Kronos's d20 Stuff

kronos182

Adventurer
Model 2020

The 2020 isa revolver style plasma cartridge pistol released by Remmington. Styling afterthe larger magnum sized revolvers, made to look intimidating. 2020's usuallycome in a nice silver-like polish or a brushed metal finished to give them abit of a old west feel. The cylinder can be removed entirely and quicklyreplaced with another one to speed up reloads. This feature also allows theuser to switch between the RP-03 Medium or RP-2 Standard cartridges merely byswitching cylinders. The user can reload a cylinder that is still in the weaponlike a normal revolver, but does take longer unless one uses a speed loader.

Model 2020(PL6 Personal Firearms Proficiency)
Damage: 5d6RP-03 or 3d8 RP-02
Critical:20
DamageType: Fire
RangeIncrement: 40 ft
Rate OfFire: Semi
Magazine: 4cylinder RP-03 or 5 cylinder RP-02
Size:Medium
Weight: 3.5lbs
PurchaseDC: 18
Restriction:Lic (+1)
Note:Reloading is a cylinder is a full round action, unless using a speed loader,then it is a standard action. Switching cylinders is a standard action, unlessuser has Quick Draw feat, then a move-equivalent action. Can not use RP-02cartridges in a RP-03 cylinder, must use proper cylinder for cartridge.





RollingThunder

The RollingThunder is considered a heavier weapon, on par with an automatic grenadelauncher in fire power, but not as flexible. It looks like a large rifle styleautomatic grenade launcher, including ammo drum hung underneath. RP-04cartridges are standard, although later models, the A2, has been modified sothat modified drum can be loaded that is filled with mini grenades. The A2model has a selector near the safety to switch between grenade and plasmacartridge. The two can not be mixed in the same drum.
RollingThunder (PL6 Heavy Weapon/Grenade Launcher A2 variant)
Damage:4d10, ignore 5 points dr/hardness
Critical:20
DamageType: Fire
RangeIncrement: 75 ft
Rate OfFire: Semi
Magazine:50 drum
Size: Large
Weight:10.5 lbs
PurchaseDC: 21
Restriction:Mil (+3)

The A2variant is identical except it can fire mini grenades from a 45 round drum andrequires Weapon Proficiency (grenade launcher), or Weapon Proficiency (Heavy).Any type of mini grenade can be used





RemingtonModel 2018

The model2018 was produced by Remington to coincide with the invention of the 16 gaugerounds. The new 16 gauge rounds are smaller than 12 gauge, but have the powerof 12 gauge. Remington has also made variant rounds similar to any available in12 gauge available for the 16. This has led many people to switch to the newerweapon and still have all the variant ammunition they had in the old 12 gaugerange. Two versions of the 2018 are available, the civilian pump action, and asemi automatic version that is clip or drum fed.

Model 2018(Late PL5/Early PL6 Personal Firearms Proficiency)
Damage:2d8
Critical:20
DamageType: Ballistic
RangeIncrement: 35 ft
Rate OfFire: Semi
Magazine:7 internal
Size:Large
Weight: 10lbs
PurchaseDC: 16
Restriction:Lic (+1)
Note: Canuse any variant 12 gauge ammunition available in the 16 gauge format. 16 gaugerounds cost PDC for a box of 10
The semiautomatic version, Model 2018S, has rate of fire of semi/automatic, a magazineof 16 box, or 32 drum, PDC 17 Res (+2) and has two rails, one under the barreland one on the side.
 

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kronos182

Adventurer
Vintage Arms is acompany run by a small group of alien engineers that were fascinated by thesheer variety of arms that humans have created over the years, and how somehumans will favour old designs while newer ones make a far more obvious choice.Deciding to see if they can make a profit from this fascination amongst humansand other races looking for something a little different.
They have been searching through Earth's history and ancient designs lookingfor ones that have a long history of popularity and reliability and even atsome eccentric designs that might catch their fancy.
In their search, they not only uncovered weapons, but also vehicles andaircraft that have caught their fancy and are beginning work on updating thedesigns with newer equipment.


VA1911RP
The VA1911RP is a rail gun pistol modelled after the Colt 1911. Using Grongahrailgun technology, allows the weapon to remain small without having to have apower pack to power the magnetic accelerator. Using the naturally magneticminerals of the Grongah homeworld, the weapon doesn't require as much power todirect the magnetic field down the barrel. The weapon comes with 5 emptymagazines which have built in power cells that contain enough power to fire allthe rounds in the magazine. These magazines come with a power dock forrecharging after they are refilled.
The VA1911RP has decent range for a pistol, and a larger magazine than theoriginal, and commands respectable damage, although its only about the same asthe average Grongah rail pistol, using a very reliable firing mechanism. Eventhough the hammer serves no real purpose in the design, it can still be pulledback, which also disengages the safety. If slowly decocked, it the safety willengage automatically. The slide also moves, even though there is no casings tobe ejected. This is more just for show, but also allows any special ammunitionthat might be loaded that jams to be ejected quickly by pulling back on theslide, popping the round out.

VA1911RP (PL6 Personal Firearms Proficiency)
Damage: 2d12
Critical: 20
Damage Type: ballistic
Range Increment: 50 ft
Rate of Fire: s
Size: med
Weight: 4 lb
Ammo: 15 box
Purchase DC: 18 Lic (+1)
Notes: Looks exactly like a Colt 1911, except for the small digital displaywhich is cleverly disguised, which displays the ammo count and a red light forsafety on while it's being gripped, and a green light when safety off. Has arail under the barrel for mounting laser sight, flashlight or other accessory.Has a digital ammo counter.


VA1911LP
This is a laser pistol version of the VA1911RP. Visually there isn't muchdifference between the two weapons on the outside, nor with the original. Theonly way to tell the difference is the engraving of Vintage Arms 1911LP on theside. The digital display, also disguised like the RP model, instead has apower level bar set in increments of 10 and only changes to digits once itreaches 5 rounds. The slide moves back just for visual effects, and the hammer,when pulled back, the weapon emits an ominous hum, like a power build up sound,but does nothing else. Vintage Arms has also added a small noise maker to theweapon that when it fires, it makes the sound like a real Colt 1911 beingfired. This option can be turned off at the push of a recessed button near thesafety.

VA1911LP (PL6 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20
Damage Type: fire
Range Increment: 40 ft
Rate of Fire: s
Size: med
Weight: 3 lb
Ammo: 50 box
Purchase DC: 17
Notes: Looks almost exactly like a Colt 1911 except for small digital displaywith ammo counter. Has a rail under the barrel for accessories. When held to aperson's head in an intimidating manner and the hammer cocked, the ominous humadds a +1 bonus to Intimidate checks.




VAM29PP
The M29PP is a remake of the old Smith and Wesson M29 .44 magnum, upgraded withplasma technology. The cylinder is actually a modified power pack, whichVintage Arms sells 5 with the weapon. As the weapon is fired, the cylinderrotates, just like it would in a real revolver, but doesn't actually serve anyother purpose. Since the power pack is smaller than those in most weapons, theammo capacity is reduced, but still greater than what a ballistic revolverwould be. To reload the weapon, it breaks open just like the original M29would, and the spent power pack pops out and a new one slid into place, thensnap shut. The hammer just rotates the cylinder and disengages the safety. Asmall digital display shows a power level bar set in increments of 5, and whengets to 5 shots switches to numbers to count down the remainingshots.

VA M29PP (PL6/7 Personal Firearm Proficiency)
Damage: 2d10
Critical: 20
Damage Type: fire
Range Increment: 40 ft
Rate of Fire: s
Size: med
Weight: 3 lb
Ammo: 25 box (shaped like a cylinder for a revolver)
Purchase DC: 17 Lic (+1)
Notes: Looks like a SW M29, has a rail under the barrel for accessories anddigital ammo display.





VA ThompsonM1RG
Searching through Earth's history, Vintage Arms discovered many references tothe Thompson, or "Tommy Gun" as it is commonly known, caught thedesigners eyes. Keeping in with the love of a fully automatic weapon that firesprojectiles, the M1RG version is a rail submachine gun, which can use either a30 round box or a 120 round drum. Several test users claim that using theThompson on full auto was quite as good as some carnal pleasures of the flesh.Security was necessary to pry a Thompson from one tester who refused to returnit for tests.

VA Thompson M1RG (PL 6 Personal Firearms Proficiency)
Damage: 2d12
Critical: 20
Damage Type: ballistic
Range Increment: 70 ft
Rate of Fire: S, A
Size: Medium
Weight: 10 lb
Ammo: 30 box or 120 drum
Purchase DC: 18 Lic (+1)
Notes: Looks almost identical to the old Thompson submachine gun, a smalldigital ammo counter is on the left side, automatically detects if a 30 roundbox or 120 round drum is attached, which adds 5 lb.





VAM1Garand
While researching many of Earth's famous wars, Vintage Arms discovered the M1Garand rifle used by the United States, praised for reliability, the innovativedesign of the clip and being one of the earliest semi-automatic rifles issued toinfantry of any army at the time. VA has created two versions with a variantfor each, a laser based and railgun version, both also featuring a snipervariant each. The railgun version do have a lower ammunition capacity than thelaser versions, but many who choose the railgun version like the fact that evenwith a limited capacity, the ability to use variant ammunition types balancesthis shortfall.

