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D20Future - BUGHUNTERS MOREAU
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<blockquote data-quote="Karl Green" data-source="post: 1798669" data-attributes="member: 1467"><p><span style="font-size: 12px"><strong>EQUIPMENT</strong></span></p><p style="text-align: center"><em>"The object of this exercise is to familiarize you with the array of standard weapons available to you as troops of the UTRPF.</em></p> <p style="text-align: center"><em>"All these things should be used with the following strategies in mind: the point is not to die for Humankind. Instead it is to make sure that motherless creatures you'll be facing die for their planet."</em></p><p><em> </em></p><p><em>--Drill Sergeant Jack8324562 "Packman"</em> </p><p></p><p><span style="font-size: 12px"><strong>Standard UTRPF-Issued Weapons</strong></span></p><p>UTRPF has a variety of items that are considered standard issue equipment for missions. One must remember though that while UTRPF HQ wants to make certain that its troops are adequately equipment before sending them into combat, it is hesitant to turn Moreau loose with more weaponry that really need at the moment, lest they prove their detractors right and lead sort of armed revolt against humanity. </p><p></p><p><strong>Ma-32 10mm 'Charged' Assault Rifle</strong> (Personal Firearm Proficiency)</p><p>The workhorse of the UTRPF, it fires a 'charged' 10mm caseless flechette armor-piercing, explosive tipped round. Its light weigh, bullpulp design makes it easy to wield accurately in any situation. The rifle is totally 'sealed' and can be used in a vacuum or toxic environments and with its' 'Low-G' that fire subsonic rounds, it can be used in low and micro-G situations. Its magazine uses a "U" shell magazine that holds 100 rounds. Standard issues also included an integrated mini-Grenade launcher attached on the underside of the rifle. The CAT (computer-assistant-targeting) scope and bayonet are also commonly used with them.</p><p>[DAM 2d10 (2d6 on the Low-G setting); Crit 20; Type: Ballistic; Range: 90ft; ROF: S, A; Magazine: 100box; Size: Large; Wt: 9lbs (12lbs with integrated mini-Grenade launcher, see below). Special: Ignores 2 points of Ballistic DR (see armor below)]</p><p></p><p><strong>Combat Knife/Bayonet</strong> (Simple Weapon Proficiency)</p><p>Made of a single piece of high-density ceramics, the forward edge of the blade is fitted with a titanium blade. A sharp-edged hyper-carbon crystal studs at the rear of the blade, create a saw blade. It is balanced for throwing and can be fitted into a bayonet setting on the Ma-32 assault rifle.</p><p>as combat knife [DAM: 1d6; Crit: 19-20; Type: Piercing; Range: 10ft; Size: Tiny; Wt: 1lb; Special: Ignores 2 points of Impact DR. <em>Mastercraft</em> item] as bayonet [DAM: 1d8; Crit: 20/x3; Type: Piercing; Size: Large (with rifle)] </p><p> </p><p><strong>Stun Pistol</strong> (Personal Firearm Proficiency)</p><p>This hand-held weapon is designed to function in a similar fashion to the Taser of the 20th century, with two major differences. First, the stun pistol is built to carry multiple rounds and second, its rounds are completely wireless. These rounds can be individual rounds set at the precise voltage necessary to bring down the victim. </p><p>[DAM (non-lethal damage) light setting 3d4, medium setting 3d6, heavy setting 3d8; Crit 19-20; Type: Electrical; Range: 30ft; ROF: S; Magazine: 13box; Size: Small; Wt: 2lbs]</p><p></p><p><strong>UT "Enforcer" 14mm Gyro Heavy Pistol</strong> (Personal Firearm Proficiency)</p><p>Often called a 'shrieker', this semi-automatic pistol similar to the size and shape of the 50-caliber 'Desert Eagle', fires a high explosive, jet-assisted round. This round speeds up once it leaves the muzzle, due to the micro-ramjet incorporated into its construction. </p><p>[DAM 2d10; Crit 19-20; Type: Ballistic; Range: 60ft; ROF: S; Magazine: 15box; Size: Medium; Wt: 4lbs. Special: Ignores 2 points of Ballistic DR (see armor below)]</p><p></p><p><strong>UT "Hunter" 10mm Medium Pistol</strong> (Personal Firearm Proficiency)</p><p>Standard issue side arm for most troopers, this pistol fires a 10mm charged caseless flechette similar to the Assault rifle (it is not as powerful though). The weapon is of course sealed and can been used in a number of environments including vacuums and hostile atmospheres. It does not have the low-G setting though and is difficult to use in micro-G situations. </p><p>[DAM 2d6; Crit 20; Type: Ballistic; Range: 40ft; ROF: S; Magazine: 20box; Size: Small; Wt: 3lbs. Special: Ignores 2 points of Ballistic DR (see armor below)]</p><p></p><p><strong>RM-11 "Splitter" Machine Pistol</strong> (Personal Firearm Proficiency)</p><p>The 'splitter' machine pistol fires a 6mm caseless sabot round that is light, but has exceptional armor penetration value and controllability when fired at full auto. </p><p>[DAM 2d6; Crit 20; Type: Piercing; Range 20ft; ROF A; Magazine: 50box; Size: Small; Wt: 3.5lbs; Special: Ignores 2 points of Ballistic DR (see armor below)]</p><p></p><p><strong>HK-Ko 10mm Submachine Gun</strong> (Personal Firearm Proficiency)</p><p>Often issued when Squads are going into tight urban and tunnel like environment when a longrifle is not as efficient. It fires a 10mm charged caseless flechette round similar to the Assault rifle. As with all caseless weapons the SMG is sealed to use in other environments. Has a special 3-rd burst mode. While sealed to use in hostile environments, it does not have a low-G setting.