Night (A d20 Modern/Future Campaign Setting)

kronos182

Adventurer
I'm liking these! They kind of remind me of those ridiculously long-barreled rifles used by the papal knights in Hellsing, right down to the mounted axe-heads. I'm also getting a definite 40k vibe, what with a good chunk of these weapons being family heirlooms and the like.

These are basically a long handled large axe headed melee weapon. The mini grenade version is for squad support for when they're surprised and can't bring heavier weapons to bare, and a bit rarer as they use mini grenades. I was thinking of making a metal storm gun version for a bit cheaper version for non heavy weapon squad member, plus would have a larger ammo capacity, not by much more, but good to have a nice 8mm rifle round weapon quickly at hand without switching to a rifle.
I'll probably come up with a few more heirloom versions, which yes, were kind of inspired by WH40K power weapons that the Grey Knights use.. those force weapons of theirs.
I'll be coming up with a few defensive items to help keep them alive longer.
 

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TheVengefulKoala

First Post
VKMA27Falke.jpg

VKM A27 "Falke" 7.62mm Semiautomatic Sniper Rifle(Personal Firearms Prof.)

Damage: 2d10
Critical: 20
Damage Type: Ballistic
Range Increment: 100 ft
Rate of Fire: Semiautomatic
Magazine: 10 Box
Size: Large
Weight: 11 lbs.
Restriction: Licensed (+1)
PDC: 21

The Von Kampfrad Munitions A18 "Falke" (Falcon) is a highly-accurized sniper rifle, chambered for 7.62mm. The A27 is highly-sought after due to it's high quality of manufacture, and VKM is only too happy to supply every order. The action is constructed from precision-machined aluminum alloys, while the furniture is made from durable high-impact placsic. The Falcon is stable enough to be fired with only a foregrip for stability, making it popular among snipers on the move.

Due to it's high quality of manufacture, this weapon is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls. This weapon has adjustable fittings, a scope mount, and a standard scope. This weapon has no iron sights, and as such using this weapon without a scope imposes a -1 penalty on attack rolls.
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VKMA31Vogel.jpg

VKM A31 "Vogel" 9mm Assault Submachinegun (Personal Firearms Prof.)

Damage: 2d6
Critical: 20
Damage Type: Ballistic
Range Increment: 60 ft
Rate of Fire: Semiautomatic, Automatic
Magazine: 30 Box
Size: Large
Weight: 7 lbs.
Restriction: Restricted (+2)
PDC: 20

The VKM A31 "Vogel" (Bird) is what VKM calls an "assault submachinegun", combining features from both SMGs and assault rifles. So named because of the distinctive firing noise (which sounds very similar to a bird whistling), the Vogel is a popular choice for guerillas, terrorists, and regular soldiers.
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VKMA35Hornisse.jpg

VKM A35 "Hornisse" .22LR Submachinegun (Personal Firearms Prof.)

Damage: 2d4
Critical: 20
Damage Type: Ballistic
Range Increment: 50 ft
Rate of Fire: Semiautomatic, Automatic
Magazine: 200 Box
Size: Large
Weight: 6 lbs.
Restriction: Restricted (+2)
PDC: 18

The Von Kampfrad Munitions A35 "Hornisse" (Hornet) is an unusual design: a submachinegun chambered for the .22 Long Rifle round. This round, because of it's poor stopping power, sees little use in combat. The A35 is very controllable during automatic fire, however; the weapon actually lacks a stock, and can be controlled via the foregrip. The Hornisse is made from the same high-impact plastics and aluminum alloys as the A27, and features a simple blowback action.

The Hornisse was originally meant for use at prisons and labour camps, allowing the guards access to affordable automatic firepower, and lots of it. The weapon feeds from an impressive 200-round drum magazine.
 
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TheVengefulKoala

First Post
VKMA39Br.jpg

VKM A39 "Bär" 12-Gauge Semiautomatic Shotgun(Personal Firearms Prof.)