The VAM1RG is the railgun model, well balanced mastercrafted and has excellentrange, if a low ammunition capacity.
VAM1RG Garand (PL 6 Personal Firearms Proficiency)
Damage: 3d12
Critical: 20
Damage Type: ballistic
Range Increment: 110 ft
Rate of Fire: s
Size: large
Weight: 10.5 lbs.
Ammo: 10 box
Purchase DC: 20 Lic (+1)
Notes: Looks virtually identical to historical records of the M1 Garand,although a small digital ammo counter near the receiver. The M1RG is amastercrafted weapon, granting a +1 to attack rolls.

Sniper Variant
The VAM1RG-S sniper variant comes with mounts for scopes, coming standard withelectro-optical scope, and a select fire mode to switch it to sniper mode. Thebarrel is slightly longer, and comes with an integrated bipod. When the fireselect is switched to sniper, the rate of fire changes to single, range isincreased to 150 feet without the use of a scope. The VAM1RG-S is consideredmastercrafted, granting a +1 to attack rolls, increase PDC to 21 Res(+2).

The VAM1LR is the laser model of the Garand, although not much different exceptfor visually from other laser weapons, it is well crafted andaccurate.
VAM1LR (PL 6 Personal Firearms Proficiency)
Damage: 3d8
Critical: 20
Damage Type: fire
Range Increment: 80 ft
Rate of Fire: s
Size: large
Weight: 8.7 lbs.
Ammo: 50 box
Purchase DC: 20 Lic (+1)
Notes: Looks identical to the VAM1RG except the wood stock has red colouring toit, while the RG model has a normal wood colouring. There is a small digitalammo counter near the receiver. The M1LR is considered mastercrafted, grantinga +1 to attack rolls.

Sniper Variant
The VAM1LR-S sniper variant comes with mounts for scopes, coming standard withan electro-optical scope, select fire for sniper mode, and slightly longerbarrel. When the fire select is switched to sniper mode, the rate of firechanges to single, range is increased to 120 feet without the use of the scope.The VAM1LR-S is considered mastercrafted, granting a +1 to attack rolls, andincrease PDC to 21 Lic (+1).




VA1895R
As Vintage Arms looks farther into the past for inspiration, they came acrossthe lever action rifles, such as the Winchester 1895, and many others producedby Winchester during the late 1800s. Modeled after the Model 1895, the VA1895Ris a rail gun, with the magazine fit into the stock, instead of using a tubularmagazine as the original did. The lever, instead of being used to chamber thenext round as the VA1895R has full automatic capabilities, triggers a series ofextra capacitors and rails to give the next round a great boost in speed andpower, but alters the rate of fire to single shot. This requires the use of anintegrated power pack that requires recharging after 25 uses. The weapon comeswith a universal power connector to allow for quick and easy recharging, takingabout 30 minutes to recharge.

VA1895R (PL6/7 Personal Firearms
Damage: 3d12
Critical: 20
Damage Type: Ballistic
Range Increment: 90 ft
Rate of Fire: S, A
Size: Large
Weight: 9.5 lb
Ammo: 30 box
Purchase DC: 24 (Res +2)
Notes: When the lever action is used (a free action), the weapon's rate of firechanges to single for one full round, and enhances the range to 150 ft anddeals an additional +3 points of damage for a total of 3d12+3.
 

kronos182

Adventurer
HI LasersLate PL7/Early PL8

HighIntensity Lasers are an advancement in laser technology. Using higherwavelengths, these more powerful lasers deal more damage, have slightly greaterrange, and penetration power. They also require advances in focusing crystalswhich can only be made in microgravities aboard stations in orbit. Featuringdamage comparable to plasma weapons of the same age, but the greater range andarmour penetrating capabilities does make it an attractive alternative toplasma weapons that have dominated the age.

HI LaserPistol
The firstof the HI laser series of lasers, the HI laser pistol is usually issued toofficers in late PL7 before becoming standard issue in PL8. Slightly bulkierthan lasers of the previous age due to the needed extra heat shroud around thebarrel and focusing chambers, some designers start modeling them after ancienthand weapons of Earth's past.


HI LaserPistol (PL7 Personal Firearms Proficiency)
Damage:2d10
Critical:20
DamageType: fire
RangeIncrement: 50 ft
Rate ofFire: Semi
Magazine:50 box
Size:Medium
Weight: 4lbs.
Restriction:Restricted (+2).
PDC: 18
Note: Isconsidered to have the armoured piercing gadget. Using RAW ignore 2 points ofDefence, reduce damage rolls by 2. If using armour as DR rules, ignores 2points of DR/Hardness.


HI LaserRifle

This isthe rifle version of the HI laser pistol. Only slightly bulkier than laserrifles of the past due to heat shroud needed.

HI LaserRifle (PL7 Personal Firearms Proficiency)
Damage:3d10
Critical:20
DamageType: fire
RangeIncrement: 90 ft
Rate ofFire: S, A
Magazine:50 box
Size:Large
Weight: 9lbs.
Restriction:Restricted (+2).
PDC: 20
Note: Isconsidered to have the armoured piercing gadget. Using RAW ignore 2 points ofDefence, reduce damage rolls by 2. If using armour as DR rules, ignores 3points of DR/Hardness.





Tornado 6Sabot Gun PL6
Damage:2d8
Critical:20
DamageType: Ballistic.
RangeIncrement: 80 ft
Rate OfFire: S
Magazine:6 box
Size:Small
Weight:4.4 lbs
PurchaseDC: 25
Restriction:Mil (+3)
Note: Uses15mm sabots, but the slug itself is only 10mm. The sabot has a 40% chance ofbeing recovered and reused if one was to make their own ammunition or get a 10%discount upon returning spent sabots when making your next purpose of 15mmsabot rounds.

TheTornado 6 Sabot Gun uses superconducting technology to power a discarding-sabotslug through a magnetic accelerator that runs the length of the barrel. Afterthe slug clears the muzzle, the sabot falls away, and a scramjet engineignites, propelling the slug to extreme velocities, allowing for excellentrange and damage from a pistol.





Tornado 12PL6
Damage:2d10
Critical:20
DamageType: Ballistic.
RangeIncrement: 180
Rate OfFire: S, A
Magazine:25 box
Size:Medium
Weight:8.8 lbs
PurchaseDC: 27
Restriction:Mil (+3)
Note: Uses15mm sabots, but the slug itself is only 10mm. The sabot has a 40% chance ofbeing recovered and reused if one was to make their own ammunition or get a 10%discount upon returning spent sabots when making your next purpose of 15mmsabot rounds.

TheTornado 12 is essentially a rifle version of the Tornado 6, with greater rangeand also an automatic setting.
 

kronos182

Adventurer
Micro-assistarmor is much like more traditional mid to heavy weight battle armors. Inaddition to armor plating, however, it contains small servo-motors andelectro-flex joint materials. These are then paired with pressure andelectrical impulse sensors, which allow these ‘artificial muscles’ to respondin automatic assistance to the wearer’s movements. These suits allow for,relatively, cheap power armored soldiers. They enhance the wearer’s speed,strength, and include just as advanced HUDs, targeting and communicationsequipment as non-powered battle armor. This armor is used extensively by elitemilitary infantry units, commando units, and some especially high budgetmercenary units. But armor like this is still out of the reach of ‘rank andfile’ troops for most militaries.
Micro-Assist Armor Traits:
AllMicro-Assist power armors, unless otherwise stated, are considered to possess:
AStrength Bonus, which is added to the wearer's strength score.
Heads UpDisplay (HUD), projected on visor or drop-down monocle, with voice activationand attachable keypad.
Nanobeaconthat tracks the wearer’s position and maps it on the HUD as well as commandcenter computers.
HUDSensor-link with a Motion Sensor.
HUDAmmunition Tracker with primary weapon.
HUDTargeting system with primary weapon.
Environmentallysealed with helmet air filters to prevent gas attacks, optionally can attachoxygen tanks and apply emergency quick-seal for vacuum operation.
+4 to Purchase DC

The above is a set of house rules from someone I can't remember who from the WotC forums. I use these rules a lot in my light power armours.





Exo-suitsare much larger and bulkier than Micro-assist armors. They employ larger, morepowerful servo-motors and sometimes even pneumatic movement assistance systems.Operating within one of these is like a cross between walking about in armorand operating a piece of construction equipment. Though pressure and electricalimpulse sensors still monitor the wearer’s movements to aid them, the suitfeels much more sluggish. This is due to the fact that the wearer’s actualmovements would move the suit practically no where, so the full force of thesuit’s servos must come into play before movement really begins, causing anoticeable lag effect, though with time movements become smooth, if stillsomewhat slow. The size of exo-suits allows heavy weapons to be mounteddirectly on the suit, or held in the suit’s hands, rather than needing to becarried by multiple men, or a vehicle. The suits are also robust enough to takea good pounding before they quit, though once they quit you had better get outquick. Because of these two features, exo-suit troops are commonly employed asspearheads in urban assaults and sieges.
Exo-Suit Armor Traits:
AllExo-Suit power armors, unless otherwise stated, are considered to possess thefollowing:
HitPoints, each time the wearer is hit half of the damage is taken by the suit,half by the wearer.
Hardness,all damage is effected by hardness before it is split between the suit andwearer.
StrengthScore, the exo-suit replaces the wearer's strength score while worn.
InitiativePenalty, because of the suit's need to wait for full servo power to kick in oneach movement, there's a noticeable delay, this causes the wearer of anexo-suit to, regardless of quick thinking or reflexes, react slower than othersaround him.
Heads UpDisplay (HUD), projected on visor or drop-down monocle, with voice activationand attachable keypad.
Nanobeaconthat tracks the wearer’s position and maps it on the HUD as well as commandcenter computers.
HUDSensor-link with a Motion Sensor.
HUDAmmunition Tracker with primary and mounted weapons.
HUDTargeting system with primary weapon and mounted weapons.
Environmentallysealed with helmet air filters and fifteen minute gas tanks to prevent gasattacks, optionally can attach additional oxygen tanks for extended vacuumoperation.
+4 to Purchase DC

The above were made by the same person as the Micro Assist armours. I use these for my armour creations as well.