</p><p>[DAM 2d8; Crit 20; Type: Ballistic; Range 60ft; ROF: S, A; Magazine: 60box; Size: Medium; Wt: 5lbs; Special: Ignores 2 points of Ballistic DR (see armor below)]</p><p></p><p><strong>RomVoss "Wraith" Automatic Shotgun</strong> (Personal Firearm Proficiency)</p><p>Also called the Flyswatter, this weapon is similar to the street sweepers of old, but has a larger 'box' clip and features a fully automatic mood. It fires a 20mm flechette/buck-shot like round that is easy to use. Some troopers carry this weapon as a secondary weapon or one to be used in urban situations.</p><p>[DAM 2d8; Crit 19-20; Type: Piercing; Range: 40ft; ROF: S, A; Magazine: 40box; Size: Large; Wt: 10lbs. Special: flechette adds +1 ammo bonus to attack rolls]</p><p></p><p><strong>X-Mark "Smart" Laser Sniper Rifle </strong> (Personal Firearm Proficiency)</p><p>Unlike a projectile weapons that are the standards of the UTRPF fare, the laser is a fragile device not suited for the rough-and-tumble lifestyle of the foot soldier. They are often issued to scouts and snipers due to their range, and near invisibility when used. </p><p>[DAM 3d8; Crit 19-20; Type: Fire; Range: 210ft; ROF: 1; Magazine: 20box/cell; Size: Large; Wt: 15lbs. Special: standard issue included a CAT/HUD electro-scope. <em>Mastercraft</em> weapon]</p><p></p><p><strong>FM-Type 10 Flame Thrower</strong> (no proficiency required)</p><p>Unlike the bulky predecessor of WWII vintage, this is a self-contained unit that enables the wielder to act with being hampered by bulky tanks and hoses. Pressurized, self-contained tanks of 'friendly napalm' eliminates the danger of being flambéed by one's own weapon if hit by enemy small arms fire. An electrical sparker at the weapon's muzzle converts the high velocity stream of an otherwise inert chemical compound into flame hot enough to overload standard heat dispersion equipment and render even the toughest armor lethally hot in mere seconds.</p><p>[DAM 3d6; Crit n/a; Type: Fire; Range: n/a; ROF: 1; Magazine: 20box; Size: Large; Wt: 12lbs. Special: as flame-thrower in D20Modern but 40ft long line of fire]</p><p></p><p><strong>MK-90 "Howler" 10mm Light Machine Gun</strong> (Exotic Weapon Proficiency: Machineguns)</p><p>This semi-portable weapon has three rotating 10mm barrels that fire special 'tracer' 10mm 'charged' caseless flechette armor piercing, explosive tipped round like that of the assault rifle.</p><p>[DAM 2d10; Crit 20; Type: Ballistic; Range: 110ft; ROF: A; Magazine: 500 backpack box; Size: Huge; Wt: 30lbs. Special: Tracer rounds add +1 ammo bonus to attack when the weapon is fired on full automatic. 'Actuator-arm' mount allows one troop to carry this weapon without bipod, but when not moving counts as 'braced' add 10 lbs to weapon for the arm. Ignores 2 points of Ballistic DR]</p><p></p><p><strong>JL-PAX 40mm Anit-Armor Gun</strong> (Exotic Weapon Proficiency: Anti-Armor Gun)</p><p>A weapon in a class all by itself, the Anti-Armor gun fires a 'charged' 40mm Ultra High-Explosive Depleted-Uranium, Guided (UHEDU) round. Part ballistic, part gyro, this rifle is used as an anti-armor, ant-bunker weapon.</p><p>[DAM: 6d6; Crit: n/a; Type: Slashing/Ballistic; Range: 150ft; ROF: 1; Magazine: 8box; Size: Huge; Wt: 25lbs; Special: Ignores 10 points of Ballistic DR and/or Hardness]</p><p></p><p><strong>TB-3 "Triple Betty" Rocket Launcher</strong> (Exotic Weapon Proficiency: Rocket Launcher)</p><p>Looking like a cross between a WWII bazooka and an oversized 3-barrel revolver, the anti-armor rocket launcher fires a semi-independently targeted rocket that can be used against ground or air targets with equal accuracy.</p><p>[DAM: 10d6; Crit: n/a; Type: Concussion/Piercing; Range: 150ft; Blast Radius: 5ft; Reflex DC 18; ROF 1; Magazine: 3 cycle; WT: 15lbs] </p><p></p><p><strong>30mm Mini-Grenade Launcher</strong> (Exotic Weapon Proficiency: Grenade Launcher)</p><p>This unit is generally built to be attached to the underside of the Ma-32 Assault Rifle, although they can be found separately by adding a shock and forward weapon handle. The mini-grenade has all the same feature as a Hand Grenade, except that each mini-grenade weights 1lb, size of Tiny and has the ranged of the grenade launcher instead of being thrown (see Hand Grenades below)</p><p>[DAM: varies by grenade type; Crit: n/a; Type: varies by grenade type; Range Increments: 80ft; ROF: 1; Magazine: 3 internal; Size: Medium; Wt (alone) 3lbs]</p><p></p><p><strong>40mm Light Motor</strong> (Exotic Weapon Proficiency: Motors)</p><p>Basically a heavier, bipod-mounted version of the grenade launcher, built for greater stability and rate