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Kronos's d20 Stuff

Capn Charlie

Explorer
I'm actually going to work on an anti-air version.. SAMS, the turret modified for anti-air work, RADAR. I can't remember if there are any rules for SAMs in RAW or not, this I need to find.

I was just going to crib warhammer 40k and 5e dnd rules together and give it a AAA package that offers advantage on attacks made against airborne targets and disadvantage against ground targets.
 

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kronos182

Adventurer
I was just going to crib warhammer 40k and 5e dnd rules together and give it a AAA package that offers advantage on attacks made against airborne targets and disadvantage against ground targets.

Basically that's what I was going to do.. Although many AAA turrets can't even aim at ground targets.
I'll try having the AAA variant of the HISS mk2 out tomorrow.
 

Well... guess would be cool to have some tanks who do.

Maybe they can be used to frag speedsters or ultra-low-flying hover vehicles? Imagine some guy racing at them on a bike going "oh, shhh...." when the AAA turns towards him.
 
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kronos182

Adventurer
HISS mk2c

The Hiss tank mk2c turns the mk2 into an anti aircraft platform, removing all troop capacity for weapons. The turret is redesigned with a quad mount of lasers and enhanced sensors including a radar. 4 SAM missiles are fitted to the sides of the turret, two each side, and retains the two machineguns mounted in semi turrets on each side of the main body for self defense. The lasers are a little weaker individually than those mounted on the mk2, but have improved range. The body mounts two mini missile launchers which are configured for attacking low flying aircraft, hovercraft and flying armours or jetpack equipped troops.

The lasers are not capable of firing at ground targets, but the turret is designed for quick movements, allowing it to track and target fast moving fliers. Each machinegun is mounted in a 'cheek' turret, allowing each to fire forward and up to 30 degrees to the side. The mini missile launchers are designed to fire either single missiles or small volleys of up to 5 missiles.
The three crew sits in the front and has excellent view due to a large armoured tinted canopy, similar to those of a fighter jet. In an emergency, this canopy can be jettisoned to allow the crew to escape quickly. In night operations, the canopy tints darker, internal light changes to a low red or shuts off to reduce visibility. Normally the crew enters through the main hatch ramp in the rear of the tank, or by the canopy tilting up like a jet fighter.
The third crew member is an ECW specialist, operating jamming equipment, and has minor ELINT capabilities, picking up enemy transmissions in the area, and aids in operating the RADAR.
This Hiss is three squares wide and four squares long, providing full cover to its occupants. Requires a crew of 3, driver/commander and a gunner/communications officer, and the ECW specialist. The driver can control the cheek guns and the mini missiles, while the gunner controls the main turret and SAM missiles.


Crew: 3
Passengers: 0
Cargo: Pull up to 1 ton
Init: -2
Maneuver: -2
Top Speed: 80 (8)
Defense: 8
Hardness: 10
Hit Points: 45
Size: Huge
Purchase DC: 43
Restriction: Mil (+3)
Accessories: AV recorder, passive night vision (75 ft wide view, but can focus up to 200 ft with a -2 to Spot checks), two turret mount flood lights,thermal/IR cameras, 2 survival kits, quad AAA laser cannons, 2 7.62mm machineguns, 4 SAM Missiles, 2 multi-launch mini-missiles, ECW Jammer, radar with 10 mile range
Notes: Canopy can be jettisoned as a move-equivalent action, allowing crew to jump out of the tank as a move action. AAA lasers have mini range of 50 ft,maximum range of 3 mile, gain +3 to attack rolls against targets moving slower than 200 (20), +2 to targets moving between 300 (30) and 210 (21), can not be fired while the vehicle is moving.

The ECW specialist can jam radio communications within a 5 mile radius, gaining a +4 to Computer Use check to jam enemy communications, or +4 to receive communications if an enemy is jamming their communications, guided missiles suffer -4 to attack, and active sensors suffer -2 penalty all within 2 mile radius.