Guppy
The guppy is the next generation of deep sea exploration and salvage suit, oratmospheric diving suit. Although still fairly bulky, it is less so thanprevious versions and can tolerate similar or better depths. Because the suitmaintains the pressure of one atmosphere, preventing the need for decompressionand eliminating decompression sickness and nitrogen narcosis. The suit cantolerate depths of up to 4000 feet and has an onboard air supply of 50 hours.The suit also has built with a primitive version of later cybernetic gills,which can allow the user to extend the air supply by 10 more hours, howevermany users complain of the slight charcoal taste of the air when the gills arein use. Also installed is a mini sonar system to help warn against potentialpredators and aids in looking for deep sea wreckage.
A magnetic anomaly detector is also installed, as are two head mounted and onearm mounted lights. Also mounted is a propulsion unit which aids in the user'smovement and for ascending and descending. It has mountings and hook ups to itsHUD for additional sensors and equipment. Each arm also has mounts for toolssuch as large clamps for grabbing large debris. Comes standard with retractablemetal saw, cutters, an underwater torch for welding and cutting. Standard HUDis suit status displaying integrity, power supply, air supply, compass,communications, MAD and sonar readings, depth, time and also includes a voicerecorder for recording notes. It also includes a blackbox in the event of anaccident. The suit also includes a self sealing mechanism similar to fuel tankson aircraft in the event of shark attack. If the suit suffers significantdamage to seriously compromise its integrity and the user's health, anemergency floatation system engages as well as the propulsion system and thecomputer takes over and forces the suit to ascend as quickly as possible, usingthe sonar and MAD to avoid things like rock outcroppings and other largehazards in the way to the surface. The suit will also increase the internalpressure to help keep water from rushing in and drowning theuser.

Guppy (PL6)
Type: ADS (Technically heavy but can be used with minimal training throughdiving courses)
Hit Points: 20
Hardness: 3
Equipment Bonus: +2
Nonprof. Bonus: +1
Str Bonus: Fixed 18
Nonprof Str Bonus: Fixed 18
Max Dex: 0
Armour Penalty: -3
Speed (30 ft): 20 ft, swim 40 with propulsion unit
Weight: 615 lb
Purchase DC: 32
Restriction: None
Notes: MAD and sonar provide a +2 bonus to Spot and Search checks for metalobjects, has Piercing resistance 10 (meant to aid against bite attacks fromsharks and other sea predators. This is in addition to the 3 points of hardness),50 hour air supply plus 10 hours using gills for a total of 60 hours, swimspeed 40 ft, back and arm mountings for tools and sensors. Metal saw, cutters,tether cutter, underwater torch/welder, and fixed powered Strength 18. Survivesdepths of up to 4000 feet, emergency computer override programmed to ascend tothe surface if the user/suit suffers more than 10 points of damage. Reducestime for making Swim checks to become fatigued is once every 4 hours instead ofonce every hour.




SeaDog
The Sea Dog is an amphibious armour meant for special forces and other forcesthat specialize in amphibious combat, or perform water landings regularly. Thisarmour is fully sealed and as streamlined as possible while still offeringexcellent protection. It features retractable flippers and fins on the legs andarms to aid in swimming, plus a light propulsion unit is mounted on the backalong with the 5 hour air supply. The armour has neutral buoyancy, so if aperson stops swimming, they'll float where they are, without ascending ordescending. Has emergency floatation device installed as well, whichautomatically engages if the user is unconscious while in the water. Usuallycomes in dark colours and blues to aid in blending in with the water.

Sea Dog (PL6)
Type: Tactical, Amphibious
Equipment Bonus: +5
Nonprof. Bonus: +2
Max Dex: +3
Armour Penalty: -4
Speed (30 ft): 30 ft, swim 30 ft
Weight: 40 lbs
Purchase DC: 27
Restriction: Res (+2)
Notes: Propulsion unit provides swim speed of 30 feet, retractable flippers andfins grant +4 equipment bonus to Swim checks, 5 hour life support, two headmounted lights, HUD and weapons link, military radio, nanobeacon. Reduces timefor making Swim checks to become fatigued is once every 2 hours instead of onceevery hour. Emergency floatation system engages when the user is unconscious,causing the armour to raise to the surface at a rate of 40 ft per round.Maximum depth 300 ft.
 

kronos182

Adventurer
Policer mk2

ThePolicer mk2 is the latest in APCs designed for police forces. Well armoured andarmed, it can deliver a SWAT team or other tactical units quickly to a sceneand also provide fire support and riot control with it's roof mounted turret.The weapon mount carries a multi-weapon system designed specifically for policeand anti-riot purposes, carrying both lethal and non-lethal weaponry.
Requires acrew of 3, one driver, one gunner and a commander/communications officer. Thereis an armoured hatch above the driver and commander/communications officerpositions, plus one behind the weapon turret in case the internal controls aredamaged, the controls for manual use must be unlocked from within the vehiclenear the hatch. A large door ramp lowers in the back for officers to load ordisembark. Tough rugged design with armoured wheels allow for off-road travel,reduce penalties for driving off road by -4 or treat rough terrain as onecategory better. Takes half as much damage as normal from a vehicle ram attack.Comes with one Multiweapon system turret mounted on the roof. Also comesequipped with standard police lights mounted on the roof, siren, tworetractable spot lights, thermal and night vision optics and basic targetingsystems to allow the gunner to see in smoke and night conditions and lasersight targeting (has a range of 100 ft instead of standard 30 ft for the +1bonus), GPS receiver, police scanner and computer system, three weapons forcrew (usually pistols or other small PDW weapons), CB radio, patrol box, 5first aid kits, 26 field rations, 4 fire extinguishers, 12 road flares, 4 toolkits, 12 sets of handcuffs, 2 trauma kits, several blankets, a weapon rack tohold rifles for passengers.
ThePolicer is three squares wide and four squares long, providing full cover toits occupants. If the weapon turret is manually used, the user has one-halfcover.
Policermk2 (PL6)
Crew: 3
Passengers:10
Cargo: L(300 lbs)
Init: -2
Maneuver:-2
Top Speed:85 (8)
Defense: 6
Hardness:11
HitPoints: 52
Size: G
PurchaseDC: 41
Restriction:Res (+2)
Weapons
Multiweaponsystem

Weapon
Damage
Critical
Damage
Type
Range
Increment
Rate of
Fire
Magazine
Size
Weight
Purchase
DC
Restriction
2 Fire-Linked Twin Thunder machineguns
3d10
20
Ballistic
100 ft
A
Linked (1000)
Huge
1500 lbs
40
Res (+2)
Mini Grenade Launcher
varies
varies
varies
100 ft
Semi
Linked (50)
-
-
-
-
Extended Ranged Tangler Gun
Special
-
-
70 ft
S, A
Linked (100)
-
-
-
-
2 Fire-Linked Laser Rifles with Stun Module
5d18 or special
20
Fire/stun
100 ft
S, A
100 box
-
-
-
-

TheMultiweapon system is a large two triangular sectional barrelled weapon. Each"barrel" actually has three weapon barrels. On the right section, thebottom two barrels are two fire-linked twin thunder machine guns which are beltfed from an internal magazine, while the top barrel is a mini grenade launcheralso belt fed. The left "barrel" has two fire-linked laser rifleswhich can also deal non-lethal damage and stun opponents (switching tonon-lethal stun mode is a free action). When set to stun mode a hit target mustmake a Fort save DC 21 or be stunned for 1d4+2 rounds. Also the weapon dealsnon-lethal damage. If the non-lethal damage equals or exceeds the hit target'sConstitution score, target must make a Fort save DC 18. A successful saveleaves the target dazed for 1 round, while a failed roll knocks the targetunconscious for 1d4+3 rounds. The top barrel is a Tangler Gun with extendedrange fed from a linked belt.
The wholesystem is Huge in size, weighing about 1500 lbs, and is controlled by a gunnerinside the Policer mk2.





