Sci-Fi Weapons

Fragsie

Explorer
This is a repost of stuff that i've had up on the WotC forums for a while, and tbh i feel i took a lot of flak for them. I'm hoping that the somewhat friendlier atmosphere here at EnWorld will help me with balance and flavour without having to defend myself constantly:blush:. I've only got ranged weapons so far, but I will get around to melee and armour some time in the near future.

I have looked through quite a few other post on firearms on the WotC forums, and i'm aware of the most common comments and arguments that people make about how to present firearms. So i thought i would say in my first post that while i agree that simply changing the name of existing weapons and using the RAW is a simple way of introducing firearms to a renaissance or fantasy setting, the following weapons are for a setting that has some quite advanced technology, and therefore, a lot of options as far as firearms are concerned.

This is all a work in progress so constructive criticism is definately welcome :) I will be adding more weapon categories as i go, so check back often ;)

New Weapon Groups

Machinegun: A machine gun is a fully automatic mounted or portable firearm, usually designed to fire ammunition in quick succession from an ammunition belt or large-capacity magazine, typically at a rate of several hundred rounds per minute.
Pistol: A weapon that fires a projectile from one or more barrels when held in one hand; typically made of metal or high density ceramics.
Rifle: A firearm designed to be used with two hands and fired from the shoulder to help reduce the effects of recoil. A rifle typically has a long barrel that gives the weapon its long range. Traditionally the term ‘rifle’ referred solely to weapons that had spiral grooves cut into the inside of the barrel, which would give its projectiles spin; further increasing range and accuracy, but the term has been broadened to include energy weapons that have a similar design and function.
Shotgun: is a firearm that is usually designed to be fired from the shoulder, which uses the energy of a fixed shell to fire a number of small spherical pellets called shot, or a solid projectile called a slug.
Sniper Rifle: In military and law enforcement terminology, a sniper rifle is a rifle used to ensure accurate placement of bullets at longer ranges than small arms, These weapons recieve a -2 penalty to attacks at half their short range value. A typical sniper rifle is built for optimal levels of accuracy, fitted with a telescopic sight and chambered for a military centerfire cartridge. A sniper rifle can only ever fire one round of ammunition per round.

New Weapon Properties

Blast: Automatic firearms and shotguns are capable of scatter shots that can quickly fill an area with a hail of bullets. You can use the Autofire Blast power twice per encounter.
[sblock=Autofire Blast]
Autofire Blast
You plant your feet firmly and let loose a hail of bullets that tear through everyone stupid enough to get in your way.
_______________________
Encounter (special) * Weapon
Standard Action Blast [w]
Target: Each creature in blast
Attack: Dexterity - 2 vs. AC
_______________________
Hit: 1[w] damage.
Special: You can use this power twice per encounter, but only once per round.
Using this power depletes the weapons magazine completely.[/sblock]
Charge: Most high-powered energy weapons make use of a small zero-point generator to provide them with the power to function. While this means that these weapons do not ever need to be reloaded; once fired they take time to build up enough charge to be used again. This property indicates how many rounds that the weapon is inactive before it is ready to be used again.
Chem: These highly specialised weapons are designed with the sole purpose of delivering chemical agents directly into the target over long distances. The damage chemical weapons can deal tends to be minimal, and the weapon is virtually silent when fired, but each magazine can quickly and safely be loaded with a poison, drug or any other liquid.
Heavy Hitter (HH): These projectile weapons sacrifice accuracy and ease of use, to increase damage output or range beyond that which is expected for weapons of their size. These firearms are often unweildy and have a high amount of recoil. A ranged basic attack with a heavy hitting weapon uses your Strength instead of yur Dexterity for the attack and damage rolls.
Mag: Most firearms can hold more than one piece of ammunition at a time; this weapon property tells you how many shots can be fired from the weapon before it needs to be reloaded.
Stun: Non-lethal weapons are used by security forces throughout the galaxy; species with a high level of technology often develop stun weapons. These weapons are often designed to inflict minimal physical damage but can efficiently incapacitate a foe; a successful hit with a stun weapon inflicts the Dazed condition until the end of the targets next turn. If the target already has the dazed condition it becomes stunned instead.