Damage: 2d8
Critical: 20
Damage Type: Ballistic
Range Increment: 40 ft
Rate of Fire: Semiautomatic
Magazine: 8 Internal
Size: Large
Weight: 13 lbs.
Restriction: Licensed (+1)
PDC: 20

The VKM A39 "Bär" (Bear) is the main shotgun manufactured by Von Kampfrad Munitions. A rugged and simpe 12-gauge, this semiautomatic is equally at home hunting animals or hunting people, and is used by both civilians and military personnel. Both enjoy the Bär for it's low cost, durability, and it's stopping power.
 

kronos182

Adventurer
Forbiddance System


*Bang* "Ow!"
"Careful with that. We can't have these parts damaged before we finish installing them." Magus-Engineer Thomas warned the mechanic helping him.
"So.. What's this thing supposed to do anyway?" The mechanic asked as he opened the crate.
"This is a Forbiddance System."
"Forbiddance? Forbid what?"
Magus-Engineer Thomas grunted a little as he tightened some bolts. "Vampires of course. See, vampires can't enter a home unless asked in. But places like most businesses, libraries, and of course, hospitals like this one, are wide open to them. So this device basically attempts the same thing for the building it's installed in. Without these protecting our hospitals, these places are just one big cornucopia, or buffet for those blood suckers."
"Does it really work?"
"Usually. Although old vampires are a bit too powerful for the basic system. That's why these things also have a few other features. Although you need a priest on hand to make the most use of these."
"Oh.. That would explain why we had to make one of the rooms nearby into a bedroom."

The Forbiddance System is a huge breakthrough in magical research that combines arcane, divine and technology into a very effective defensive system against the vampire hordes. The device looks like a large metal box with several glass canisters, tubing and metal wiring with a fairly simple chair attached to the contraption. In various spots there are several precious stones imbedded with gold and silver wiring and inlays running from the stone's mounting to various tubes or canisters or the chair. Carved into the sides and various tubes are a combination of arcane runes and several passages from the Black Sea Scrolls and prayers. Also installed in important areas, such as back up generator rooms, main entrances to large patient areas and sometimes at main entrances are mountings that hold one diamond plus four smaller rubies surrounding the diamond.
The Forbiddance System must be installed in the top level of the building it is installed in. Once installed, the system provides a continuous modified Magic Circle (Evil) effect. Each morning a divine spell caster, or even just a priest or other member of the church such as bishops or cardinals, must sit in the chair and recite a specific passage from the Dead Sea Scrolls and one from the bible, which are also carved onto the device to renew the magic circle effect. If a member of the church, such as a priest, sits in the chair and has the needle and tube put into his arm, by trained medical staff, allowing his blood to flow into a small canister beside the chair, which then flows into the main device, then back into the priest (the blood is ran through a filter so that it is not contaminated before returning to the priest), the priest can make use of several other effects. If an acolyte or other more powerful divine spell caster is used instead, the effects are more powerful.
Whiled connected to the system in this manner, the user is aware of any undead or creatures with the evil allegiance within the building and up to 50 ft outside the protected building. They are also aware of any people they know that are in the protected building.
Through the diamond and ruby mountings the user can cast Searing Light at any targets, or if the user is a divine spell caster, can cast their spells through these mountings, allowing them to attack any evil that try to get in or are running throughout the building.
Game Notes:
A continuous modified version of Magic Circle (Evil) is surrounding the building. Everyone inside the protected building gains a +2 bonus to saves against abilities against evil creatures, such as a vampire's dominance gaze. Second creatures with the Evil allegiance can not enter the protected building unless they make a successful Will save DC 19. If a divine spell caster is hooked into the device, add their Wisdom modifier to the DC for the Will save. This effect lasts for 10 minutes and covers the whole building.

When a priest or divine spell caster is hooked into the device the following spells can be cast as a 6th level caster:
Mass cure light wounds to everyone on a single floor 5 times per day.