Weapon Damage
Crit Damage Type Range Incr Rate of Fire Magazine
Quad AAA Laser Cannons 6d8 total 20 Fire 2000 ft Semi, auto Unlimited
7.62mm Machinegun 2d10 20 Ballistic 90 ft Semi, auto Link (3000 rds ea)
Stinger SAM 10d6 - Ballistic 300 ft Single 4 Missiles
Multi Launch Mini-Missile (2) varies varies 150 ft 1-5 20 missiles/launcher


Stinger SAM
This is an adaptation of the shoulder launched Stinger anti-air missile launcher, dealing 10d6 ballistic damage, ignore 10 points of hardness/DR, +3 to attack against aircraft. PDC 15 for 2 missiles

Multi-Launch Mini-Missile Launcher
This is a mini-missile launcher that can launch up to 5 missiles at once, either at a single target, or up to 5 separate targets, but each target must be within 50 feet of each other. As missiles, each missile uses its own attack bonus, +5,and if it misses, it can attempt to hit the target the next round, after which the missile runs out of fuel and detonates.
LAW Mini-Missile PL6
The LAW mini-missile is a light anti-tank round. When it hits its target it explodes dealing 10d4 points of damage to all creatures in a 15 ft radius (Reflex DC 16 for half). Because its explosive features a shaped charge designed to penetrate armour, the Law ignores 8 points of hardness/DR but only of the target hit. The LAW round has a minimum range of 30 feet, and will not arm before then. If a target within 30 feet is hit, it'll take 3d6 points of ballistic damage from the impacting warhead but it will not detonate. PDC 18 for 4.

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

Fragment Mini-Missile PL6
The fragmenting mini-missile sends out bits of deadly shrapnel in a large area.When it strikes, it deals 6d4 points of slashing damage to a 15 ft radius (Reflex DC 17 for half), with a critical threat range of 19-20 for x2 damage.Will not arm within 30 ft of the launcher. PDC 16 for 4.
 
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kronos182

Adventurer
Some new combat options, skills and feats.


Indirect Fire
Weapons such asmortar and artillery have many unique advantages, but require a special set ofskills to use correctly. Indirect Fire ignores all cover bonuses less
than Full or 90%cover. Since the rounds come from above, cover such as sandbags, foxholes,walls etc. provide no protection. Indirect Fire attacks also suffer
no range penalties,allowing these weapons to be used at extremely great distance with little lossin accuracy.

Range Finding
Indirect Fireattacks start at –10 to hit. Every round that is fired decreases this penaltyby one, until after 10 attacks, the operator is able to attack at his full Base
Attack Bonus. Manyfactors can help the operator negate this penalty more quickly:
Equipment: Modernartillery pieces, even those as small as the mortar have very sophisticatedsights and range finders, granting a bonus to hit (which of course
negates some of theinitial penalty). Use of an artillery sight requires an attack action, unlessthe character firing the weapon has the Target Acquisition feat.
Reconnaissance:Scouting can greatly increase artillery accuracy. Either by land (forwardobservation), air, or satellite (requiring a recent satellite pass), on a
successful Spotcheck (DC 20) the character receives a +2 to hit.
Computer Targeting:Very sophisticated artillery pieces (such as the Paladin self-propelledhowitzer) grant an even greater reduction in Indirect Fire to hit penalties.
Laser Targeting: Ifthe artillery piece is using smart ammunition that has laser ridingcapabilities, laser designators grant their bonus to these munitions.

Artillery Crews
Equally vital tosuccess of an artillery attack is the crew loading the weapon. The base firingrate of artillery pieces is several rounds, but each character on the
artillery crew withthe Teamwork feat reduces this loading time by one round to a minimum of oneround per attack.

Counter Artillery
If an area struck byindirect weapons fire has indirect weapons of its own, a Spot check (DC 15)will allow those forces to return fire at +2 to hit. This allows the
initial attacker tomake his own Spot skill check to gain a +2 to hit, which in turn allows furtherSpot checks for bonuses to hit from the other side. This process is
known as theartillery duel, and is generally considered a very bad idea for the artillerycrews involved. Immunity from counter artillery (through firing from adifferent position each time) is one of the key advantages of mortar andself-propelled artillery (such as the Paladin) over stationary Howitzers.