of fire. It has no magazine, each round is dropped into the barrel individually and launched when it strikes the firing pin at the bottom. The motor round has all the feature as a Hand Grenades but each round weighs 4lbs, has the motors range increment, and add +1d6 to basic damage, +5ft to Blast Radius, and adds +2 to the target number of any and all DC's </p><p>[DAM: varies by motor type; Crit: n/a; Type: varies by motor type; Range Increments: 120ft; ROF: S; Size: Huge; Wt 25lbs]</p><p></p><p><span style="font-size: 12px">Explosives</span></p><p></p><p><strong>Hand Grenades</strong> </p><p>Frag Grenade [DAM: 4d6; Type: Slashing; Burst Radius: 10ft; Reflex DC 15; Range (thrown): 10ft; Size: Small; Wt: 2lbs]</p><p>Concussion Grenade [DAM: 4d6 (non-lethal); Type: Slashing; Burst Radius: 15ft; Reflex DC 15; Range (thrown): 10ft; Size: Small; Wt: 1lbs]</p><p>Fireflush [DAM: 3d6; Type: Fire; Burst Radius: 10ft; Reflex DC: 15; Range (thrown) 10ft; Size: Small: Wt: 2lbs]</p><p>Smoke Grenade [DAM: n/a; Type: n/a; Burst Radius: see below; Reflex DC: n/a; Range (thrown) 10ft; Size: Small; Wt: 2lbs. Special: see D20Modern (pg. 105) except 20ft radius, by 4th round; continues for six additional round without wind, etc]</p><p>Tangler Grenade [DAM: n/a; Type: n/a; Burst Radius: 5ft; Reflex DC: 12; Range (thrown) 10ft; Size: Small; Wt: 1lb; Special: see D20Future] </p><p></p><p><strong>Mini-Grenade Extra Type of Grenade</strong></p><p>GL Flechette Round [DAM: 2d10; Crit: 19-20; Type: Piercing] the rest as other mini-grenades.</p><p></p><p><strong>Satchel Charge</strong></p><p>A chemical explosive, one side is a high-density ceramic plate, which shapes the explosive (although it can be removed). Adhesive patches on the plate enable it to cling to most any type of surface (walls, sides of bunkers or tanks, etc)</p><p>[DAM: 8d6; Crit: n/a; Damage: Slashing/Fire; Burst Radius 15ft (30ft shapeless); Reflex DC 18; Range (thrown) 10ft; Size: Medium; Wt: 4lbs. Special: Ignores 10 points of DR/Hardness (shapeless ignores 5 pts of DR/Hardness] </p><p></p><p><span style="font-size: 12px">Protective Gear</span></p><p></p><p>I am going to use a slight different system then normal for this game.., armor will give some Damage Reduction and some Defense bonus also. Ballistic is for any non-energy firearm. Impact stops damage from Hand-to-Hand weapons and piercing, laser, fire, etc damage. Yes this is not 'normal' D20Modern rules.</p><p></p><p><strong>Light Body Flak Armor</strong> (light armor proficiency)</p><p>Often worn by scouts and snipers (although it can be requested by other MOS depending on the individual), consists of thin, bulletproof clothing resembling normal combat fatigues. It is made of a composite synthetic fiber interwoven with alloy threads. When hit by projectiles, the fibers and threads dissipate the energy of the impact over the whole armor section. A secondary layer catches any fragments that may come through.</p><p>[Type: Tactical; Equipment Bonus: +1; DR 1 (impact)/ 3 (ballistic); Nonproficiency Bonus: +0; Max DEX Bonus: +7; Armor Penalty: -0; Speed (30ft): 30ft; Wt: 3lbs]</p><p></p><p><strong>Medium Body Flak Armor</strong> (medium armor proficiency)</p><p>Standard issue body armor for most UTRPF Marine troops, it is similar to Light Flak but incorporates higher grades of material as well as lightweight ceramic plates placed over vital areas of the body.</p><p>[Type: Tactical; Equipment Bonus: +2; DR 2 (impact)/ 5 (ballistic); Nonproficiency Bonus: +0; Max DEX Bonus: +4; Armor Penalty: -2; Speed (30ft): 25ft; Wt: 8lbs]</p><p></p><p><strong>E-Suit</strong> (medium armor proficiency)</p><p>The standard armored environment suit used by UTRPF, designed to protect a person in hazardous environments. This completely enclosed environment suit capable of sustaining life in extremes of temperature and a lack of breathable air. The suit is not as large and bulky as those of the past, but it is still composed of a thick body suit and helmet with a transparent mask, all parts of which are capable of deflecting micro-meteors and other space-borne projectiles. Inside the suit, internal air tanks and environmental filters maintain temperature and pressure. Additionally, a communications system not only allows for the integration of a helmet array for use in vacuum environment. It also allows internal sensors to monitor biological functions that can be observed from mission control. </p><p>[Type: Tactical; Equipment Bonus: +1; DR 2 (impact)/ 5 (ballistic); Nonproficiency Bonus: +0; Max DEX Bonus: +3; Armor Penalty: -4; Speed (30ft): 20ft; Wt: 15lbs]</p><p> </p><p><span style="font-size: 12px">Electronics</span></p><p></p><p><strong>CAT (Computer-Assisted-Targeting)</strong></p><p>This option built into any ranged fire weapon, provides an advanced HUD sight system for the wielder and provides a +1 equipment bonus to attack rolls. [Size: Diminutive; Wt: nil]</p><p></p><p><strong>Shoulder Communication Rig</strong></p><p>Looking something like a high-tech shoulder pads, this combat radio serves as a combat's unit's link to the