TrackerLMV

TheTracker is a new LMV released for the advancing battlefield, aimed to replacethe aging hummer as the main light vehicle available. Fairly well armoured forits size, fast, off road capable and with a universal mounting system forweapons on the roof, make the Tracker a fairly welcome addition andreplacement. The turret can be manned manually through the roof hatch, orremotely controlled from inside the cabin, and readily accepts all commonvehicle weapons found on the old hummers, and light secondary weapons from manyAPCs and any new weaponry coming out.
Features aV-Shaped hull for offering increased protection from IEDs and landmines, whilethe centrally inflated run-flat tires allow the Tracker to travel at least 30miles at 30 mph even if two tires lose pressure. The vehicle can also take a7.65 mm round straight to its engine oil/coolant/hydraulic systems and continueto drive for at least one mile. The Tak-4 suspension is coil sprung and fullyindependent, and offers 17 inches of travel.
TheTracker also features modern vehicle safety systems such as air bags, tractioncontrol, anti-lock brakes, adjustable pressure tires for various terrain,includes power outlets for charging personal portable electronic devices. Comesstandard with GPS systems and satellite uplink, dash mounted display for minicomputer for mission updates and communication systems. The Track is 3 squareswide, 3 squares long.

Tracker(PL5)
Crew: 1plus 1 gunner
Passengers:up to 4
Cargo:1100
Doors: Twoside, 1 rear, 1 roof hatch
Init: -2
Maneuver:-2
Top Speed:16 (160)
Defense:11
Hardness:10
HitPoints: 39
Size: Huge
PurchaseDC: 37
Restriction:Mil (+3)Accessories: Duraplastic armour, wench with 200 ft rope with 5 tonnecapacity, GPS, Turret remote control (suffer -2 to attack rolls when usingturret remotely), multiband military radio, retractable spotlight, 6 flares, 5days rations, 4 blankets, weapon rack for 4 rifles, 16 ammo clips, 4 pistols,military computer with encryption for communications and data uplink, satelliteuplink, 4 first aid kits, basic toolkit, built in night vision system (90 ft),5 ft periscope, digital binoculars, polarizing/auto tint windows (suffer nopenalties for flash bang grenades), semi amphibious design, universal remotecontrolled turret mounting for infantry portable or light vehicle weapons, suchas .50 cal machine guns, automatic grenade launchers, TOW missile launchers,etc.
Note:Suffers only half penalties for rough terrain due to the adjustable pressuretires and off road capabilities. On a failed save for explosive devices onlysuffers half damage, and on successful save suffers only 1/4 (round down)damage, due to hull shaping. Can ford up to 5 ft deep water, motoring along atabout 8 mph along the surface.





SeagullTransport

The Seagullis a troop transport which also has the added bonus of being able to makeamphibious landings, combined with its VTOL systems allow it to land virtuallyanywhere. The Seagull is surprisingly quick and agile for its size, whichallows it to evade enemy fire as it comes into a landing zone. Unfortunatelyits not very well armed with only a chin turret and a pair a concealed minirocket launchers, and a gun in the passenger section that can be used when thedoor is open, that lowers from the roof. There are four ordinance pods underthe primary wings and on top the lower wings. These can be used to carry extracargo, launch drones, quick deploy small sea craft for troops onboard, orweapon pods like rockets. However with pods added this does reduce theseagull's speed and maneuverability slighly. The seagull can carry about 20troops, or 10 power armour troops or a light vehicle, such as an armoured caror jeep plus a few troops. Some of the unique features of the seagull is therotating engine designs, similar to the turbo prop Osprey, which allow it tofly like a helicopter or like a normal jet, but the engines also featureafterburners and multiple vectoring jets to increase manuverability andstability while hovering. This also allows pilots of seagulls to suddenly movesideways or up or down slightly with a powerful thrust from thethrusters. The seagull also features a new form of alumisteel armour whichblends in ceramic tiles, giving it a slight advantage over normal alumisteelhulls against laser weapons as they are being introduced. It also reduces theability of laser guided weapons from locking on properly. In an emergency, theentire cockpit section can jettison and act as a lifeboat for the crew, withemergency beacon, 5 days rations, 5 flares, 3 blankets, space for a weapon and3 clips per crew member, 3 first aid kits. The chin gun is designed to bereloaded while in flight, with the equipment to make the switching of drumsquick. One extra drum is usually standard load for a seagull, although whenheavy combat is expected, two or more drums might be carried. This also allowsthe seagull to carry different ammo drums for switching out relatively quicklydepending on mission profile.
The seagullis 61 ft long with a 62 foot wing span (about 12 squares by 12 squars countingwing span), the large rear door opens down as a ramp, and takes only a moveaction to embark to disembark. With the doors open the passengers havethree-quarter cover, except the person manning the gun, which gets only halfcover.
Seagull(Late PL5/Early PL6)
Crew: 3(Pilot, co-pilot/gunner, equipment/loadmaster/rear gunner)
Passengers:20
Cargo: 7tonnes
Init: -1
Maneuver:+2
Top Speed:720 (72), VTOL/hover capable
Defense: 11(10 -4 size +5 equipment)
Hardness:10 (12 vs laser weapons)
Hit Points:45
Size:Gargantuan
PurchaseDC: 31
Restriction:
Accessories:2 inflatable lifeboats, GPS, laser transceiver, radio transceiver, wench with200 ft rope with 5 tonne capacity at the back door, military units will havemilitary multiband radio, retractable search light, 10 days rations, 10blankets, 10 flares, 5 first aid kits, 1 trauma kit, weapon rack to hold 1rifle, side arm, 4 clips for each weapon, plus small storage unit for othergear above and below each seat (in passenger configuration), heavy weaponstorage/rack for 4 heavy weapons or equipment, 5 emergency parachutes, cargonetting, GAU19/C-EX, 2 mini rocket launchers, tail gun, 4 ordinance racks (1per wing)
Notes: Canhover, VTOL capable, make water landings and take-off.

Weapons
GAU19/C-EX
TheGAU19/C-EX is a caseless, linkless extended barrel version of the older GAU19gatling gun made by General Electrics. It's a three barrelled design to save onweight, and mounted in a turret with 180 degrees coverage mounted in the chinof the seagull. It can be reloaded in flight if extra rounds are carried instorage. The standard ammunition is ZX caseless .50 cal bmg rounds. The barrelsare reinforced for any future development in weapons, such as plasma coated.Seagulls usually carry one extra drum with equipment to reload as a full roundaction.
Damage:4d12+4
Critical:20
DamageType: Ballistic
RangeIncrement: 220 ft
Rate ofFire: A
Size: Huge
Ammo: 1500rd drum
PDC: 26 Mil(+3)
Affects 20x 20 area, Reflex DC 21
Note: Ifusing the variant rule of .50 cal is anti-material weapon, then this weaponwill ignore 2 points of Def from equipment, and ignores 5 points ofHardness/Dr, which does make this a nice devasting weapon for lightly armouredtargets and shred through infantry with far greater ease.

Mini RocketLauncher
Mounted inthe wing roots of the upper wings is a pair of mini rocket launchers. Thesegive the seagull some decent punch while keeping ordinance weight down. Therockets are in a rotating cassette so that different types of rockets can becarried and selected depending on mission profile. Standard load is a mix offragmentation, explosive and HEAT rockets. The launcher has a small magneticlaunch system to give the rockets a boost in launching, granting greater rangethan standard mini rockets have. The cassettes are easily replaceable with acrane through the top of the vehicle. The cassettes can also be ejected in anemergency if the weapon jams or is damaged to prevent the rest of the rocketsfrom exploding inside the craft, or even set to detonate shortly after ejectingas an impromptu air burst bomb.
Damage:Varies by rocket
Critical:Varies by rocket
DamageType: Varies by rocket
RangeIncrement: 275 ft
Rate ofFire: Semi
Size: Huge
Ammo: 10round rotating cassette
PDC: 27 Mil(+3)
Notes:Rotating cassette allows variable ammunition to be loaded and easily selectbetween which round as a free action.

Tail Gun
The tailgun is mounted in a retractable arm and has a defensive shield which helpsprotect the gunner. Can mount any infantry weapon or small crew service weaponsuch as a Twin Thunder, M2 .50 cal heavy machinegun, or other similarly sizedweapons, up to huge size, with a large ammo bay mounted above the weapon. Canonly be used when the rear door is open.
Use anyinfantry or light crew service weapon, with 500 rounds of ammo. Suffers onlyhalf penalties for autofire, burst fire or double tapping due to the gyrostabilizers in the arm.

OrdinanceRacks
These rackscan mount virtually any weapon that can be mounted on the pylons of anyaircraft currently in production. Or they can carry other ordinance packagessuch as enhanced sensor systems such as EWAC, ECCM systems, UAVs and otherdrones, or small Large sized vehicles, such as bikes, personal water craft.Ordinances cause a -1 maneuverability penalty per pair.


Civilianmodels of the Seagull have the weapon systems removed and can carry an extra 2tonnes of cargo, or carry an extra 10 passengers.
Search andrescue models have enhanced sensors and extra search lights mounted in theplace of the weapons. The wench in the back also has option of a quickattachment for a stretcher, carries fire suppression gear. Two ordinance podscontain large fire suppressor unites, able to cover a 20 x 20 ft area each oneither side of the Seagull.

SeagullMk2

As newtechnology is made available, upgrades were made to the seagull. Advances inminiaturization, advances in propulsion, weapons and defenses have allowed forthe seagull to keep up. The mk2 is farther upgraded with the ability to operateunder water. This makes it even more attractive to naval search and rescue, ormilitary naval operations, especially in insertion and extraction of specialops teams.