Minimum Range
Indirect fireweapons can only be used against targets one range increment away or further.

Bombing
Bombs work much likeconventional attacks, except that they have no maximum range, and areunaffected by a character’s skill. Regardless of the Base Attack
Bonus of thecharacter dropping the bomb, the base attack bonus of a bomb is +0, modified bythings like Bombing Run (see aerial combat below), and “smart”
bomb technology. Thebomb keeps falling until it hits the ground. If an attack roll with a bomb is anatural 1, that bomb is a dud, and does not explode. It will need to be foundand defused after the battle.
Bombs ignore allcover less than 90%, and all concealment. Concealment might affect the abilityto find the target and recognize it as valuable enough to bomb, but once thebomb flies, there is no miss chance from concealment.
Bombs have twoattack rolls, the initial check to determine how close it landed to its target,and the detonation check. Use the grenade-like missile rules to
determine where abomb lands that misses its target. A bomb does full damage to whatever it hits,and then damage to everything around it. When a bomb strikes, it makes separateranged touch attack rolls on all targets within one range increment at full damageand a Base Attack Bonus of +10. These attacks continue out to additional rangeincrements, with the bomb losing –2 Base Attack Bonus and 2 dice of damage, andcontinue until the bomb’s damage, modified for range, would be 0.

Flying Stunts
Nap of Earth Flying(DC 20): A very dangerous way to fly. By flying at extremely low altitudes, thecharacter can avoid being detected by radar. If any unexpected
obstacle appears inthe character’s path, this check must be made again to avoid a sudden landing(called a crash).
Wingover (DC 15):This maneuver allows an aircraft to make an extra 90-degree turn.
Loop the Loop (DC20): This maneuver allows the character to turn the tables on a trailingopponent.
A successful checkallows the character to make an attack of opportunity against a trailingopponent, and immediately roll a skill vs. skill check to begin trailing
his pursuer as well.If this check fails, the pursued craft gets an attack of opportunity againstthe character. This stunt is an attack action.
Bombing Run (DC 15):By flying steady and still while releasing bombs, an aircraft can greatlyincrease the accuracy of those attacks, gaining a +1 to hit for
each round itperforms a Bombing Run (so if the aircraft performed this stunt for 6 roundsbefore releasing bombs, it would gain a +6 to hit). However, this also
makes the craft veryvulnerable to incoming fire. The craft loses all defense bonuses gained fromspeed, and cannot perform any stunts while executing this
maneuver.


Radar Operation
You are skilled atoperating radar systems.
Effect: You makeSpot skill checks normally to perform Radar Operation.
Normal: Characterswithout this feat suffer a –4 penalty to Spot skill checks to perform RadarOperation.

Sonar Operation
You are skilled atoperating sonar equipment.
Effect: You makeListen skill checks normally to perform Sonar Operation.
Normal: Characterswithout this feat suffer a –4 penalty to Listen skill checks to perform SonarOperation.

Grenadier
You are skilled atusing grenades and grenade launchers in combat.
Prerequisite: ExoticFirearms Proficiency (Grenade Launcher).
Effect: You gain a+1 bonus to attack rolls, and +50% range bonus, to all grenade attacks, whetherthrown or with a grenade launcher.

Marksman
You are skilled atlong-distance accuracy with one weapon.
Prerequisite: WeaponFocus (one ranged weapon), Spot 5 Ranks.
Effect: You may useup to one-half your Spot skill to offset attack penalties due to range with oneranged weapon (effectively allowing you to ignore one penalty
for range per 4Ranks of Spot). This feat may be taken multiple times. Its effects do notstack. Each time the feat is taken (requiring Weapon Focus to be taken again),
it applies to adifferent weapon.