outside, with a range of up to 100 miles under optimal conditions (most of the time half that range is a more common in combat conditions). Much more powerful then an ordinary radio, it can cut through most shielding or jamming to transmit essential information or intelligence. [Size: medium; Wt: 8 lbs]</p><p></p><p><strong>Basic Electronic Repair Kit</strong></p><p>Often carried by Radio Operators, this basic tool kit will allow the specialist to make minor, simple, and/or emergency repairs (equivalent of a modern basic electronic toolkit but at much less weight). [Size: small; Wt: 2 lbs] </p><p></p><p><strong>Helmet Array</strong></p><p>This lightweight array attaches to the combat helmet of the UTRPF soldier includes a combat radio, camera and remote vital signs indicator. The standard range is 15 miles in optimal conditions (most of the time half that range is a more common in combat conditions), although it is standard practice to route this through the Squad's Communicator Rig. [Size: Diminutive; Wt: nil]</p><p></p><p><strong>Electro-Binoculars</strong></p><p>A more advanced version of the standard binoculars, it incorporates a range finder, low-light and total darkness options. Additionally, it can be used to freeze-frame and take still images and boasts zoom and image enhancement software, allowing on-the-fly computer analysis and dissection of battlefield images. These images can be broadcast to remote locations, allowing the screen to be used for video communication, via the Communication Rig. [Size: Small; Wt: 2 lbs]</p><p></p><p><strong>Data/Map Slate</strong></p><p>An advanced version of a Pocket PC, it contains a pull out, clear plastic sheet that can have various types of information displayed on it (including a map, internal schematics, etc). Data can be transmitted remotely via the Helmet Array or Communication Rig [Size: tiny; Wt: 2 lbs]</p><p></p><p><strong>Motion Sensor</strong></p><p>The motion sensor is capable of not only detecting motion but also of plotting it on a display screen in relation to other objects. The motion sensor plots motion relative to its own position, but can sense motion through walls and solid surfaces, indicating the location of any moving object within 100 feet. [Size: Tiny; Wt: 1 lb]</p><p></p><p><strong>Transponder</strong></p><p>This device serves to protect UTRPF soldiers from friendly fire. Built to clip to a soldiers' helmets, they can be easily removed if they are ever become a detriment in combat. [Size: Diminutive; Wt: nil]</p><p></p><p><span style="font-size: 12px">Medical Equipment</span></p><p></p><p><strong>Advanced First Aid Kit</strong></p><p>The advanced first aid kit adds +2 to use Treat Injury to use first aid and can be used as a medical kit at no minus (DC15 to stabilize injured character). Generally carried by all soldiers. [Size: Tiny; Wt: 1 lb]</p><p></p><p><strong>Advanced Medkit</strong></p><p>The advanced medkit functions as a combined first aid kit, medical kit, and surgery kit. It also grants its user a +2 equipment bonus on all Treat Injury checks. [Size: Small; Wt: 5lbs]</p><p></p><p><strong>Chemical, Antitoxin</strong></p><p>A chemical found in many first aid kits, antitoxin is a special hypodermic injection that can be used to save the life of any character infected with a poison. Each antitoxin injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the poison and generates an antidote from stored chemical compounds. Once the antitoxin delivers its specially formulated chemicals, the target character is completely cured of the poison and its effects in 1d6 rounds. [Size: Diminutive; Wt: nil]</p><p></p><p><strong>Chemical, Neutrad</strong></p><p>A chemical found in many first aid kits, neutrad is a special hypodermic injection that can be used to neutralize the effects of radiation poisoning. Each neutrad injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the radiation sickness and generates an antidote from stored chemical compounds. Once the neutrad delivers its specially formulated chemicals, the target character is completely cured of the radiation poisoning and its effects in 1d4 hours. [Size: Diminutive; Wt: nil]</p><p></p><p><strong>Chemical, Sporekill</strong></p><p>A chemical found in many first aid kits, sporekill is a special hypodermic injection that can be used to neutralize the effects of most diseases. Each sporekill injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the disease and generates an antidote from stored chemical compounds. Once the sporekill delivers its specially formulated chemicals, the target character is completely cured of the disease and its effects in 1d10 hours. Some genetically engineered diseases are created to circumvent sporekill chemical, and are unaffected by this piece of gear. [Size: Diminutive; Wt: nil]</p><p></p><p><span style="font-size: 12px">Other Equipment</span> </p><p></p><p><strong>Fusion Torch</strong></p><p>The fusion torch is the Fusion Age’s equivalent of a blowtorch. The fusion torch produces a small, thin gout of flame that burns with such intensity that it creates temporary