Make thefollowing changes to upgrade the Seagull to mk2 specs
Increasepassenger capacity to 22
Increasecargo capacity to 8.2 tonnes
Increasemaneuverability to +3
Increasespeed to 800 (80)
Increasehardness to 11, 15 vs lasers
IncreaseHP to 51
Doublepayload of all weapons if keeping them, or change GAU19/C-EX to a laserequivalent
ChangeTail gun to laser equivalent with unlimited payload when tied into seagullpower plant.
Fullyamphibious design. The mk2 can completely seal up and operate under water to amaximum depth of 250 ft, move at a speed of 50 (5).
Gains NBCshielding.
Upgradeother equipment to PL standards.
 

kronos182

Adventurer
RAPPEL HARNESSES
The vehicle is outfitted with specially designed harnesses to enable the rapid deployment of troops. A vehicle must be stationary or moving slowly in order to deploy troops in
this manner. If the vehicle is moving, rappelling troops incur double the normal speed penalty to their Jump checks.
Purchase DC: 12
Restriction: none





ARMORED PASSENGER COMPARTMENT
The interior of the vehicle is especially well armored to protect valuable cargo or important passengers. The protection afforded is such that passengers have a chance of surviving the destruction of the vehicle. For every five points of damage taken by the vehicle, each unit within takes only one point. If the vehicle is destroyed each passenger takes 2d6 points of damage. A reflex save (DC 12)results in half damage. An armored passenger compartment may not be combined with gun slits.
Purchase DC: 14
Restriction: none





GUN SLITS
Some vehicles are designed to act as mobile fighting platforms for squadrons of infantry. A vehicle fitted with gun slits has its Hardness reduced by 1, but half of all passengers may fire from the inside of the vehicle, gaining the benefits of cover while doing so. Troops firing from a moving vehicle incur a penalty depending on the speed of the vehicle.
Purchase DC: 10
Restriction:military (+3)





STEALTH TECHNOLOGY
A variety of methods have been developed over the ages to make a vehicle harder to detect, from sensor deflecting shapes to reactive camouflage. Sensor deflecting shapes rely on the surface of the vehicle being angled in such a way that sensors such as radar are deflected and register as detecting a much smaller or differently shaped object than they normally would. Sensor deflection only stops the vehicle from being detected by sensors – the vehicle appears as normal visually.
Sensor absorbent material is designed so that sensor beams that strike it are absorbed and not reflected back towards the sensor, preventing it from detecting the vehicle.Sensor absorbent material only stops the vehicle from being detected by sensors– the vehicle appears as normal visually.
Active sensor cancellation technology uses advanced computer algorithms to detect incoming sensors and then project back a different frequency or sensor reading,canceling out the sensors or giving a different reading altogether. Active sensor cancellation technology may be programmed so that the vehicle appears to a sensor as anything that the operator wishes it to, such as a civilian vehicle or a much larger tank.
Active sensor cancellation has no effect on visual identification.
Reactive camouflage is the pinnacle of stealth technology, using cloaking technology and optical arrays to make the vehicle appear as something different – or disappear
altogether. Reactive camouflage works against both sensor and visual detection.
A vehicle equipped with stealth technology increases the DC to detect the vehicle by the amount listed below.
Purchase DC: see table
Restriction:military (+3)
Stealth Technology Spot DC Sensor DC PL Purchase DC
Sensor Deflecting Shape - +4 5 20
Sensor Absorbent Material - +6 6 24
Active Sensor Cancellation - +10 7 28
Reactive Camouflage +10 +8 8 32


Tires,Special
These are puncture-resistant, run-flat tires, which perform quite well even if deflated.
They have hardness 3 and 5 hit points. As run-flat tires, they don't lose much functionality when deflated; a vehicle with half or more flat tires will still be able to move at highway speed and a vehicle with all flat tires will still be able to move at street speed. Also each flat tire only imposes a -1 penalty to Drive checks. All tires must be special tires to receive these benefits.
PDC: 12
Restriction: None





Adding armour to civilian vehicles.
Homemade & semi professional.
This is armour that someone with a welder or someone with access to a crew at a machine shop. Usually sheet metal, or other metal is welded to the inside, in panels, or even along the outside to improve its survival. The metal could be recycled or even high quality. As this is an aftermarket alteration, it does hinder the vehicle's performance, and is never as good as a professional armourer.
For PL5, increase Hardness by 1, +1 Def, increase HP by 5 for every size category above medium, so large gains +5, huge +10, etc.The vehicle suffers -10% cargo capacity, -2 to maneuverability and drive checks, -6 squares of speed. The vehicle's weight would increase by 25%.Would cost about a PDC of 15 for the metal and welding supplies.

Professional Armour
This is armour installed by professionals, usually starting with a frame and reinforcing it, plus putting in fitted armoured plating into panels and using armoured panels on doors and body shell. These types of vehicles are used by security forces, diplomatic vehicles, or specialforces such as the FBI or Secret Service.
For PL5, these armoured vehicles get a +50%increase to hardness (round up), gain +10 HP per size category above medium; soa large vehicle gains +10, huge +20, etc. The vehicle suffers a -2 to maneuverability and drive checks, but only -4 squares to speed. Vehicle weight is increased by 25%, increase the vehicle's PDC by +5 and change restriction to Restricted (+2)

For either of the armour options in higher PLs,increase any bonuses by 25% to 50%, depending on materials used, same with penalties.

Off Road Modification
The vehicle is modified for off-road travel, with larger tires, raised suspension, heavier duty springs and shocks, better bumpers and balancing of the vehicle's weight distribution.
Reduce speed by 10%, but gains a +5 bonus to avoid hazards from better handling, +1 maneuverability and general drive checks. Ignores half penalties for moving through rough terrain. Vehicle also suffers half the regular damage it would suffer from a ram attack option.Vehicle weight is increased by 10%. PDC 16
 
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kronos182

Adventurer
Anti-Laser Aerosol
With the advent of the invention of laser weaponry, various means were developed to counter them. Reflective anti-laser armour works quite well, but can be expensive and also aren't practical in stealth missions. So anti-laser aerosols were invented. Most anti-laser aerosols are grenade shaped devices that release a cloud of fine reflective metallic and ceramic particles. Although not dense enough to obscure visibility, any lasers fired into an anti-laser aerosol cloud are rendered useless.
One anti-laser aerosol grenade fills a 15 foot wide area and lasts for 1d6+1 rounds. Laser weapons fired into or through the cloud do only 1/4 damage and suffer a minus -5 to attack rolls. A strong wind will dissipate a cloud in about 2 rounds. PDC 12 for a box of 10. Vehicle countermeasure versions fill a 30 ft wide area but last only 1d4+1 rounds and cost PDC 13 for 10 uses.



"Oh yes.. everyone needs one of these. Never know when you need to carry back an unconscious friend, or haul back some loot."

PROGRAMMABLE STRETCHER (PL 7)
Useful for emergency personnel and military medical teams, the programmable stretcher is an anti-grav device that can be programmed to move up to 2,000 ft., carrying a patient to safety, transporting gear, or otherwise leaving the emergency personnel free to focus on other problems.The stretcher immediately shuts down and lowers to the ground if anything blocks its programmed path.
The programmable stretcher moves at an altitude of 3 ft. and a speed of 20 ft.The patient is completely protected by the stretcher (it’s a sealed design requiring four rounds to place a
patient inside or remove a patient) – hardness 10, 35 hit points, can carry up to 350 lbs.
Size:Medium.
Weight:225 lb.
Purchase DC: 12.
Restriction:Licensed (+1).




Y-WA02B
The Yamaha Work Arms 02B is a harness with four robotic prehensile limbs used for construction and even scientific purposes. Each limb ends in in two pincher like claws for grasping. These flexible arms are quite strong and useful for picking up heavy objects. The arms can be used for combat, although not designed for it, they'd be better used for grappling than wielding weapons. The arms are controlled by a pair of control gloves and a minor AI to help direct the arms the best way possible for the task at hand. A pair of goggles with abuilt in HUD displays information about the arms, such as the micro cameras in the ends of the limbs, power levels, strength level, and AI recommendations and system errors. The gloves also have feed back systems to aid in fine manipulation, incurring only a -1 penalty to skill checks requiring fine dexterous work.
The arms have a reach of 10 feet, a fixed Strength of 24. If two limbs plant themselves into the ground, the remaining two arms would have an effective Strength of 28 for moving heavier loads but the user will be fixed in place able only to turn 190 degrees side to side. The harness runs off standard power packs, like those used in military weapons. Each pack provides enough power for 5 hours of continuous work. If used for combat, each tentacle has a slam attack dealing 1d6+7, when two limbs are planted that changes to 1d6+9. However the user suffers a -4 penalty to attack using the limbs.
Weight: 26 lbs
PDC: 31





Portable Scrambler Shelter

"Oooh..need something to hide when out hunting, eh? I think we got something just up y'er alley, friend!"