Mortar/Indirect Fireweapons (Exotic Firearms Proficiency)
You understand thebasics of indirect fire and can fire them without penalty.
Effect: You makeattack rolls with the weapon normally.
Normal: A characterthat uses a weapon without being proficient takes a –4 penalty to hit.
Special: Charactersserving as the crew of an artillery weapon (as opposed to the character firingthe weapon), do not need this feat.

New Skill
Paradrop (Dex)
Armor Penalty
Airborne insertionsare a powerful military tool for inserting soldiers behind enemy lines forscouting, surprise raids, and special operations. In modern warfare, heavilyfortified positions can be bypassed, encircled, and defeated with far lesscasualties than were taken in past conflicts. This skill allows a character toland precisely where she wishes to, and also allows parachuting under less thanideal conditions (from a very fast-moving craft, a low-flying craft and soforth). This skill also covers preparing equipment to be dropped. Failing this check means the character lands100 yards off target for every two points by which his roll missed the DC.Failing a check by more than 5 means the character has landed somewheredangerous (depending on the situation, a dangerous landing could be inproximity to enemy soldiers, power lines, dense foliage, etc).
Failing the check tosafely land in dense foliage such as a forest means the character has becomefouled in the brush 10-100 feet above the ground. Getting down
usually involvesclimbing or simply cutting yourself free and falling the remaining distance.Failing the check from a high speed or low altitude insertion results in 1-4points of damage per 2 points by which the character missed the DC (in additionto possibly landing off target, and landing somewhere dangerous). The charactermay attempt either a Reflex save (DC 20), or a Tumble check (DC 15) to reducethis damage by half.
Forces on the groundneed to roll a Spot check (DC 10) to detect incoming paratroopers 1-6 rounds(50-300 ft) before landing. Paratroopers in the air are extremely
vulnerable to enemyfire, being treated as flat-footed both while in the air, and for 1-4 roundsafter they land (while the soldiers get free of their heavy parachute
riggings). Asuccessful Paradrop skill (DC 15) will allow a character to get clear of hisriggings in the minimum time (1 round).
For these reasons,soldiers will only be dropped into a hostile landing zone when absolutelynecessary. Often Special Operations forces will be sent in first, to make
sure an area issecure (neutralizing any enemy forces encountered) before more conventionaltroops are paradropped in.
For specialoperations, the HALO, or High Altitude Low Opening method of deployment isconsidered the ideal. Troops are dropped from extreme altitude, making
the presence ofaircraft harder to detect. The soldiers so deployed then wait until they areextremely low before deploying their parachutes. HALO landings are only
spotted by forces onthe ground on a Spot check of 20 or higher, and if a HALO drop is spotted,forces on the ground only have 1-2 rounds at which to attack the
incomingparatroopers.
LALO, or LowAltitude Low Opening method of deployment is also very popular, used whenaircraft must come in under the radar of a potentially hostile group,
or to avoid adiplomatic incident. LALO insertions are risky, as the soldiers are pulled fromthe craft, their chute opens, and they hit the ground, all in under a minute.On
a LALO jump,characters receive 2d6 points of subdual damage from the stress and impacts ofthe jump.
Sample Actions
DC
Land within 100 ft of target
15
Land within 100 yards of target
10
Paradrop Safely through dense Foliage
25
HALO
+5
LALO
+5
Paradrop Equipment
20
Clear Riggings in 1 round
15

Special: Characterswith 5 or more ranks in Tumble receive a +2 Synergy bonus on paradrop checks.
Characters with theParatrooper feat gain a +2 bonus to Paradrop checks.


Listen (Wis)
New Use
Sonar Operation:Sonar operators use what is known as passive sonar to detect enemy vessels onmost occasions. Passive sonar gives the best of detecting your
enemy without aidinghis efforts to detect you. Sonar operators have finely tuned senses of hearingcapable of discerning minute differences in pressure and motion in
the waters aroundtheir ship. These natural capabilities are backed up by computers sophisticatedenough to identify submarines by name by the sound they make
when moving throughthe water. This skill is opposed by the Drive skill of an enemy submarine insubmarine warfare. See the new combat rules section on submarine
warfare for moreinformation.
Active Sonar grantsan operator a +10 to his skill check, but grants the same bonus to any enemy inthe area to detect him. Thus, this method of sonar detection
is often only usedby surface vessels and aircraft that have a clear advantage over any submarinein terms of weaponry and speed.
Characters withoutthe Sonar Operation feat take a –4 penalty when making Listen checks for SonarOperation.

