runners and pirates is rigging a shredder or several near or in airlocks with proximity sensors to deter boarders, especially in EVA situations as they'll tear through most EVA suits unless they are armoured.

Shredder Grenade (PL6)
Damage: 5d6, 20 ft blast radius
Critical: 18-20
Damage Type: Slashing
Range Increment: 20 ft
Reflex DC: 19
Size: Tiny
Weight: 1 lbs
Purchase: 18 box of 5 (Military +3, although in areas where it is banned, Banned +4)
Game Notes: Against targets with armour that grants at least a +2 bonus to Def, or has more than 3 hardness, or Natural armour +3 or higher, HALF the damage the shredder does as it isn't very effective in penetrating.  
 

kronos182

Adventurer
Slammer Missiles

Slammer missiles were designed as a form of infantry control and area denial. Slammers are also quite useful against aircraft, except extremely fast ones. 
When a Slammer strikes its target, it releases a large concussion force, stunning and knocking prone most people. It has also been observed that items not bolted down and less than 50 lbs have been thrown about from the blast. Low flying aircraft, helicopters and hovercraft can also be sent careening out of control.
Standard Slammers are about 5 feet in length and are usually set in a ground to ground or ground to air use. Aircraft mounted Slammers are about 7 feet long due to the added fuel and enhanced flight capabilities and guidance to engage faster targets.

Slammer Missile (PL6)
Damage: 6d8 to target hit, 3d8 to everything within 50 ft radius. 
Critical: 20
Damage Type: Concussion
Range Increment: 250 ft. Aircraft mounted ones use normal rules for missiles similar to sidewinders.
Rate of Fire: Single
Size: Huge
Weight: 21 lbs per missile
Ammo: 
Purchase: 27 Mil (+3) for 1 missile. Aircraft mounted ones cost PDC 30 Mil (+3).

Game Notes: Target hit must make Fort save 25 or Stunned for 1d6+3 rounds, is knocked prone if person, if an airborne target, like a helicopter or even a hovercraft must make a Pilot skill check DC 25 to maintain control. Everything within the blast radius must make Fort Save DC 20 or be stunned for 1d6 rounds, Reflex save DC 20 or be thrown 20 ft and knocked prone (damage for striking a target while being thrown apply). Flying and hovering craft must make Pilot skill check DC 20 or lose control.




M857-D Demolition Grenade

The M857-D Demolition grenade, also known as building poppers or just poppers, were designed as a quick means for SpecOp teams to destroy key target buildings or to collapse bridges without having to expose themselves more than necessary. Poppers can be used like a normal demolitions charge as well. Poppers are designed so that when thrown they will land and adhere to most surfaces.

Game Notes: Make a Demolition Skill check at -4, then a ranged attack at -2 to throw the grenade at the spot.

M857-D (PL 6)
Damage: 5d6
Critical: 20
Damage Type: Concussion
Blast Radius: 20 ft
Range Increment: 15 ft
Size: Tiny
Weight: 2.2 lbs
PDC: 17 Mil (+3)  




Javelin
Next-generation of guided anti-armour weapon system. Developed late in the 20th century, it become quite common amongst some of the major militaries.
It features improvements over other anti-armour weapons including imaging infrared system, fire and forget capacity. It can also be used in a limited anti-aircraft capacity against slow, low-flying aircraft, such as helicopters. The missile's normal attack mode is top-down, in which it attacks the thinly armoured roof of an armoured vehicle, but can be switched to a direct targeting assault mode, good for attacking the sides of armoured vehicles, or attacking fortified or reinforced structures. The weapon also has a "soft launch" signature, producing lower overpressure and backblast than its predecessors, making it more ideal for use in enclosed spaces. It uses a detachable, reusable targeting system. This targeting system integrates day sights and a lightweight FLIR-type passive IR night sight with a power system based on disposable batteries, into a hand-held surveillance unit as well as the targeting system. The whole system weighs a hefty 50 lbs, which does limit how many can be carried in the field.

Javelin (PL5 Exotic Weapon Proficiency)
Damage: 11d6, ignore 13 points of hardness
Blast Radius: 15 ft
Critical: 20 x2
Damage Type: fire
Range Increment: 200 ft
Rate of Fire: single
Size: large
Weight: 50 lbs
Ammo: 1
Purchase DC: 34 (Mil +3)
Notes: Ignores 13 points of hardness, will not fire at a target within 30 feet. In top-down fire mode takes full round to fire, ignore 1 point of Defense from target's armour and a further 4 points of hardness, but reduce range increment by 50 feet. In direct fire mode, firing is a normal attack action. Attaching or removing the targeting unit is a move equivalent action. The detached targeting unit can act as nightvision goggles with a 200 ft range and binoculars, a laser designator and range finder.