blobs of plasma all around it. The fusion torch consists of a small fuel canister attached to the torch generator. The torch deals 3d10 points of damage each round to immobile objects. Due to the nature of the fusion torch, a character using the torch must be meticulous in the way he cuts to maximize damage to whatever he is slicing through. If used as an improvised weapon, the fusion torch deals only 1d10 points of damage since it is being wielded in a more haphazard fashion. [Size: Medium; Wt: 3lbs]</p><p></p><p><strong>Field Ration Pack</strong></p><p>The standard rations of Fusion Age militaries, the food is self-heating and/or cooling when the covering is pealed back (generally takes about 2 minutes to be ready). Generally a soldier in combat operations should eat at least two a day. [Size: Tiny; Wt: 1/2 lb]</p></blockquote><p></p>
[QUOTE="Karl Green, post: 1798669, member: 1467"] [size=3][b]EQUIPMENT[/b][/size] [center][I]"The object of this exercise is to familiarize you with the array of standard weapons available to you as troops of the UTRPF. "All these things should be used with the following strategies in mind: the point is not to die for Humankind. Instead it is to make sure that motherless creatures you'll be facing die for their planet."[/I][/center][I] --Drill Sergeant Jack8324562 "Packman"[/I] [size=3][b]Standard UTRPF-Issued Weapons[/b][/size] UTRPF has a variety of items that are considered standard issue equipment for missions. One must remember though that while UTRPF HQ wants to make certain that its troops are adequately equipment before sending them into combat, it is hesitant to turn Moreau loose with more weaponry that really need at the moment, lest they prove their detractors right and lead sort of armed revolt against humanity. [b]Ma-32 10mm 'Charged' Assault Rifle[/b] (Personal Firearm Proficiency) The workhorse of the UTRPF, it fires a 'charged' 10mm caseless flechette armor-piercing, explosive tipped round. Its light weigh, bullpulp design makes it easy to wield accurately in any situation. The rifle is totally 'sealed' and can be used in a vacuum or toxic environments and with its' 'Low-G' that fire subsonic rounds, it can be used in low and micro-G situations. Its magazine uses a "U" shell magazine that holds 100 rounds. Standard issues also included an integrated mini-Grenade launcher attached on the underside of the rifle. The CAT (computer-assistant-targeting) scope and bayonet are also commonly used with them. [DAM 2d10 (2d6 on the Low-G setting); Crit 20; Type: Ballistic; Range: 90ft; ROF: S, A; Magazine: 100box; Size: Large; Wt: 9lbs (12lbs with integrated mini-Grenade launcher, see below). Special: Ignores 2 points of Ballistic DR (see armor below)] [b]Combat Knife/Bayonet[/b] (Simple Weapon Proficiency) Made of a single piece of high-density ceramics, the forward edge of the blade is fitted with a titanium blade. A sharp-edged hyper-carbon crystal studs at the rear of the blade, create a saw blade. It is balanced for throwing and can be fitted into a bayonet setting on the Ma-32 assault rifle. as combat knife [DAM: 1d6; Crit: 19-20; Type: Piercing; Range: 10ft; Size: Tiny; Wt: 1lb; Special: Ignores 2 points of Impact DR. [i]Mastercraft[/i] item] as bayonet [DAM: 1d8; Crit: 20/x3; Type: Piercing; Size: Large (with rifle)] [b]Stun Pistol[/b] (Personal Firearm Proficiency) This hand-held weapon is designed to function in a similar fashion to the Taser of the 20th century, with two major differences. First, the stun pistol is built to carry multiple rounds and second, its rounds are completely wireless. These rounds can be individual rounds set at the precise voltage necessary to bring down the victim. [DAM (non-lethal damage) light setting 3d4, medium setting 3d6, heavy setting 3d8; Crit 19-20; Type: Electrical; Range: 30ft; ROF: S; Magazine: 13box; Size: Small; Wt: 2lbs] [b]UT "Enforcer" 14mm Gyro Heavy Pistol[/b] (Personal Firearm Proficiency) Often called a 'shrieker', this semi-automatic pistol similar to the size and shape of the 50-caliber 'Desert Eagle', fires a high explosive, jet-assisted round. This round speeds up once it leaves the muzzle, due to the micro-ramjet incorporated into its construction. [DAM 2d10; Crit 19-20; Type: Ballistic; Range: 60ft; ROF: S; Magazine: 15box; Size: Medium; Wt: 4lbs. Special: Ignores 2 points of Ballistic DR (see armor below)] [b]UT "Hunter" 10mm Medium Pistol[/b] (Personal Firearm Proficiency) Standard issue side arm for most troopers, this pistol fires a 10mm charged caseless flechette similar to the Assault rifle (it is not as powerful though). The weapon is of course sealed and can been used in a number of environments including vacuums and hostile atmospheres. It does not have the low-G setting though and is difficult to use in micro-G situations. [DAM 2d6; Crit 20; Type: Ballistic; Range: 40ft; ROF: S; Magazine: 20box; Size: Small; Wt: 3lbs. Special: Ignores 2 points of Ballistic DR (see armor below)] [b]RM-11 "Splitter" Machine Pistol[/b] (Personal Firearm Proficiency) The 'splitter' machine pistol fires a 6mm caseless