Spot (Wis)
New Use
Radar Operation:Even with modern advanced adar systems, the eye of the operator is still key indetermining the difference between a large cloud bank and a squadron ofincoming fighters. A successful spot check will allow the operator todistinguish natural phenomena from aircraft at a range of several miles.
Characters withoutthe Radar Operation feat take a –4 penalty to Spot checks for Radar Operation.
NBC Detection: ManyNuclear Biological and Chemical weapons have subtle effects in their earlystages, or in the case of many biological weapons may be difficult to detectunder any circumstances. A Spot check (DC 10 for a nuclear/radiological weapon,DC 15 for a chemical weapon, or DC 20 for a biological weapon) will alert acharacter to the presence of dangerous materials in time to don protective gearwithout needing to make a Saving Throw (assuming the character has the rightNBC gear handy). This use of the spot skill takes a –4 penalty unless thecharacter has the NBC feat.
Reconnaissance: Akey use for special operations forces is reconnaissance. Knowing where yourenemy is, in what numbers, how he is defended, and where he is going arecrucial to formation of a plan for attack or defense. Besides providing theinformation above, a successful reconnaissance skill check will grant thefollowing bonus to Knowledge (Tactics) if brought the attention of a friendlyforce within 24 hours.
Check
Bonus
15
+2
20
+3
25
+4

Special: If acharacter can requisition a satellite map of an area, she gains a +4 bonus toher Spot skill for reconnaissance purposes. If a character can requisition asatellite pass over an area, a Reconnaissance check (Spot Skill +20 againstmoving targets, Spot Skill +10 against stationary targets) can be made withoutever setting foot
in the area.
 

kronos182

Adventurer
M-224 Mortar
The M-224 is a lightmortar, optimally used with a 2- man crew, this weapon may be carried and usedby a single soldier under duress (firing every other round). With 2 men, thisweapon may be fired every round. These weapons are included in each unit of platoonsize or higher, allowing individual infantry units the “punch” of artillerywhen needed.
The M-224 has asophisticated sight that provides the gunner of the weapon a +1 to hit. Using ascope is an attack action.

M-224 Mortar (PL5Exotic Weapon Proficiency Mortar, Heavy Weapon Proficiency)
Damage: 8d6
Critical: 20
Damage Type: Ballistic
Range Increment: 2.2 mi
Rate of Fire: 1 rd
Size: Huge
Weight: 47 lbs
Ammo: -
Purchase DC: 20 (Mil +3)
Notes: If only one crew, fires every other round.
 

kronos182

Adventurer
Landing Craft, Air Cushioned
The LCAC is the next generation of landing craft, being far faster and more versatile than older craft, the LCAC provides amphibious landing forces with a much greater range of options, removing many of the disadvantages older amphibious forces had to work around. Traditional landing craft can only be landed on 17% of the world’s beaches, due to water depth, shore line conditions, weather, etc. By contrast,the LCAC can land on 80% of the world’s beaches. Also, the problem of equipment and personnel having to move very slowly inland after an amphibious landing is solved by the LCAC, which can go inland on existing roads and favorable terrain, carrying its cargo far inland. Lastly, traditional landing craft were one way vehicles, requiring extensive time and manpower to retrieve before they could be used again. The LCAC, after offloading cargo, can immediately return to a vessel for another load of troops.
Each LCAC is capable of carrying 180 fully equipped troops ashore, or a light tank, APC or AFV.
Each LCAC has two weapon mounts capable of mounting a M-60 machinegun, .50 caliber machinegun, or a Mk-19 grenade launcher.
Troops and crew aboard the LCAC receive 1⁄2 Cover. Front ramp allows for quick loading and unloading, 5 troops can disembark at a time as a move action.
The LCAC is 18 squares long, and 9 squares wide.

