Homebrew Weapons (Modern and sci-fi)

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Re: Homebrew Weapons (Modern and sci-fi)

Post by Blobathehutt »

Sabersonic wrote:Honestly? About two sessions worth and it's all online.
Wow, I have played like close to 50ish sessions. You just seem to know the system so well.
You are who you chose to be.

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Re: Homebrew Weapons (Modern and sci-fi)

Post by Sabersonic »

Blobathehutt wrote:
Sabersonic wrote:Honestly? About two sessions worth and it's all online.
Wow, I have played like close to 50ish sessions. You just seem to know the system so well.
Character Construction-wise, I am very informed thanks to this forum and in particular Clay for giving me more finesse in the design aspect of the game.

Gameplay experience? Eh..... I'm still in the middle of my first OVA2e campaign as GM on another forum. It's still a learning process.
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Re: Homebrew Weapons (Modern and sci-fi)

Post by Sabersonic »

I can't believe that I skipped over the Tactical Tomahawk idea, I'm actually berating myself because of it. Anyway, here's my interpretation of the conversion.

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Tactical Tomahawk, Chop
Effective (+5). Weapon (-5)
Tactical Tomahawk, Puncture
Armor Piercing (+5); Effective (+5). Feather Blow (-5); Weapon (-5)
A modern rendition of the ancient, one-handed hatchet-like Native American Weapon, the Tactical Tomahawk is a lethal and multi-functional asset to any MOUT/OU trained military personnel. Not only does it give better reach and damage potential compared to combat knives such as the M9 and OKC-3S, but it also allows additional utility options such as to break glass windows or to puncture tires.

And since we're on the subject of Tactical Tomahawks....
UCE Forseti-type Tactical Vibro-Hawk

The standard, powered melee weapon of the regular armed forces of the Federal Earth Union of Colonial Settlements and Nations (aka United Colonies of Earth or UCE), the Forseti-type was the lightest Vibro-Bladed weaponry ever developed and made available to even non-augmented infantry and for many centuries the basic design of the Forseti-type was the only powered melee weapon available until the advent of the Caliburn-type Mana Sword/Pistol.

To allow such an accomplishment, the Forseti-type was externally powered by either an external Mjölnite-based power reserve in the form of either capacitors or primary batteries with the latter as a cost-effective measure for wide deployment, not unlike the Jaivardhan-type Personal Force Wall Projector. The Mjölnite-based capacitors/primary batteries are typically mounted upon the hips to evenly distribute the mass and ease fatigue upon the soldier, which also features a sheath holster to store the Forseti-type when not in use. Naturally, Powered Armor with a compatible power port are able to supply energy to the Forseti-type from the onboard reactor directly.

Vibro-Hawk, Chop
Effective x2 (+10). Weapon (-5)
Vibro-Hawk, Puncture
Armor Piercing (+5); Effective x2 (+10). Feather Blow (-5); Weapon (-5)

(2 Gear)
Level - Ability
  • +2 - Endurance Reserve "Nano Batteries"
Back-Carried Mjölnite Capacitors

(2 Gear)
Level - Ability
  • +3 - Endurance Reserve "Mjölnite Capacitor"
Level - Weakness
  • -1 - Slow
And I just had the image of Space Vikings wielding vibro-axes and Force Wall shields..... Oh well.
UCE Ancilia-class AFV Operator Armor

The standard UCE environmental body armor of regular un-augmented vehicle drivers, operators, and similar military personnel, the Ancilia-class were largely designed to protect the vehicle crew from harsh environments not compatible with UCE Member Species and survive. Though not ideal for front line combat, the Ancilia-class does offer adequate levels of protection from hostile KEW rounds if only for a few moments before the protection of the armor is compromised when AFV crews are outside their designated vehicle and are at their most vulnerable upon the battlefield. Like the Megingjörð-class Main Battle Power Armor and Kavacha-class Environmental Main Battle Body Armor, the Ancilia-class has a Brevor and armored collar to protect the neck from such impacts.

Rather, the Ancilia-class allows for a more immersive view of the environment around the AFV compared to more orthodox monitors. And in the case of main battle Humanoid AFVs, the Ancilia-class grants an even more immersive, sapient-machine interface for enhanced battlefield awareness and make the vehicle even more like the AFV Operator's own body. Though the type of HMD projected onto the helmet may vary from vehicle to vehicle, it none-the-less increases the efficiency of the AFV Operator to achieve mission objectives. However, the internal life support of the Ancilia-class is quite limited and requires external augmentation through either a man-portable life support unit or the systems of the vehicle in question when the umbilicus is connected and sealed with the Ancilia-class itself.