sabot round that is light, but has exceptional armor penetration value and controllability when fired at full auto. [DAM 2d6; Crit 20; Type: Piercing; Range 20ft; ROF A; Magazine: 50box; Size: Small; Wt: 3.5lbs; Special: Ignores 2 points of Ballistic DR (see armor below)] [b]HK-Ko 10mm Submachine Gun[/b] (Personal Firearm Proficiency) Often issued when Squads are going into tight urban and tunnel like environment when a longrifle is not as efficient. It fires a 10mm charged caseless flechette round similar to the Assault rifle. As with all caseless weapons the SMG is sealed to use in other environments. Has a special 3-rd burst mode. While sealed to use in hostile environments, it does not have a low-G setting. [DAM 2d8; Crit 20; Type: Ballistic; Range 60ft; ROF: S, A; Magazine: 60box; Size: Medium; Wt: 5lbs; Special: Ignores 2 points of Ballistic DR (see armor below)] [b]RomVoss "Wraith" Automatic Shotgun[/b] (Personal Firearm Proficiency) Also called the Flyswatter, this weapon is similar to the street sweepers of old, but has a larger 'box' clip and features a fully automatic mood. It fires a 20mm flechette/buck-shot like round that is easy to use. Some troopers carry this weapon as a secondary weapon or one to be used in urban situations. [DAM 2d8; Crit 19-20; Type: Piercing; Range: 40ft; ROF: S, A; Magazine: 40box; Size: Large; Wt: 10lbs. Special: flechette adds +1 ammo bonus to attack rolls] [b]X-Mark "Smart" Laser Sniper Rifle [/b] (Personal Firearm Proficiency) Unlike a projectile weapons that are the standards of the UTRPF fare, the laser is a fragile device not suited for the rough-and-tumble lifestyle of the foot soldier. They are often issued to scouts and snipers due to their range, and near invisibility when used. [DAM 3d8; Crit 19-20; Type: Fire; Range: 210ft; ROF: 1; Magazine: 20box/cell; Size: Large; Wt: 15lbs. Special: standard issue included a CAT/HUD electro-scope. [i]Mastercraft[/i] weapon] [b]FM-Type 10 Flame Thrower[/b] (no proficiency required) Unlike the bulky predecessor of WWII vintage, this is a self-contained unit that enables the wielder to act with being hampered by bulky tanks and hoses. Pressurized, self-contained tanks of 'friendly napalm' eliminates the danger of being flambéed by one's own weapon if hit by enemy small arms fire. An electrical sparker at the weapon's muzzle converts the high velocity stream of an otherwise inert chemical compound into flame hot enough to overload standard heat dispersion equipment and render even the toughest armor lethally hot in mere seconds. [DAM 3d6; Crit n/a; Type: Fire; Range: n/a; ROF: 1; Magazine: 20box; Size: Large; Wt: 12lbs. Special: as flame-thrower in D20Modern but 40ft long line of fire] [b]MK-90 "Howler" 10mm Light Machine Gun[/b] (Exotic Weapon Proficiency: Machineguns) This semi-portable weapon has three rotating 10mm barrels that fire special 'tracer' 10mm 'charged' caseless flechette armor piercing, explosive tipped round like that of the assault rifle. [DAM 2d10; Crit 20; Type: Ballistic; Range: 110ft; ROF: A; Magazine: 500 backpack box; Size: Huge; Wt: 30lbs. Special: Tracer rounds add +1 ammo bonus to attack when the weapon is fired on full automatic. 'Actuator-arm' mount allows one troop to carry this weapon without bipod, but when not moving counts as 'braced' add 10 lbs to weapon for the arm. Ignores 2 points of Ballistic DR] [b]JL-PAX 40mm Anit-Armor Gun[/b] (Exotic Weapon Proficiency: Anti-Armor Gun) A weapon in a class all by itself, the Anti-Armor gun fires a 'charged' 40mm Ultra High-Explosive Depleted-Uranium, Guided (UHEDU) round. Part ballistic, part gyro, this rifle is used as an anti-armor, ant-bunker weapon. [DAM: 6d6; Crit: n/a; Type: Slashing/Ballistic; Range: 150ft; ROF: 1; Magazine: 8box; Size: Huge; Wt: 25lbs; Special: Ignores 10 points of Ballistic DR and/or Hardness] [b]TB-3 "Triple Betty" Rocket Launcher[/b] (Exotic Weapon Proficiency: Rocket Launcher) Looking like a cross between a WWII bazooka and an oversized 3-barrel revolver, the anti-armor rocket launcher fires a semi-independently targeted rocket that can be used against ground or air targets with equal accuracy. [DAM: 10d6; Crit: n/a; Type: Concussion/Piercing; Range: 150ft; Blast Radius: 5ft; Reflex DC 18; ROF 1; Magazine: 3 cycle; WT: 15lbs] [b]30mm Mini-Grenade Launcher[/b] (Exotic Weapon Proficiency: Grenade Launcher) This unit is generally built to be attached to the underside of the Ma-32 Assault Rifle, although they can be found separately by adding a shock and forward weapon handle. The mini-grenade has all the same feature as a Hand Grenade, except that each mini-grenade weights 1lb, size of Tiny and has the ranged of the grenade launcher instead of being thrown (see Hand Grenades below) [DAM: varies by grenade type; Crit: n/a; Type: varies by grenade type; Range Increments: 80ft; ROF: 1; Magazine: 3 internal; Size: Medium; Wt (alone) 3lbs] [b]40mm Light Motor[/b] (Exotic Weapon Proficiency: Motors) Basically a heavier, bipod-mounted version of the grenade launcher, built for greater stability and rate of fire. It has no magazine, each