LCAC (PL 5)
Crew: 5
Passengers: *
Cargo: *
Init: -4
Maneuver: -4
Top Speed: 90 (9)
Defense: 6
Hardness: 15
Hit Points: 50
Size: G
Purchase DC: 50
Restriction: Mil (+3)
Accessories: Military Radio, 2 weapon turret mounts, 2 turret mounted searchlights, quick drop ramp (free action to lower ramp)
Notes: Amphibious design
 
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kronos182

Adventurer
Conqueror
The Conqueror is a Bull variant that mounts a heavy short ranged weapon fixed forward in the hull, used mainly as a siege weapon, but some limited success as a tank hunter. The weapon is usually a ballistic weapon that fires bunker busting rounds that penetrate heavy fortifications, or high explosive rounds for engaging large clusters of infantry. The weapon has limited elevation, but to fire to the sides the whole vehicle has to turn. The structure of the Conqueror is reinforced so it can shrug off damage a bit better than a Bull, especially in its role as a siege weapon, resisting explosives that infantry may try to plant on it. The transmission and other drive systems have been improved for better response time, allowing it to turn quickly and get moving faster, but over all speed isn't improved, so it can reposition itself quickly. The engine is also improved with better torque, allowing it to tow more weight, usually in the form of an ammunition trailer.
The weapon takes up the left side of the Conqueror, with the normal passenger access on that side altered for loading ammunition and access to the weapon itself only. The rear door is used for loading ammunition, with a loading mechanical arm mounted in the roof for aiding in loading from a pulled ammunition trailer. The crew uses the door on the right side. A pintle mounted weapon can be accessed above the driver, used manually or by remote.

Conqueror (PL6)
Crew:2
Passengers: 0

Cargo: 200 lb tow 10 tons
Init: -1
Maneuver:-1
Top Speed: 60 (6) / 30 (3) on water
Defense: 8
Hardness: 22
Hit Points: 54
Size: Huge (-2 size)
Purchase DC: 45
Restriction: Res (+2)
Accessories: Amphibious, radio, two headlights, air filtration system (+4 bonus to crew against airborne toxins and poisons), environmental seals with 5 hour air supply (can be expanded with additionally tanks carried either internally ((reduce passenger capacity by 1 for an extra 5 hours))), trailer hitch, weapon locker for two rifles and 3 pistols with 2 reloads for each, 3 days rations, 4 survival kits with 1 three man tent, weapon racks for 2 rifles plus 3 reloads,one light rocket launchers such as M72 LAWs.
Notes:
The Repair checks to fix or modify a Conqueror are reduced by 5, and PDC for replacement parts are reduced by 1
Robust Design: The Conqueror has a well reinforced design, allowing it to shrug off damage as if it was a main battle tank.
Multi-Environmental: The Conqueror is designed to function in multiple environments, able to sail on the surface of water, or even under water up to a maximum depth of 250 feet, or on the surface of a planet with no breathable or contaminated atmosphere.
Loading Arm: There is a mechanical arm at the back hatch that allows the Conqueror to reload its main weapon magazine from a towed trailer, replenishing one round per round, as long as the Conqueror is not moving. This can be done from either the driver's compartment or from the controls at the door. This allows the Conqueror to fire and reload its magazine in the same round, allowing for continuous fire as long as there is ammunition available.
Weapons:
Same pintle weapon options as the Bull.