SIMPLE RANGED WEAPONS
One Handed
Code:
[B]Weapon                Prof.    Damage    Range    Price    Weight    Group    Properties[/B]
Laser pistol            +3    1d8    10/20    65 c    3 lb.    Pistol    Load free
Point laser            +2    1d10    5/10    60 c    2 lb.    Pistol    Charge 2, off-hand
Revolver            +2    1d6    15/30    25 c    3 lb    Pistol    Load standard, high crit, brutal1, mag6
Semi-auto pistol, heavy        +3    1d6    15/30    55 c    4 lb.    Pistol    Load minor, high crit, mag 12
Semi-auto pistol, light        +3    1d6    10/20    35 c    2 lb.    Pistol    Load minor, off-hand, mag 6
Stungun                +2    1d4    10/20    100 c    2 lb.    Pistol    Charge 1, Stun
Two Handed
Code:
[B]Weapon            Prof.    Damage    Range    Price    Weight    Group    Properties[/B]
Combat rifle      +3    1d8    20/40    65 c    6 lb    Rifle    Load minor, mag 12, high crit
Pulse laser        +3    1d10    10/20    80 c    4 lb    Rifle    Load free, mag 12
Shotgun, auto    +2    1d8    10/20    75 c    6 lb.    Shotgun    Load standard, HH, blast 4, mag 24
Shotgun, slugger +2    1d10    15/30    55 c    6 lb    Shotgun    Load minor, HH, brutal 2, mag 6
Shotgun, pump   +2    1d6    10/20    50 c    6 lb    Shotgun    Load standard, HH, blast 3, mag 12
MILITARY RANGED WEAPONS
One Handed
Code:
[B]Weapon        Prof.    Damage    Range    Price    Weight    Group        Properties[/B]
Auto pistol    +3    1d8    15/30    60 c    4 lb    Pistol        Load minor, high crit, blast 2, mag 12
Plasma pistol +2    1d10    10/20    90 c    3 lb.    Pistol        Charge 1, off-hand, brutal 3
Rail Pistol      +3    1d6    40    60 c    2 lb.    Pistol        Load minor, HH, high-crit, mag 6
SMG              +2    1d8    15/30    80 c    5 lb.    Machinegun    Load minor, brutal 2, blast 4, mag 24
Two Handed
Code:
[B]Weapon        Prof.    Damage    Range    Price    Weight    Group        Properties[/B]
Assault rifle    +3    1d10    20/40    80 c    8 lb.    Rifle, machinegun    Load minor, high crit, blast 4, mag 24
Beam laser     +3    1d12    15/30    100 c    5 lb.    Rifle        Load minor, blast 3, mag 12
Concussion gun+2    1d4    10/20    200 c    5 lb.    Rifle        Charge 1, Stun, blast 3
Mini-gun         +2    1d10    25/50    110 c    10 lb.   Machinegun    Load standard, brutal 2, blast 5, mag 48
Plasma rifle    +2    2d6    15/30    140 c    6 lb.    Rifle        Charge 2, brutal 3, blast 2
Rail gun         +3    1d8    60    90 c    6 lb.    Shotgun        Load minor, HH, high crit, mag 12
SUPERIOR RANGED WEAPONS
Two Handed
Code:
[B]Weapon            Prof.    Damage    Range    Price    Weight    Group        Properties[/B]
Gauss repeater    +3    1d10    80    200 c    12 lb.    Machinegun    Load standard, HH, high crit, blast 5, mag 48
High velocity bow +2    1d12    20/40    80 c    4 lb.    Bow        Load free
Needle gun          +2    1d4    35/50    100 c    5 lb.    Rifle        Load minor, Stun, Chem, mag 6
Sniper rifle           +3    1d12    80/160*    300 c    10 lb.    Sniper, Rifle    Load minor, high crit, brutal 3
[B][SIZE=1]* See item description[/SIZE][/B]
 
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Mentat55

First Post
A couple of things jumped out at me.

1. Stun as a weapon property is pretty outrageous. Even if the weapon is saddled with a negative property like Charge, the ability to stun with any attack made with that weapon is too potent. There is a reason stun is largely reserved for daily and high-level encounter powers.