This is a portable folding shelter that can be erected in seconds, providing protection from the elements, limited protection, as well as concealment from electronic and infra-red/thermographic detection.
The‘Shelter’ consists of a yard-long ‘pod’ that looks like a spittoon. When activated, about a dozen articulated ‘spider leg’ structural members of carbon composite branch out, anchor themselves in the ground, and form the skeleton o fa dome-shaped igloo roughly 6 ft tall by 12 ft in diameter. The pod then deploys a cover sheet of special plastics, with a camouflage print, and integral sensor-baffling elements.
The Camouflage pattern sheet can be chemo-switched to any one of seven different configurations. The support elements create a degaussing ‘bubble’ that scrambles radar signals (incoming and outgoing), as well as disrupting magnetic resonances (fouling Magnetic Anomaly Detectors), while the fabric itself insulates and dissipates the infra-red and thermal emissions and signatures of the occupants, rendering those means of detection less effective.
To compensate for the lack of visibility suffered by those inside the shelter, the central pod (now suspended from the center of the igloo’s ‘ceiling’) has an extendable fiber-optic periscope that allows the occupants to scan the surrounding terrain without blowing their cover.
Care must be taken in setting up the Shelter---The igloo is not invisible to naked eyeball optical searches, so ‘blending’ the shelter into the natural landscape contours is essential for best results. For maximum comfort, a ground sheet or surfacing can be put down first.
The entire shelter can deploy/retract for stowage in 30 seconds.
Weight: 25 lbs
Has 20 hit points when deployed. The pod has 25 hit points, 3 hardness.
Bonuses:
Special Features:
*Water-proofing
*Fire Proofing---Can handle temperatures up to 300 degrees centigrade, fire resistance 3.
*Minimal Radiation Shielding(not advised for long-term usage in 'hot zones'). +2 bonus to Fort saves against radiation poisoning, treat radiation damage as one category on a failed Fort save.
*Chameleon-cloth Fabric---Can assume one of seven pre-set color configurations, granting a +6 to hide checks.
*Thermal and Electronic Insulation-Infrared, Thermographic, Radar, MAD and EM sensors suffer -4 penalty on search and computer use checks to read sensors.
*Extendable Fiber-optic Periscope
PDC: 31





Mobile Watch Towers

In an age of advanced electronic sensors and fey wards, the Mark One Eyeball still has a major role. In order to facilitate sentries in their duties, Danor Construction has created a series of portable and erectable watchtowers to allow guards some extra elevation. Mobile watchtowers are typically used for setting up security around temporary field camps and work sites, and for internal security.
Two different types of mobile watchtower are currently available; a ‘cherry picker’model (The Type 1) and the ‘accordian tube’ type (The Type 2). Both types are mounted on pylon-stabilized trailers that can be towed behind a vehicle, locked in place, and elevated to their operational position. The former is based on an articulated armature with a cab-pod on the top. Electrical actuators crank the tower into an upright position; a geared gravity-powered safety brake system lowers the tower.
The second type is based on erectable conning towers originally designed for amphibious tanks, mounted on the cupolas. The system consists of a collapsible ribbed tube of high strength memory-plastics, with a watch-platform or armored cupola on the top. When fully extended for duty, the hollow tube’s internal ribbing acts both as structural reinforcement and as rungs for soldiers climbing up and down inside, allowing personnel to change station without having to lower the tower.
Both towers can be manned or used as mounts for remote sensors, as well as pintle-mount weapons and high-powered spotlights/floodlights(normal light/infrared). Both types have modest protection, enough to shrug off light to moderate weapons fire, but not sustained barrages (as any man at arms can tell you; ‘towers draw fire’.
Both designs feature plasglas panels in the watchtower cabin, and basic air sealing (although soldiers assigned to watch-duty are advised to wear EBA). The wheeled trailer mounts feature retractable jacks to stabilize them and lift the wheels clear, and can also be fitted with drilling ground anchors or even laser-bore stabilization pylons to further anchor the towers into the ground. Portable generators/fuel cells can also be mounted in the trailer-base, or the towers can be hooked up to a central facility power grid.

Weight: (Type One) 2 tons +2 ton trailer
(Type Two) 1.5 tons +2 ton trailer
Size: (Type One) 40 ft elevation
(Type Two) 30 ft elevation; 6 ft diameter
HP: Type One 20 HP, 2 hardness
(Type Two) 17, 3 hardness
Crew Capacity: (Type One) 3 person cab
(Type Two) 2-3 persons
Cost: (Type One) PDC 29
(Type Two) PDC 28
 
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kronos182

Adventurer
Banshee

TheBanshee is the brain child of Mitsubishi and Yamaha. Using crystals grown in amicro gravity in labs in orbit which amplify and focus sound waves for use as aweapon. Able to damage most materials plus have the ability to stun people. Aninteresting side effect is the Banshee works perfectly well in water, actuallyeven better, enjoying enhanced range and damage done in a cone area. TheBanshee is also constructed so that it has neutral buoyancy for use in water sothat if you let go of it, it'll just float there, not raise nor sink. This hasraised interest in the Banshee with marine and other forces that deal heavilyin amphibious operations.

Banshee PL6 Personal Firearms Proficiency
Damage:2d8 + Deafen/Special
Critical:20
DamageType: Sonic
RangeIncrement: 50 ft*
Rate ofFire: Semi
Size:Large
Weight: 10lbs
Ammo: 25box
Purchase:pDC 22 (+3 Military)
Deafen:When the target is hit by a lethal blast, must make a Fort save DC 18 or bedeafened for 1d6 rounds. This can be negated by wearing proper ear protection.
Special:With a flick of a switch (free action but can only be done once each round)switch from lethal to its stun setting. On a successful hit, the target mustmake a Fort save DC 17 or be Stunned for 1d6 rounds. A successful save meansthe target is only shakened for 1 round.
*When usedin water, or other fluid environment, range is boosted to 100 ft and affects acone area 100 ft long, 50 ft in diameter. The stun setting gains a +2 increasein DC while under water. Reflex DC is the attack roll.
**PossibleGM Note: It's possible that if used on planets with dense atmospheres, theBanshee can get half the bonuses that it would get if used in water.
TheBanshee will only work out to 5 range increments before it becomes ineffective,except under water where it can reach 10 increments.





Kappa
Namedafter water spirits of Japan, is an assault weapon used for amphibiousoperations. The Kappa has both a sonic weapon and a flechette launcher addingto its versatility. The Kappa has neutral buoyance and also has an emergencyfloatation device installed into the stock.

KappaPL6 Personal Firearms Proficiency
Damage:2d8 + Deafen/Special/2d8
Critical:20/19-20
DamageType: Sonic/Piercing, slashing
RangeIncrement: 50 ft*/ 80 ft
Rate ofFire: Semi/ Semi
Size:Large
Weight: 13lbs
Ammo: 25box for sonic rifle/ 50 box
Purchase:pDC 27 (+3 Military)
Deafen:When the target is hit by a lethal blast, must make a Fort save DC 18 or bedeafened for 1d6 rounds. This can be negated by wearing proper ear protection.
Special:With a flick of a switch (free action but can only be done once each round)switch from lethal to its stun setting. On a successful hit, the target mustmake a Fort save DC 17 or be Stunned for 1d6 rounds. A successful save meansthe target is only shakened for 1 round.
*When usedin water, or other fluid environment, range is boosted to 100 ft and affects acone area 100 ft long, 50 ft in diameter. The stun setting gains a +2 increasein DC while under water. Reflex DC is the attack roll.
**PossibleGM Note: It's possible that if used on planets with dense atmospheres, theKappa can get half the bonuses that it would get if used in water.
TheBanshee will only work out to 5 range increments before it becomes ineffective,except under water where it can reach 10 increments.
Theflechette rounds increase the critical threat range but have a -1 penalty toattack rolls.

The Kappacan make use of EAP (Explosive Armour Piercing) rounds. Use the followingchanges to the flechette rifle when EAP rounds are used. 2d6 piercing + 1d4fire, crit 20, range 75 ft, (+1 attack if target is wearing armour -1 to damageaccording to RAW) or ignore 3 points of DR/Hardness. PDC 14 for box of 30rounds.





Texan ArmsR Shot

Arelatively new comer to the arms market, Texan Arms released the R Shot whichis a mini grenade launcher modeled after semi-automatic shotguns. Surprisinglyrobust, simple operation and low cost, the R Shot has gained favour amongstheavy weapon users and those that like the versatility of mini grenades overold shotguns.
The R Shotfeatures a comfortable foregrip, ambidexterious design, waterproof and hasneutral buoyancy. Able to work submerged in water and mud, go from extreme coldto extreme hot environments and still fire reliably. The only situation TexanArms couldn't guarantee it'd work under is at the blast point of a tacticalnuclear missile strike, which they also advise against trying for user safety.Also has a universal mount under the barrel for tactical lights or rangefinders or gun camera.