Weapon Damage Crit Damage Type Range Incr Rate of Fire Magazine Size Weight PDC Res
Siege Cannon varies* 20 varies 120 ft semi 20 Huge
24 Mil +3
Light Plasma (Option 2) 5d10 20 Fire 100 ft semi 50 batt Huge
23 Mil +3
Heavy Plasma (Option 3) 6d10* 20 Fire 120 ft single 50 batt Huge
25 Mil +3
105mm Tank Cannon (Option 4) 10d12 20 Ballistic 150 ft single 25 Huge
22 Mil +3

Siege Cannon
The siege cannon is a large bore short ranged cannon used to attacking fortifications. Depending on the type of ammunition used, it can level buildings, punch holes in heavy bunkers or release devastation over a large area. The Siege cannon can be used to make indirect fire attacks up to 15 range increments.
Bunker Buster -These rounds are fitted with a rocket booster for added kinetic punch, adding +20 ft to the range increment, dealing 8d12 points of damage to the target, ignoring 25 hardness/dr, dealing half damage to a 10 foot radius. PDC 20 for 5 rds.
Levelers - These rounds are designed to level buildings, cause large area damage. These rounds deal 4d10 damage to a 100 foot radius to all buildings, ignoring any hardness of the building, ignores half hardness/dr of vehicles, robots, mechs and creatures, and everything in the area must make a Reflex save DC20 or be knocked prone, vehicles must make a Drive check DC20 or lose control. The area affected is now considered hazardous, requiring Balance/Drive checks DC 15 to move through at normal speeds or lose balance/lose control. PDC 21 for 5 rds.
Fireball - Theserounds, once striking a target or area, fills a large area with fuel and fire,burning for almost half a minute, useful in flushing out infantry from bunkersor other buildings, dealing 5d6 fire damage in a 100 foot area, and lasts for 2rounds before the flames dissipate. Only those in the outer 50 ft area can makea Reflex save DC 15 for half, and do so again the following rounds if they arestill in blast area. PDC 22 for 5 rds.

Heavy Plasma Cannon
This heavy plasma cannon is configured for armour penetration. It deals 6d10 points of damage to a 10 foot area, ignoring 10 points of hardness to everything within. Reflex DC 20 for half.

!05mm Tank Cannon
This is a shortbarreled version of the old M1A1 Abrams tank.
 
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kronos182

Adventurer
Trigon
A triple barrel gyrojet rifle, set up in a triangular pattern with a point down and the other two to the sides, designed for use by troops that work in low or zero gravity environments as the low recoil created by the gyrojets would not propel the user backwards. Each barrel has its own ammunition clip, and had a fire select system that allowed it to fire from each barrel in sequence, or a single barrel at a time, or all three for a powerful strike. This allowed a user to have each barrel loaded with different ammunition, although this slowed reloading the weapon as each clip had to be reloaded to make use of that barrel, but if one clip is empty, the weapon would automatically go to the next in the sequence or use the next loaded barrel only.
A universal mounting on the top allowed for a variety of scopes to be attached and included a powerful flashlight and a laser designator between the barrels. A digital display showed power levels for the flashlight and ammo counter. Attachments for a shoulder strap and magnetic clamps for attaching the weapon magnetically to a space suit when not in use.

Trigon (PL6 Personal Firearms Proficiency)
Damage: 2d6
Critical: 20
Damage Type: ballistic
Range Increment: 140 ft
Rate of Fire: S, A
Size: Large
Weight: 18
Ammo: 45 (3 boxes of 15)
Purchase DC: 19 (Res +2)
Notes: Integrated flashlight and laser designator, 3 magazines, universal mount for scopes, magnetic clamp, selective fire.

Selective Fire - This allows the user to switch from single barrel only, rotate through each barrel in sequence, or all three. Firing in sequence increases Reflex save for autofire by +1 to DC 16. Firing all three barrels at once increases damage to 3d6 and adds +1 to attack roll, but if each barrel has special ammunition, the effects stack.


Gyrojet Wrist Rockets
This durable pair of gloves each have a simple, gyrojet rocket rack on their backs that holds three gyrojet rockets. Characters wearing such weapons simply point their wrist, bend their hand down, and hit the dual trigger buttons to launch the rockets. This means they have to use one hand to fire the rockets on the other, it’s not possible with only two hands to fire both wrist rockets at the same time.
The rockets have slightly less range than a gyrojet pistol, but are otherwise quite similar. The owner of this weapon purchases pistol jetclips and disassembles them to extract the loose shells, and loads them into the chambers of the gloves. Reloading takes place after combat, as it takes several minutes to properly clean and replace the shells.
The wrist rocket is mounted on a polyplate gauntlet, giving it a really cool look and acting as brass knuckles in combat.Some planets consider Gyrojet Wrist Rockets to be concealed weapons and have laws prohibiting their use. Most worlds consider it personal protection equipment, like a knife.