2. Some of the blasts are huge. Granted, you probably will never get to fully take advantage of the blast size, but basically taking a -2 or -3 penalty to attack to get such coverage is, again, seemingly overpowered.
 

LostSoul

Adventurer
Yeah, I agree with Mentat55.

I'd reduce Blast effects to 1.

I'd change the stun to this: -2 to attacks (sv). First failed save: dazed (sv). Second failed save: stunned (sv). Third failed save: unconcious (sv).

[(sv) is shorthand for save ends.]

I'd also change the auto property to a blanket -2 to attack. Dropping the proficiency bonus is cool, but it means that someone non-proficient doesn't have a penalty.


Other than that... pretty cool!
 

Fragsie

Explorer
A couple of things jumped out at me.

1. Stun as a weapon property is pretty outrageous. Even if the weapon is saddled with a negative property like Charge, the ability to stun with any attack made with that weapon is too potent. There is a reason stun is largely reserved for daily and high-level encounter powers.

2. Some of the blasts are huge. Granted, you probably will never get to fully take advantage of the blast size, but basically taking a -2 or -3 penalty to attack to get such coverage is, again, seemingly overpowered.
I knew stun was over the top when i wrote it, you're right it needs to be changed. Stunning weapons are pretty much a sci-fi staple so i definately want them to be included, but how to do it in a simple way that isn't unbalancing?? Lost soul, i think your suggestion below is good but a little too complicated for a weapon property, i would like to keep it simple. Would simply changing it to inflict dazed instead, and inflict stun if the target is already dazed?

The blast should be smaller, i agree, i'm at constant struggle trying to push real world physics into d&d physics. so instead of going with the power progression from d&d (3,5,7,9) i'll start with 2 and go up by 1 square each incriment. That should nerf blasts significantly. If you guys think it will still be too powerful, i could make it so you have to use a move action and a standard (bracing yourself for the recoil?), do you think it's needed?

Yeah, I agree with Mentat55.

I'd reduce Blast effects to 1.

I'd change the stun to this: -2 to attacks (sv). First failed save: dazed (sv). Second failed save: stunned (sv). Third failed save: unconcious (sv).

[(sv) is shorthand for save ends.]

I'd also change the auto property to a blanket -2 to attack. Dropping the proficiency bonus is cool, but it means that someone non-proficient doesn't have a penalty.


Other than that... pretty cool!

A constant penalty instead of dropping the prof bonus makes sense for the very reason you posit ;) i'll change it accordingly.
 

LostSoul

Adventurer
Lost soul, i think your suggestion below is good but a little too complicated for a weapon property, i would like to keep it simple. Would simply changing it to inflict dazed instead, and inflict stun if the target is already dazed?

Dazed is pretty powerful, and it doesn't really stun someone. My suggestion does, though you're right - it is complex, probably too complex for something that would come up often.

Another, simple, though less cool solution: target Fort, do HP damage, add a Stun keyword. Characters reduced to 0 from stun damage don't have to make death saves, and they regain a healing surge after a short rest.
 

Sigurd13

First Post
Small house keeping concern and a shameless plug

This is a very nice, expansive list of sci fi weaponry, I must say. And for the most part the main stat blocks (in terms of proficiency, damage and range) seem pretty fair.

The only real issues I see cropping up with these weapons is one of bookkeeping and player accessibility. You have a pretty extensive list of new properties, new rules and conditions that players new to firearms may have trouble remembering.

When I wrote my weapon lists, I tried to keep the book-keeping and new properties to a minimum to encourage ease of play and make the new weapons readily accessible. These are only minor points (extremely minor!) but I’ve posted my own list for your perusal in case some of my ideas are likeable. Modern and Futuristic Weapons

Here is a short list of proposed simplifications. As I said, there doesn't seem to be a big issue in terms of game balance, these are more for the sake of convenience.
---------------------------------------------
Consider eliminating charge and mag properties- replace them with more Dnd4 styled rules such as recharge (by way of a d6, like most monsters have).

Consider eliminating Guass as a property. Characters will notice that these weapons have no ‘long range’ number when they read your chart.