(1 Gear)
Level - Ability
  • +2 - Armored
  • +1 - Heightened Sense (Sight)
  • +1 - Heightened Sense (Hearing)
  • +1 - Life Support
  • +2 - Perceptive "Infrared"
  • +1 - Perceptive
  • +1 - Pilot
  • +1 - Unique “Radio”
  • +1 - Unique “Umbilicus Connector Port"
Level - Weakness
  • -2 - Bizarre Appearance
  • -2 - Ineptitude “Manual Dexterity”
  • -2 - Restricted Freedom "Conditional Ownership"
  • -2 - Servitude "Conditional Ownership"
  • -2 - Vulnerability "Directed Energy Weapons"
(1 Gear)
External Life Support Module
Level - Ability
[*]+3 - Life Support
Level - Weakness
[*]-1 - Slow
[*]-1 - Unique "One-Handed when Moving"
UCE Dubán-class AFV Operator Armor

The standard UCE body armor of regular un-augmented vehicle drivers, operators, and similar military personnel, the Dubán-class were largely designed to protect the vehicle crew while within environments hospitable to UCE member species. Though not ideal for front line combat, the Dubán-class does offer adequate levels of protection from hostile KEW rounds if only for a few moments before the protection of the armor is compromised when AFV crews are outside their designated vehicle and are at their most vulnerable upon the battlefield. Like the Megingjörð-class Main Battle Power Armor and Kavacha-class Environmental Main Battle Body Armor, the Ancilia-class has a Brevor and armored collar to protect the neck from such impacts.

Rather, the Dubán-class allows for a more immersive view of the environment around the AFV compared to more orthodox monitors. And in the case of main battle Humanoid AFVs, the Ancilia-class grants an even more immersive, sapient-machine interface for enhanced battlefield awareness and make the vehicle even more like the AFV Operator's own body. Though the type of HMD projected onto the helmet may vary from vehicle to vehicle, it none-the-less increases the efficiency of the AFV Operator to achieve mission objectives.

(1 Gear)
Level - Ability
  • +2 - Armored
  • +1 - Heightened Sense (Sight)
  • +1 - Heightened Sense (Hearing)
  • +2 - Perceptive "Infrared"
  • +1 - Perceptive
  • +1 - Pilot
  • +1 - Unique “Radio”
  • +1 - Unique “Umbilicus Connector Port"
Level - Weakness
  • -2 - Bizarre Appearance
  • -1 - Ineptitude “Manual Dexterity”
  • -2 - Restricted Freedom "Conditional Ownership"
  • -2 - Servitude "Conditional Ownership"
  • -2 - Vulnerability "Directed Energy Weapons"
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Re: Homebrew Weapons (Modern and sci-fi)

Post by Sabersonic »

Well after going through Markiplier's first run on Dead Space, I've been inspired to do some of the weapon conversions for the franchise.

Besides, at least for the Dead Space Crowd, might as well have some way to counter the horde.
Stasis Module

An energy field projection device that, based upon advanced quantum physics, allows the creation of a localized non-superliminal time dilation field for a brief period of time, regardless of their biological or material makeup. In effect, causes those within the field to move at a slower pace relative to the user and ideally used in the repair of malfunctioning equipment, for surgical application such as when the patient had suffered either terminal conditions or incredible trauma, or as a form of non-lethal law enforcement.

(2 Gear)
Level - Ability
  • +3 - Time Freeze
Level - Weakness
  • -1 - Endurance Use
Kinesis Module

An energy field projection device that, based upon graviton manipulation, allows the user to remotely move heavy objects not unlike a tractor beam. The G.R.I.P. not only sees use in space-based construction, but also upon planetside projects where bulkier construction exoskeletons and similar equipment are ill-advised in usage. It is also able to launch any non-G.R.I.P. enabled objects to be launched at velocities in direct proportion to the distance traveled, though it is advised that such applications be severely restricted as there is a high chance of injury or even death if misused. Since any object within the Zero-Point field is effectively free from the gravitational influence of the outside environment, it should also be noted that objects launched in such a fashion travel in a ballistic arc when performed within the gravity field of either a spacecraft, space station, or planet.