Gyrojet Wrist Rockets (PL 6 Personal Firearms Proficiency)
Damage: 2d6 (gyrojet), melee strikes deal lethal damage
Critical: 20
Damage Type: ballstic / bludgeoning
Range Increment: 35 ft / melee
Rate of Fire: S
Size: Small
Weight: 3 lbs
Ammo: 3 internal
Purchase DC: 19 (Res +2)
Notes: Reloading a single chamber is a standard action.



DIME
Dense Inert Metal Explosives are a newer version of fragmentation explosive that reduces the blast radius while still maintaining the same power. These use a heavy metal that is normally chemically inert and not part of the chemical process to make the explosion. This metal then disintegrates into extremely small particles, typically 1-2mm, which slow due to air resistance, keeping the blast radius small, but lethal.
These weapons deal same damage as comparable fragmentation rounds, only with one half the radius. Increase Treat Injury checks to remove the micro shrapnel and heal the wounds by +4.
Increase PDC by +1.
 
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kronos182

Adventurer
Vigilante Toolkit

A heavy gauntlet and arm brace that is well armoured and has several built in features that gives the wearer offensive and defensive capabilities. A set of two curved blades extend from the gauntlet to give the wearer a melee strike, also useful as a cutting tool. From the back of the hand an energy shield the size of a small shield can be activated. The shield has a blue tint to it and is one way transparant, allowing the user to see through it, but anyone on the other side it is translucent, making the wearer appear quite blurry through the shield. The energy shield not only gives physical protection against attacks, but it has a built in magnetic field generator, aiding to deflect attacks from metal sources. This also deflects some energy attacks, such as ion/electrical weapons and particle beam weapons. Lastly the gauntlet has a cable launcher with a molecular adhesive grappler head, auto retracting winch. This cable and winch system is capable of pulling up to 400 lbs, allowing the user to swing or climb up to 100 feet, or pull distant items, provided the weigh less than the user. Unfortunately each of the system are not able to be used at the same time, but the user can easily switch between the three with a quick press of a button on the side, or with specific hand movements of the gauntleted hand.

Weight: 5 lbs
Hit Points: 10

Retractable Claws
With a press of a button on the side, or through a specific hand movement, usually a clenched fist bending inward with the arm snapping down, or other movement can be programmed, a set of two 8 inch blades extend out from just above the knuckles, giving the wearer a bladed weapon.
Damage: 1d6
Critical: 19-20x2
Type: Slashing
Notes: +2 to entangle an opponent's weapon.

Shield
An energy shield shaped like a small shield extends and is centered on the back of the wrist. It has a built in magnetic field and releases an electrical charge that can cause those struck by a shield bash attack to be dizzy and expose themselves momentarily.
Defense Bonus: +3
Magnetic Field - Projectile, ion/electrical, magnetic and particle beam/pulse ranged attacks suffer -2 to attack rolls to strike the wearer while the shield is active. Also while the shield is active, the wearer gains electrical/ion resistance 5.
Shield Bash - The shield can be used to make shield bash attempts, but deals 1d6 electrical damage instead of normal bludgeoning, and the target must make a Fort save DC 14 or be Dizzy and Exposed.

Grapple Tag Launcher
A grapple tag launcher with 100 feet of duracable with a molecular adhesive head launches from the back of the wrist, allowing the user to use it as a normal grappling hook and line, with a powered winch to lift up to 400 lbs. The user can also use it to pull distant items towards them.
If used to pull an unwilling target towards the user, both must make opposed Strength checks. If the target tries to remove the grapple without the wearer disengaging it, requires a Strength check DC 25 and deals 1d4 points of damage, or will have to cut the cable and use special solvent to remove the grapple.
 

Voidrunner's Codex

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