Consider making blasts and sprays of automatic fire actual powers that are available when the user is proficient with the weapon. That way you can control the size, attack type, defense and number of targets without having a sliding scale for attack penalties or worrying that a weapon is too overpowered. And while doing so, keep in mind whether these powers are going to be at wills, encounter powers or daily powers and adjust their potency accordingly. Also keep in mind that every large AOE power you include steps on the toes of controller classes.

As for your stun gun concept, consider making it a dazed attack that requires multiple consecutive hits before stunning. Alternatively, it could be handled like a ranged grab attack, inflicting a semi-stunned status effect on the victim. It could require the user to sustain it and require the victim to succeed on an escape attempt (the only allowed actions) before ending the stun.
 
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Fragsie

Explorer
Your stuff looks good Sigurd, i may refer to that thread every so often. I like the idea of autofire being a power, but i think you have a few too may options for my liking, so i've just stuck to one (in OP).

I've also made changes to Mag on various weapons; standardising the scale to 6-12-24-48. Removed the Gauss property, but added the Heavy Hitting property (on advice from WotC forums). Reduced assualt rifles range to match the combat rifle. Reduced slugger shotguns range slightly.

The stun weapons are still my main area of contention, they are still unbalanced, but i have yet to come up with, or have suggested to me a way of doing it that is simple, flavourful, yet not over-powered.
 

Sigurd13

First Post
First let me apologize for keeping you hanging for so long! I’ve been busy. And sleepy.

Your stuff looks good Sigurd… but i think you have a few too may options for my liking, so i've just stuck to one (in OP).
It's funny you should mention that because as I reviewed my own weapons I started thinking, “Maybe I ought to take my own advice.” LOL. ^_~

To be fair, my write up also included that involved list of new feats and properties specifically designed to allow traditionally melee characters (fighters or warlords for example) to use guns instead of swords.
That’s just the kind of world I’d like to live in- one where a Paladin can dual wield two Holy Avenger SMG’s and toss Holy hand-grenades. So sue me. ^_~
But I’m glad you found my page ~somewhat~ helpful.

I've also made changes to Mag on various weapons; standardising the scale to 6-12-24-48. Removed the Gauss property, but added the Heavy Hitting property (on advice from WotC forums). Reduced assualt rifles range to match the combat rifle. Reduced slugger shotguns range slightly.
Again, I take no umbrage with the balance of any of the weapons. Though I still think counting rounds is going to become tedious.

Heavy Hitter is an interesting property. I have to admit, for realism sake, it definitely makes sense for certain weapons to be more dependent on strength- a hand held flame thrower, a gattling gun, and a rocket launcher to name a few.
Out of Curiosity- Did the forum happen to mention why they chose to implement this property or how they came up with it? Also, was this from the WotC staff, or was it just a forum member?

The stun weapons are still my main area of contention, they are still unbalanced, but i have yet to come up with, or have suggested to me a way of doing it that is simple, flavourful, yet not over-powered.
Yes, stun is kind of difficult to balance. Being unable to take ANY action what-so-ever means this condition really only belongs in a monster’s ‘per encounter’ arsenal, or in a character’s ‘per day’ arsenal. In terms of 'levels of unfairness' it ranks right up there with petrify and unconscious.

Dazed seems to be the intended ‘lesser stun’ condition. And while it’s a neat condition, my major contention with dazed is that it still allows you to attack at no penalty. You force your characters to sacrifice other actions in order to attack exclusively, but they can still attack. This seems to defeat the point.

Short of developing a brand new condition, I think combining ‘Slow’ with a penalty to attack would produce a status that’s more inline with your needs, without being overpowered. I'd probably set the penalty to at least -2. Maybe -3.
--------------------------
The Power might read: Does X damage, and target is slowed and takes a -2 to attack (save ends).
--------------------------
You could just create a new condition as a counterpart to immobilize; one that prevented characters from attacking instead of moving. Characters could still use standard, move and minor actions- they just couldn’t use them to attack. I’m not sure what you’d call this condition but I think it would be less overpowered than stun.

--------------------------
The condition could read something like:
Condition Name
You cannot attack. You cannot use a standard action to make a sustained effect or a companion attack. You may use your standard action to sustain a damaging effect.
--------------------------

Or some variation thereof.
 
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