These look pretty good. Any chance we could get a couple more futuristic weapons? I'd love to see some Lasrifles, maybe even a Chainsword to go with the Ripper.
As you've might've been able to guess, i'm trying to make a 4e Dark Heresy crossover. And your weapons have seemed like the best ones I've seen so far.
Well Dark heresy is a Warhammer 40k RPG, so if your familiar with that setting at all the armaments available are all fairly consistant. You could also go here to check out for more information on the different weapons available:Firstly, thanks for the compliment! As for your ideas on other futuristic weapons, I'll see what I can come up with.
Did you have anything specific in mind, besides chainswords and laser rifles? Do you have some links to some Dark Heresy materials so I can get a better feel for the setting?
I'll update when I can!
Some change to make it flow a little better:
_______Taze_______
Your weapon discharges electricity, dazing the target.
At-Will Weapon
Standard Action Melee weapon
Attack: Strength vs. Fortitude
Hit: Half[1w] damage and the target is dazed until the end of your next turn.
Increase damage to [1w] + Strength modifier at 21st level.
Effect: You must Reload before you may use this weapon to attack again.
Special: If you daze a target in this way in 3 consecutive rounds, the target goes unconscious (save ends).
Sorry, I had to laugh. Neutrons are not charged particles. Lasers are not charged either, and they only behave like particles when you know their precise position.Neutron Pistol - Hand held laser weapon fires a calibrated sequence of supercharged particles.
Quick question: Why do some of the melee weapons like the Ripper have the "load free" property? That seems like a useless property as they don't have anything to load.
Also, I'd be interested in seeing how you'd see Bolt weapons or Melta weapons working under your system.
Overall I like. I appreciate the effort, and I might actually get an opportunity to playtest them at some point. I would get rid of the 1d6 after every attack. It drags down combat by a split second (that adds up over time) and only makes sense for rapid-fire weapons anyway. I think you're better off just keeping track of ammo, or ignoring it all together.
... design weapons for civilizations tens of thousands of years down the line. Like, a society so advanced that compared to them we're cavemen throwing rocks at each other. A few ideas are:
*A device shaped like a paperclip... Useful for cutting holes in walls and people...
*Super-hot napalm that consumes anything, even metal
*A device that creates a microscopic black hole...
*And of course, armor that protects you against any of this.
I don't know, work with it if you feel like it. Believe it or not it would actually be useful for my campaign.
Sorry, I had to laugh. Neutrons are not charged particles. Lasers are not charged either, and they only behave like particles when you know their precise position.
Browsing through this, I really like what I see: you have a solid basis for something here, more so than any sci-fi 4e write-up I've read.
This is definitely a possibility for Taze. I like the continuity of this description, especially since it is also represented several times in the Monster Manual. I had thought about it when I first conceptualized Taze, but honestly didn't like the first condition to be slow. Tazed people are not slow! They are paralyzed! (lol)Some change to make it flow a little better:
Hit: Half[1w] damage and the target is slowed until the end of your next turn. If target is already slowed, target is dazed instead. If target is already dazed, target goes unconscious (save ends).
Also, more things should expand the minor action to force the player to really think strategically with how they use their minor (or converting their move):
*Guns that have high proficiency... instead of giving that high prof in the stat, leave it at +2 and give it a property.
Careful Aim: Minor Action
You gain a +1 power bonus to attack with this weapon for the first attack you make with it, before the end of your next turn.
*Stabilizing... for Long Burst, Spray, or Burst add this: after use, receive a -2 to hit with this weapon until a minor action is used to stabilize.
*Range Finding: Minor Action
You increase the range of this weapon by 5 squares for the first attack you make with it, before the end of your next turn.
*Aim Assist: Minor Action
This weapon gains the Brutal 1 property for the first attack you make with it, before the end of your next turn.
I'm not really sure what you mean here. If you feel like the weapon properties are really powerful, why do you think Spray needs to be improved? Do items like Bracers of Perfect Shot make you wary of the ranged basic quality? Please elaborate. ^_^Also, some of the Weapon Properties are way powerful. Spray should be the only one that counts as a ranged basic. Spray can be buffed a little more: make the secondary attack autohit.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.