Create water up to 6 gallons 10 times a day.

Delay poison on everyone on a specific floor 4 times a day.

Clean on everything in a single room, instead of a single target 3 times a day.

Halt Undead like the arcane version, but only on any undead, up to 3 that manage to get past the Magic Circle (Evil), must make a Will save DC 19. Unintelligent undead make no save, but vampires and other intelligent undead do. Halted undead are immobile for 6 rounds or if they are attacked or take damage.

Searing Light can be casted up to 3 times a day at any location where a diamond and ruby mounting is located. Deals 3d8 to any target hit, while undead take 6d6 points of damage, and undead creatures particularly vulnerable to sunlight, such as vampires, take 6d8 points of damage.

When a divine spell caster is hooked in, they add their Wis modifier to the listed DCs for saves. Also the divine spell caster may use their spell slots to cast more of the effects using their own caster level for the extra castings of the effects if it is higher than 6th. Also, divine spell casters may cast their own spells through the device, although any spells they have prepared that have a target of a single creature, or a group, must be done so near one of the diamond/ruby mountings.

During extended battles where one user has used up all their divine spells, if they are capable of them, trained medical staff can switch one user for another one within two minutes. When they disconnect one user, some of their blood is left in one of the containers to provide some power for the system, allowing them to hook up another user. After they put the needle in the new user, they switch the blood flow to a new container and remove the one with blood so that it may be cleaned.
After 10 minutes of use, the user is fatigued. After 20 minutes they are exhausted. After 20 minutes, the user must make a Fort save DC 15 every 5 minutes +1 per 5 minutes past 25 minutes or take 1d3 points of temporary Con damage.

PDC 41 for an average sized 5 story building. +5 DC for every 5 extra stories or 25% increase in size. If the building is oddly shaped, like an L, two devices must be installed, and two priests or divine spell casters used for using the abilities in both areas. Takes about 1 year to make a Forbiddance System, of which many arcane and divine rituals must be preformed at specific points in construction. Each piece must be painstakingly handcrafted and precise or else the whole system will not work. A dud Forbiddance System can still fetch a price as a collector's item if any are found before being destroyed to prevent capture by vampire forces. A captured unit could probably fetch a PDC 55 reward from vampire forces for a damaged one. A completely intact unit could fetch far more.
 

kronos182

Adventurer
Telsa mk3

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

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

kronos182

Adventurer
Magus Facio Firecracker

Another popular release from Magus Facio is the Firecracker. A well crafted, balanced bullpup rifle chambered in the NPS's standard 8mm rifle rounds to make logistics simple. Although not particularly powerful, the firecracker is enchanted so that up to 3 times a day, it can enchant any ammunition in it's magazine with the Flaming Projectiles spell, turning normal bullets into flaming bullets for enhanced damage. As a side effect of the enchantment, when the weapon is fired, the rounds sound like firecrackers being fired, especially when on autofire. Also when the projectiles hit, there is a small splash of flames, although the splashing flames don't damage anything, they do make it very spectacular to watch.

Damage: 2d10
Critical: 20
Damage Type: Ballistic
Range Increment: 80 ft.
Rate of Fire: S, A
Size: Large
Weight: 13 lbs
Ammo: 25 box
Purchase: 28 Res (+2)
Game Notes: Masterworked +1 weapon, adds +1 to attack rolls. Up to 3 times per day, the user can activate the Flaming Projectiles spell by twisting a small imbedded ruby set near the safety, which enchants all the ammo in the loaded magazine for about an hour, or until they are used, adding 1d6 fire damage. Due to the added noise of the rounds when they are enchanted, they reduce the Listen DC to notice the weapon being fired by -2. Also they enchanted rounds act as tracers, or mini flares, illuminating their path as they travel with a 10 ft radius until they strike their target, where the splash of fire illuminates a 20 ft area for a few seconds (just the round they were fired in).
 


kronos182

Adventurer
Vamp Killer ver5


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

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

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