round is dropped into the barrel individually and launched when it strikes the firing pin at the bottom. The motor round has all the feature as a Hand Grenades but each round weighs 4lbs, has the motors range increment, and add +1d6 to basic damage, +5ft to Blast Radius, and adds +2 to the target number of any and all DC's [DAM: varies by motor type; Crit: n/a; Type: varies by motor type; Range Increments: 120ft; ROF: S; Size: Huge; Wt 25lbs] [size=3]Explosives[/size] [b]Hand Grenades[/b] Frag Grenade [DAM: 4d6; Type: Slashing; Burst Radius: 10ft; Reflex DC 15; Range (thrown): 10ft; Size: Small; Wt: 2lbs] Concussion Grenade [DAM: 4d6 (non-lethal); Type: Slashing; Burst Radius: 15ft; Reflex DC 15; Range (thrown): 10ft; Size: Small; Wt: 1lbs] Fireflush [DAM: 3d6; Type: Fire; Burst Radius: 10ft; Reflex DC: 15; Range (thrown) 10ft; Size: Small: Wt: 2lbs] Smoke Grenade [DAM: n/a; Type: n/a; Burst Radius: see below; Reflex DC: n/a; Range (thrown) 10ft; Size: Small; Wt: 2lbs. Special: see D20Modern (pg. 105) except 20ft radius, by 4th round; continues for six additional round without wind, etc] Tangler Grenade [DAM: n/a; Type: n/a; Burst Radius: 5ft; Reflex DC: 12; Range (thrown) 10ft; Size: Small; Wt: 1lb; Special: see D20Future] [b]Mini-Grenade Extra Type of Grenade[/b] GL Flechette Round [DAM: 2d10; Crit: 19-20; Type: Piercing] the rest as other mini-grenades. [b]Satchel Charge[/b] A chemical explosive, one side is a high-density ceramic plate, which shapes the explosive (although it can be removed). Adhesive patches on the plate enable it to cling to most any type of surface (walls, sides of bunkers or tanks, etc) [DAM: 8d6; Crit: n/a; Damage: Slashing/Fire; Burst Radius 15ft (30ft shapeless); Reflex DC 18; Range (thrown) 10ft; Size: Medium; Wt: 4lbs. Special: Ignores 10 points of DR/Hardness (shapeless ignores 5 pts of DR/Hardness] [size=3]Protective Gear[/size] I am going to use a slight different system then normal for this game.., armor will give some Damage Reduction and some Defense bonus also. Ballistic is for any non-energy firearm. Impact stops damage from Hand-to-Hand weapons and piercing, laser, fire, etc damage. Yes this is not 'normal' D20Modern rules. [b]Light Body Flak Armor[/b] (light armor proficiency) Often worn by scouts and snipers (although it can be requested by other MOS depending on the individual), consists of thin, bulletproof clothing resembling normal combat fatigues. It is made of a composite synthetic fiber interwoven with alloy threads. When hit by projectiles, the fibers and threads dissipate the energy of the impact over the whole armor section. A secondary layer catches any fragments that may come through. [Type: Tactical; Equipment Bonus: +1; DR 1 (impact)/ 3 (ballistic); Nonproficiency Bonus: +0; Max DEX Bonus: +7; Armor Penalty: -0; Speed (30ft): 30ft; Wt: 3lbs] [b]Medium Body Flak Armor[/b] (medium armor proficiency) Standard issue body armor for most UTRPF Marine troops, it is similar to Light Flak but incorporates higher grades of material as well as lightweight ceramic plates placed over vital areas of the body. [Type: Tactical; Equipment Bonus: +2; DR 2 (impact)/ 5 (ballistic); Nonproficiency Bonus: +0; Max DEX Bonus: +4; Armor Penalty: -2; Speed (30ft): 25ft; Wt: 8lbs] [b]E-Suit[/b] (medium armor proficiency) The standard armored environment suit used by UTRPF, designed to protect a person in hazardous environments. This completely enclosed environment suit capable of sustaining life in extremes of temperature and a lack of breathable air. The suit is not as large and bulky as those of the past, but it is still composed of a thick body suit and helmet with a transparent mask, all parts of which are capable of deflecting micro-meteors and other space-borne projectiles. Inside the suit, internal air tanks and environmental filters maintain temperature and pressure. Additionally, a communications system not only allows for the integration of a helmet array for use in vacuum environment. It also allows internal sensors to monitor biological functions that can be observed from mission control. [Type: Tactical; Equipment Bonus: +1; DR 2 (impact)/ 5 (ballistic); Nonproficiency Bonus: +0; Max DEX Bonus: +3; Armor Penalty: -4; Speed (30ft): 20ft; Wt: 15lbs] [size=3]Electronics[/size] [b]CAT (Computer-Assisted-Targeting)[/b] This option built into any ranged fire weapon, provides an advanced HUD sight system for the wielder and provides a +1 equipment bonus to attack rolls. [Size: Diminutive; Wt: nil] [b]Shoulder Communication Rig[/b] Looking something like a high-tech shoulder pads, this combat radio serves as a combat's unit's link to the outside, with a range of up to 100 miles under optimal conditions (most of the time half that range is a more common in combat conditions). Much more powerful then an ordinary radio, it can cut through most shielding or jamming to transmit essential information or intelligence. [Size: medium; Wt: 8 lbs] [b]Basic Electronic Repair Kit[/b] Often carried by Radio Operators, this basic tool kit will allow the specialist to make minor, simple, and/or