R Shot(PL6 Heavy Weapon)
Damage:varies with grenade, typically fragmentation 3d6 10 ft blast radius
Critical:20
DamageType: Slashing
RangeIncrement: 90 ft
Rate ofFire: Semi
Size:Large
Weight:14.5 lbs
Ammo: 11box
PurchaseDC: 17





A.S.S.K.I.C.R.
TheASSKICR, or Anti Sniper System, Kinetic Induction Combustion Railgun, is ananti sniper weapon system used by very well equipped law enforcements ormilitaries for locating and eliminating sniper threats. The system is a highpowered sensor system with four remote drones designed to locating sniperthreats, then to be removed with the use of the rifle, or in an emergency, theuse of a drone.
Using thebest advances in sensor systems, miniaturization, and robotics to create themost advanced and smallest tracking system that would make many fieldscientists jealous. The whole system is in a large metal case, which includesretractable wheels to ease in transportation. Upon opening the case, one canremove the rifle and its large scope, which is tied to the computer systeminside the case, which also houses the four small, wasp like drones. The userthen powers up the system, then can quickly enter in basic search parameters,such as area type from a list, and search area size.
TheTactical computer is essentially a smaller version of a Class IV mech Sensorsystem, which is tied into the drones and the scope of the rifle. Thisgreatly enhances the range of the sytem from 10 miles to up to 30 miles.Through the scope itself all the abilities are focused up to the scopes range,including the darkvision and spot bonus (about 1 mile while looking through thescope. The tactical computer also has the advantage of an Enigma Sensor Suitethrough the scope and the drones. Through the scope the range is 300 ft, butonly 100 ft from each drone. Images from the drones can be viewed individuallythrough one of four screens in the case, or through the scope. The user cantell a drone to loiter in an area once a target is located, which then paintsthe target with a targeting laser to improve accuracy. Multiple drones willincrease the bonus farther. In an emergency, if time is short or the locationof the user doesn't allow for a clear shot of the target, the drone can be setto attack the target in a suicide run, overloading its power core so that itdetonates upon hitting the target, hopefully killing it.
Thetactical computer, through the use of the scope and the onboard computer systemof the rifle, can program its various ammunition, such as turning a normalexplosive round into an air burst round, or changing the distance from thetarget that a shredder round releases its payload of flechettes, increasing itsarea of effect.

The rifleitself is enhanced for greater range and accuracy. The weapon uses slightlylarger than normal rounds, in the .50 cal range, which allows for it to makeuse of a variety of specialty rounds. Normal ammunition is a tungsten-depleteduranium penetrator round. The favoured rounds of many users for increased killrates is the plasma armour penetrating round.
A.S.S.K.I.C.R(PL6 Personal Firearms Proficiency)
Damage:Varies
Critical:20
DamageType: Varies, normally 20
RangeIncrement: 200 ft (300 ft through scope)
Rate ofFire: S
Size:Large
Weight: 22lbs
Ammo: 10
Purchase:37 for the entire system
IntegratedEquipment: Satellite Imagery Receiver, Laser Painter, Heads-Up Display,Tactical Computer, Stand, Electro-Optical Scope (range is increased by 50%)
Masterwork+2 (+2 to attack)

AvailableAmmo
'Basic'Round - The standard round of the ASSKICR system is a tungsten-depleted uraniumpenetrator round. Damage is 2d12 ballistic, ignores 8 points of hardness/DR.
APHE -Armour Piercing High Explosive round using a similar, although weakerpenetrating design as the basic round, but comes a programmable explosivecharge to allow it to explode inside targets or just on the other side ofcover. 2d12 ballistic and 2d8 fire. If programmed to detonate outside a target,such as when the round penetrates a wall, the fire damage is 2d6 done in a 15ft blast radius, Reflex Save DC 19.
PAP -Plasma Armour Penetrating round contains a deuterium core wrapped in a ceramicshell. The magnets in the rails create a charge to ignite the deuterium intoplasma. Deals 2d6 ballistic from what's left of the ceramic shell plus 3d6 fireor whatever type plasma weapons deal in your campaign, ignores 10 points ofhardness/DR.
ShredderRounds - Tipped with a tungsten penetrator, this round contains a charge whichcan be programmed to detonate inside the target, or for an area effect. Whenprogrammed to detonate inside a target, deals 2d10 ballistic and 3d6 slashing,critical is changed to 20/x3. When programmed to detonate outside the target(either just past cover to shower ahead of the round, or just past the targetto shower behind the round) deals 3d8 slashing in a 15 ft long cone, Reflex DC20.

ASSKICRDrone
Thesesmall drones, shaped like wasps, are used to help the user of the system locatetargets. With advanced thrusters to allow the drones to hover, and improvedmaneuverability, allows these drones to fly in tight spaces quickly and fairlyeasily while hunting down their targets. Each drone has all the abilities asthe scope and tactical computer as noted above. In the event that the user isunable to position him/herself to accurately shoot the target, the drone cancharge the target and self destruct. Each drone has 6 hours of loiter timeafter being charged in the case.
Drones
Type:Construct
CR: 1/4
Size:Small
HitPoints: 1/2d10+5 (10 hp)
Init: +1
Speed: 60ft fly (average)
Defense:13, touch 13, flat-footed 11
Hardness:
BAB/Grp:+0/-4
Attack: +2ranged Self Destruct
FS/Reach:5 ft by 5 ft
SpecialQualities: construct traits
SpecialAttacks: Self-Destruct
Saves:Fort +0, Reflex +1, Will +0
Abilities:Str 11, Dex 14, Con -, Int -, Wis 10, Cha 1
Skills:Hide +8, Listen +6, Move Silently +6, Spot +8, Search +8, Survival +8
Feats:Track, Dodge

Frame:Armature
Locomotion:Thusters
Sensors:Class IV
SkillSoftware: Hide +6, Listen +6, Move Silently +4, Spot +8, Search +8, Survival +8
FeatSoftware: Track Progit, Dodge Progit
Accessories:Skill Progits x6, Feat Progit x2, Uplink, Afterburner, Laser Painter, ImprovedManeuverability
PDC: 31

Uplink:The uplink links the drone to the tactical computer, sharing information andcoordinating search efforts with the other drones.

Afterburner:This piece of equipment allows the drone to dramatically increase its speed fora short period of time. When activated, the drone can increase its speed to 100ft for one round. Has 5 uses before needing to be recharged for 24 hours in thecase.

SelfDestruct: Upon command from the user, the drone can make an attack run andcause its battery to overload and explode as a last ditch effort to eliminatethe target. The drone makes a charge attack gaining a +2 bonus to attack, plusany bonuses from laser designators from other drones. Upon impact the dronedeals 5d6 damage, half fire, half slashing to the target, plus half the totaldamage to a 30 ft radius, Reflex Save DC 14 for half.

ImprovedManeuverability: Using wings, small extra thrust vents, the robot can improveits maneuverability while flying to average rating.
 

kronos182

Adventurer
Clark Mk3

The mk3 is a bullpupassault rifle released by Clark. The foregrip is somewhat modelled after theP90, however the clip is located underneath and connects to the back of theprimary handle in a more conventional manner. The stock is well patted and itsbuilt with a top notch recoil compensation system which makes it a very stableweapon even in autofire mode. The only flaws to the mk3 is it doesn't come withmany bells or whistles besides the large ammo capacity, a mount on the carryinghandle for a scope and clips for a carrying strap and of course its muchvaulted recoil system. The mk3 is available in 5.56mm, although 7.62 mm isavailable. The mk3 is actually designed to be able to make a switch between thetwo sizes fairly quickly, taking a trained soldier about 3 minutes to do theswap with a conversion kit on hand.

Clark Mk3 (PL5)
Damage: 2d8
Critical: 20
Damage Type: ballistic
Range Increment: 80 ft
Rate of Fire: s/a
Size: large
Weight: 9.5 lb
Ammo: 45 box
Purchase DC: 17 Res (+2)
Notes: Due to the recoil system, penalties for double tap and autofire arehalved. The Mk3 can be converted to fire 7.62 mm rounds with a conversion kit,with a PDC 7. Converting the mk3 changes the damage to 2d10, increases weightby 1.5 lb, and reduce ammo to 40 round box.





Clark Mk5
The Mk5,made by Clark, was released as laser weapons were starting to populate thebattlefield, as an alternate to straight laser weapons. The Mk5 is a dualweapon, in an over-under configuration. The top barrel is a variable chargelaser rifle and the under barrel is a ZX propellant 5.56 rifle. The reasoningbehind this was as more armours were being designed to resist laser weaponsfire, they're not quite as protective against the age old bullet, which many asoldier discovered at the end of a Mk5. One of the features that many likeabout the Mk5 is the variable charge, and while as the laser is being charged,the user can still fire the ballistic rifle so that they are not caught withtheir pants down unable to shoot while waiting for the power build up tofinish. The Mk5 is fully ambidextrous, features a two stage trigger, simpleswitch for alternating between laser and ballistic rifle, and a three roundburst mode for both weapons. Also has a simple LCD screen with round counterand charge meter for the laser. Also comes with a x5 scope as standard, and anuplink to a helmet HUD.

Clark Mk5(PL6 Personal Firearms Proficiency)
Damage:2d10 rifle / 3d8 laser
Critical:20 / 20
DamageType: Ball / Fire
RangeIncrement: 90 ft / 80 ft.
Rate ofFire: S, A for both
Size:Large
Weight: 15lbs
Ammo: 35box / 50 box
Purchase:26 Mil (+3)
Game Notes
Hasalternate weapon gadget, variable charge gadget on laser component. Has a threeround burst setting. Users with Burst Fire feat can use burst fire with onlythree bullets instead of normal five, even with only three rounds available.Switching between laser and ballistic rifle is a swift action. If the laser isbeing charged, the ballistic rifle can still be fired.





Clark mk 12

Lt. Nerzcoughed as the smoke started to clear from the breached wall. An armouredfigured stepped through the hole. She raised her rifle, pointing it at itshead.