Milan
A second-generation medium anti-tank disposable rocket. The MILAN doesn't have a disposable launcher like various LAWs, instead the missile is clipped to the launcher. It is a wire-guided missile that requires the user to keep the targeting radical centered on the target. It has excellent armour penetration capability as well as greater range over common LAWs, however it does weigh a fair bit and is usually used with a tripod to steady the launcher. It is usually deployed in at least a two man crew, with one aiming and firing the missiles while the other carries and loads.

MILAN (PL5 Exotic Weapon Proficiency)
Damage: 14d6, ignores 18 points of hardness
Blast Radius: 30 ft
Critical: 20 x2
Damage Type: fire
Range Increment: 630 ft
Rate of Fire: SS
Size: large
Weight: 36 lbs for launcher, 16 lbs for missiles
Ammo: 1
Purchase DC: 30 (Mil +3) for launcher, missiles 28 (Mil +3)
Notes: Reloading is a standard action, will not fire if target is within 30 feet of launcher. Firing is a full round action as the user must keep the target in the sights. With the aid of a second person, the weapon can be fired every round as long as there are enough missiles at hand.




M431C2 Mini Missile Rifle
The M431C2 Mini Missile Rifle, or MMR, is a large rifle that fires mini missiles, or mini rockets, giving an infantry squad some serious fire power. The weapon is a long rectangular tube which actually contains two tubes which hold the missiles in a similar fashion to MetalStorm weapons. On top is the scope and targeting system along with cybernetic uplink connection. Along the bottom of the body is a light laser rifle to give the user a back up weapon for when the missiles run out. The laser might be light in power, but has exceptional range, making it a good sniper weapon. Although it carries a large compliment of mini missiles, reloading is slow, in a similar manner to shotguns, loading missiles in through a port on the side, one for each tube. It has a selector for either tube so that one tube can be loaded with one type of missile and the other another type, typically one being fragmentation and the other either explosive or armour piercing.

M431C2 Mini Missile Rifle (PL6 Exotic Weapon Proficiency (Rocket Launcher)/Heavy Weapon)
Damage: Varies by missile/ Laser 3d6
Critical: varies by missile / 20 x2
Damage Type: varies by missile / fire
Range Increment: varies by missile, generally 200 ft / laser 175 ft
Rate of Fire: Semi for missiles / laser semi
Size: Huge
Weight: 30.5 lbs
Ammo: 10 missiles (5 per tube), laser 50 box
Purchase DC: 33 (Mil +3)
Notes: Scope has night vision (darkvision only out to 400 ft, but suffering -2 to Spot checks), thermal/IR vision, cybernetic uplink. Requires minimum Strength of 14 to wield properly or suffer a -2 to attack rolls. Mini missiles use user's attack roll on initial attack, but if misses, can make an additional attack next round using a +5 attack roll (higher or lower depending on missile quality). Reloading the missiles takes a full round per tube. Switching between either tube is a free action that can be done any number of times, but can only switch from missile or laser once per round as a free action.




Rocket Propelled Chainsaw
RocketPropelledChainsaw.jpg

The rocket propelled chainsaw was created by a deranged Ash fan, who just couldn't get close enough to use his chainsaw on his target. Although highly unusual, it does the job of slicing and dicing those hard to reach far away targets, like zombies.

Damage: 3d6
Critical: 20
Damage Type: Slashing
Range Increment: 70 ft
Rate of Fire: Single
Magazine: 1 internal, takes one round to reload, which provokes an AoO
Size: Large
Weight: 5 lbs empty, 15 lbs loaded
Purchase DC: 15 for the launcher, 11 for the ammo (usually custom made)
Restriction: Illegal (+2)
Special: Due to the front heavy nature of the round, it suffers a -2 to attack rolls for being fairly inaccurate. 

It is possible to create a version that is armour piercing (getting a chainsaw designed to cut through armour grade metal, or some such), or other purpose chainsaw rounds.. but would you really want to? Then again, anything is possible on Coreline.
 

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