emergency repairs (equivalent of a modern basic electronic toolkit but at much less weight). [Size: small; Wt: 2 lbs] [b]Helmet Array[/b] This lightweight array attaches to the combat helmet of the UTRPF soldier includes a combat radio, camera and remote vital signs indicator. The standard range is 15 miles in optimal conditions (most of the time half that range is a more common in combat conditions), although it is standard practice to route this through the Squad's Communicator Rig. [Size: Diminutive; Wt: nil] [b]Electro-Binoculars[/b] A more advanced version of the standard binoculars, it incorporates a range finder, low-light and total darkness options. Additionally, it can be used to freeze-frame and take still images and boasts zoom and image enhancement software, allowing on-the-fly computer analysis and dissection of battlefield images. These images can be broadcast to remote locations, allowing the screen to be used for video communication, via the Communication Rig. [Size: Small; Wt: 2 lbs] [b]Data/Map Slate[/b] An advanced version of a Pocket PC, it contains a pull out, clear plastic sheet that can have various types of information displayed on it (including a map, internal schematics, etc). Data can be transmitted remotely via the Helmet Array or Communication Rig [Size: tiny; Wt: 2 lbs] [b]Motion Sensor[/b] The motion sensor is capable of not only detecting motion but also of plotting it on a display screen in relation to other objects. The motion sensor plots motion relative to its own position, but can sense motion through walls and solid surfaces, indicating the location of any moving object within 100 feet. [Size: Tiny; Wt: 1 lb] [b]Transponder[/b] This device serves to protect UTRPF soldiers from friendly fire. Built to clip to a soldiers' helmets, they can be easily removed if they are ever become a detriment in combat. [Size: Diminutive; Wt: nil] [size=3]Medical Equipment[/size] [b]Advanced First Aid Kit[/b] The advanced first aid kit adds +2 to use Treat Injury to use first aid and can be used as a medical kit at no minus (DC15 to stabilize injured character). Generally carried by all soldiers. [Size: Tiny; Wt: 1 lb] [b]Advanced Medkit[/b] The advanced medkit functions as a combined first aid kit, medical kit, and surgery kit. It also grants its user a +2 equipment bonus on all Treat Injury checks. [Size: Small; Wt: 5lbs] [b]Chemical, Antitoxin[/b] A chemical found in many first aid kits, antitoxin is a special hypodermic injection that can be used to save the life of any character infected with a poison. Each antitoxin injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the poison and generates an antidote from stored chemical compounds. Once the antitoxin delivers its specially formulated chemicals, the target character is completely cured of the poison and its effects in 1d6 rounds. [Size: Diminutive; Wt: nil] [b]Chemical, Neutrad[/b] A chemical found in many first aid kits, neutrad is a special hypodermic injection that can be used to neutralize the effects of radiation poisoning. Each neutrad injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the radiation sickness and generates an antidote from stored chemical compounds. Once the neutrad delivers its specially formulated chemicals, the target character is completely cured of the radiation poisoning and its effects in 1d4 hours. [Size: Diminutive; Wt: nil] [b]Chemical, Sporekill[/b] A chemical found in many first aid kits, sporekill is a special hypodermic injection that can be used to neutralize the effects of most diseases. Each sporekill injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the disease and generates an antidote from stored chemical compounds. Once the sporekill delivers its specially formulated chemicals, the target character is completely cured of the disease and its effects in 1d10 hours. Some genetically engineered diseases are created to circumvent sporekill chemical, and are unaffected by this piece of gear. [Size: Diminutive; Wt: nil] [size=3]Other Equipment[/size] [b]Fusion Torch[/b] The fusion torch is the Fusion Age’s equivalent of a blowtorch. The fusion torch produces a small, thin gout of flame that burns with such intensity that it creates temporary blobs of plasma all around it. The fusion torch consists of a small fuel canister attached to the torch generator. The torch deals 3d10 points of damage each round to immobile objects. Due to the nature of the fusion torch, a character using the torch must be meticulous in the way he cuts to maximize damage to whatever he is slicing through. If used as an improvised weapon, the fusion torch deals only 1d10 points of damage since it is being wielded in a more haphazard fashion. [Size: Medium; Wt: 3lbs] [b]Field Ration Pack[/b] The standard rations of Fusion Age militaries, the food is self-heating and/or cooling when the covering is pealed back (generally takes about 2 minutes to be ready). Generally a soldier in combat operations should eat at least two a day. [Size: Tiny; Wt: 1/2 lb] [/QUOTE]
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