"Youthink that pee shooter will hurt me?!" A metallic sounding voice emittedfrom a speaker somewhere on the helmet, "My suit's rated to survive up toa las cannon!" The figure started to laugh.

Nerz pumpedthe fore handle, a satisfying sound to her ears as deuterium was forced intothe weapon. "Lucky for me, I've got ol' Clark here." She fired andthe armoured figure stopped laughing as it hit the ground, a smoking hole inthe faceplate.

The Clarkmk 12 is a plasma rifle modeled after old Earth style shotguns. For the mostpart, it's an average plasma rifle, but has a unique system for some extrapunch. A small deuterium canister can be added to allow the Clark to be turnedinto a plasma cannon. By pumping the forward handle forward then back, theweapon primes itself, engaging the magnetic containment fields, feeding rawdeuterium into the energizing chamber. As the trigger is pulled and plasma isnormally created, the extra deuterium is mixed in and also converted to plasmafar hotter and more powerful than the weapon can normally produce. This abilitygives infantry some extra punch without having to carry an extra weapon,especially when weight is an issue.

Clark Mk 12(PL 6/7 Personal Firearm Proficiency)
Damage:3d10
Critical:20
DamageType: Fire or whatever type your campaigns have plasma as
RangeIncrement: 80 ft.
Rate ofFire: S, A
Size: Large
Weight: 11lbs
Ammo: 50box
Purchase:20 Res (+2)
Game Notes
Alternateammo: Deuterium fuel cell 10 box. PDC 14 each
AlternateFire Mode: By pumping the handle (swift action), rate of fire changes to singlefor next shot, which changes damage to 5d8 ignore 3 points of hardness/damagereduction, reduce range to 50 ft. Must be fired within the next 6 rounds ordeuterium will be vented for safety purposes.
Handle mustbe pumped to engage the deuterium feed each time, otherwise, it resets back tosemi automatic mode.
If thealternate fire deuterium enhanced mode is fired continually each round, thereis a chance it will over heat and shut down. After first round if deuteriummode still used, roll percentage starting at 10%, +10% for each continuedimmediate shot in deuterium mode.
 

kronos182

Adventurer
ShredderPL6/7

Withadvances in ballistics, metallurgy and weapon designs, some designers thoughtabout resurrecting the flechette weapons. Instead of launching small, dart likeprojectiles from a discarding sabot, like older designs, the Shredder launchesa projectile shaped more like an arrow head, which also helps increase itsrange, plus a deployable fin helps stabilize the flight. The arrow shapedprojectiles are extremely sharp with near mono molecular sharp edges whichallow them to slice through armour and flesh with equal ease. The projectilesare propelled by a form of magnetic propulsion, similar to a coil gun. Manybelieve it was the work in shredders which lead to perfecting the technologynecessary for railguns. An interesting use of shredders is the ammunition canbe used to cut things from afar like ropes or even power cables.
Shredder(PL6/7 Personal Firearms Proficiency)
Damage:2d8 ignore 3 points of hardness (considered armour piercing so in RAW ignoretwo points of Defense)
Critical:19-20/x3
DamageType: Slashing
RangeIncrement: 110 ft
Rate OfFire: S
Magazine:30 box
Size:Large
Weight:10.5 lbs
PurchaseDC: 19
Restriction:Res (+2)
Note: Theprojectiles can be used to cut ropes and cables from afar due to the widercutting edge they have compared to needler rounds.
Box of 50shredder rounds has a PDC of 11





ColonialLaser Rifle

Thecolonial rifle is a fairly rugged laser rifle made available for colonies,especially ones with low manufacturing capacities. The weapon is made as toughand simple as possible, using reliable parts and construction. Instead of usingnormal power packs, the colonial has an internal battery which is rechargeable.Built into the stock is a deployable solar collector. This allows the weapon torecharge when away from a power source. When a power source is available, theweapon has several adaptors to allow it to connect to a wide range of powersources. The only downside anyone has mentioned about the colonial is it's abit heavy, but others say the extra weight makes it good to act as a walkingstick or a good club when defending oneself against local wildlife.

ColonialRifle (PL6/7 Personal Weapons Proficiency)
Damage:3d8
Critical:20
DamageType: fire
RangeIncrement: 70 ft
Rate OfFire: Semi
Magazine:30 internal
Size:Large
Weight: 15lbs
PurchaseDC: 17
Restriction:Lic
Note: Canrecharge with solar collector, bright sunny conditions will recharge one shotper minute, cloudy 1 shot per 5 minutes, overcast 1 shot per 10 minutes. Ruggeddesign makes it difficult to break and easy to fix, +2 circumstance on Repaircheck





Scorpion
Thescorpion rifle is an illegal weapon. Designed as a fairly sleek weapon,but also looks to be segmented, giving it an insect-like look. A bull pupdesign, with two pronged slightly curved fork like structures extendingout from the end of the barrel, curving in slightly, designed to looklike the claws of a scorpion. These weapons are rare and highly illegaldue to the energy blast they release is quite damaging to its target. Theblast acts similarly to a disintegrator where it starts to breakthe bonds in molecules in the target, but not completely, which makes forextremely painful and difficult wounds to heal. In organic targets, thiscreates particularly devastating wounds as the energy also prevents bloodplatelets from forming properly to clot the blood.
Almost allgovernments ban scorpions and anyone caught in possession of a scorpionis jailed immediately, sometimes even killed on the spot as a potentialterrorist or enemy of the state. No one knows who produces these weapons,as they seem to just appear in random Black Market locals, in batches ofonly about 10 a year.
The onlydrawbacks to the scorpion is its limited range, high power consumptionand low, although painful, damage, and some count the lack of fullautomatic fire a blessing.

Scorpion(PL 6/7 Personal Firearms Proficiency)
Damage: 2d6
Critical:19-20, x2
DamageType: Energy
RangeIncrement: 45 feet
Rate OfFire: Semi
Magazine:20 box
Size:Medium
Weight: 9.6lb
PurchaseDC: 31
Restriction:Illegal (+4)
Game Note:This weapon is considered to have the Wound special ability, where aliving target hit will continue to take 1 point of damage every rounduntil a Heal check DC 20 is performed with at least a First Aid Kit, orif magic is available, a Cure Light Wounds or better spell is used. Alsoliving targets hit are slightly distracted by the amount of pain ascorpion blast causes, suffering a -1 penalty to attack rolls, Defense,skill and ability checks made until they are healed. This penaltyincreases with each successful hit from a scorpion. Thus if two hits arescored on a target, the penalty would be -2 until the wounds are healed.Any delicate or complicated tasks the target performs after a hit from ascorpion requires a Concentration check of DC 15 + number of times hit bya scorpion before healing. So a person hit twice would have aConcentration check DC of 17.





XM234A
After muchresearch and some explosive results, scientists finally managed to reverseengineer the Covenant plasma rifle. Although bulkier, shorter ranged and asmaller payload, it is a triumph of weapon engineering. Although it doesn'tsuffer quite the same heat problems as the covenant version, but does sufferfrom some. The XM234A also has a far safer heat dissipating system, althoughthey weapon won't fire from 6 to 25 seconds as it dissipates the heat. It canalso make use of a Spartan Laser recharge rack for replenishing the battery.Next generation plasma rifle will see better range and ammo capacity, andhopefully a fix to the heat problem, but only time will tell.
UNSC Plasmarifle
Damage 3d8fire (energy)
Ammo: 30
Size: Large
Rate offire: S, A
Rangeincrement: 50ft
Weight: 15lbs
Note: On a roll of 1 or 2 the weapon overheats and will not firefor 1d4 rounds as it safely dissipates heat and plasma in a far saferway, which also won't give away the user's position in the dark like theCovenant version. Can be recharged using a Spartan Laser rechargerack.

This was created for a Halo campaign, but with a fluff change can work with any campaign setting.






Hi-Star LaserRifle

A military laser that is quite reliable even under harsh battlefieldconditions. For the most part it is a normal military laser rifle, but has oneunique feature, a continuous fire mode which allows it to burn through armour.


Hi-Star Laser Rifle(PL6 Personal Firearms Proficiency)
Damage: 3d8 or 3d6 beam ignores * points DR/hardness
Critical: x2
Damage Type: fire
Range Increment: 75 ft or 50 ft beam
Rate of Fire: S,A or single beam mode
Size: Large
Weight: 10 lb
Ammo: 50 box
Purchase DC: 20 Mil (+3)
Notes: Has a beam mode. When in beam mode, a continuous beam is emitted.Considered a full attack, user can not move while in beam mode. Each time thetarget moves, a new attack roll is required to keep the beam on target. *Ignores 1 point of DR/hardness and 1 point of Defense for each consecutiveround the beam is held on target, up to a maximum of 10 points of hardness/DRand Defense. So first round doesn't ignore DR/Hardness or Defense. Second roundthe beam is held on target, gains ignore 1 point of DR/hardness and Defensefrom the armour. If the user moves while holding the beam on target, a newattack roll at -5 for every 10 feet moved to keep the beam on target. If the usermisses on any of the attack rolls, the ignore DR/hardness and Defense bonusesreset to 0. Beam mode also only has 5 range increments. A critical hit with thebeam mode is only for the round it was made in.
 

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