(2 Gear)
Level - Ability
  • +2 - Telekinesis
211-V Plasma Cutter
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Affinity, Energy. Armor Piercing (+5); Effective x2 (+10); Ranged (+0). Requirement x2, Liquid Free/Humidity Light Environment (-10); Weapon (-5)
Designed and manufactured by Schofield Tools, the Plasma Cutter is a directed energy tool utilized in mining operations to carve easily transported blocs of stone for transportation and later resource refinement. This particular model allows for rapid transition between horizontal and vertical projection of the plasma bolt without the need to cool the device down and reconfigure in addition to its power and reliability in a light and rugged package. Though there have been times that the Plasma Cutter had been used as a self defense weapon, it is generally ill-advised as a side arm.
IM-822 Handheld Ore Cutter Line Gun
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Wide Line
Affinity, Energy. Armor Piercing x3 (+15); Effective x3 (+15); Ranged (+0). Activation (-10); Elaborate Gestures, Both Hands on Weapon (-5); Requirement x2, Liquid Free/Humidity Light Environment (-10); Weapon (-5).
Focus Line
Affinity, Energy. Armor Piercing x2 (+10); Effective x2 (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Requirement x2, Liquid Free/Humidity Light Environment (-10); Weapon (-5).
Fused Pulse
Affinity, Energy. Area Effect (+10); Effective x4 (+20); Ranged (+0); Trap, Contact (+5). Activation (-10); Ammunition (-5); Elaborate Gestures, Both Hands on Weapon (-5); Requirement x2, Liquid Free/Humidity Light Environment (-10); Weapon (-5).
Designed and manufactured by Schofield Tools, the Line Gun is a heavy directed energy tool utilized in mining operations to cut through materials the standard Plasma Cutter is unable to penetrate. Like the aforementioned Plasma Cutter, the Line Gun is utilized to cut raw material into more manageable and easily transported sizes for later resource refinement. The Line Gun also features an energy-based timed-fuse for surgical demolition of mineral deposits. Though despite such offensive potential, it is generally ill-advised to re-purpose the Line Gun as a small arm.
RC-DS Remote Control Disc Ripper
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Suspended
Armor Piercing (+5); Continuing x2 (+20); Effective x3 (+15); Ranged (+0). Activation (-10); Countered x4 (-20); Elaborate Gestures, Both Hands on Weapon (-5); Weapon (-5).
Launched
Armor Piercing (+5); Effective x2 (+10); Ranged (+0). Ammunition (-5); Elaborate Gestures, Both Hands on Weapon (-5); Weapon (-5).
Designed and manufactured by Schofield Tools, the Ripper is gravity-tethered tool utilized in mining operations when the use of alternative directed energy tools are ill-advised or inappropriate. However, due to the use of diamond-coated tungsten industrial saw blades, the Ripper is to be used with the most extreme of caution and heavy supervision due to the elevated risk of accidents and bodily harm to even those well versed in its use. The saw blades are typically accelerated up to 17,000 RPM and then ejected forward, leashed with a short-endurance gravity tether to perform the necessary operation. It must be noted that all operation procedures must be observed and performed in sequence or else the saw blade would be launched prematurely and the gravity tether unable to have a proper connection.
PFM-100 Hydrazine Torch Flamethrower
Image
Jet
Affinity, Fire. Accurate (+5); Continuing (+10); Effective x2 (+10); Ranged (+0). Ammunition x2 (-10); Low Penetration x2 (-10); Weapon (-5)
Pulse
Affinity, Fire. Accurate (+5); Effective x2 (+10); Ranged (+0). Low Penetration x2 (-10); Weapon (-5)
Canister Ejection
Affinity, Explosive. Area Effect (+10); Effective x3 (+15); Ranged (+0). Ammunition x3 (-15); Low Penetration (-5); Weapon (-5)
Designed and manufactured by Schofield Tools, the Flamethrower is an industrial blowtorch designed to crack open resources found upon low-Kelvin locations such as comets for effortless mining upon such environments. It is also well suited for mining operations when physical applications are not strong enough, yet directed energy projectiles ill-advised in the extraction of said ores or else suffer industrial accidents from the attempt. Though the Flamethrower is capable of producing a continuous jet of flame, it is best utilized in short bursts to preserve fuel. As an added safety precaution if the fuel canister is compromised in anyway, the flamethrower is able to pneumatically eject the compromised canister away from the user prior to detonation.
Handheld Graviton Accelerator
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Wide Pulse
Area Effect (+10); Effective x2 (+10); Impairing (+10); Ranged (+0). Activation (-10); Cancel x2, Distant Targets (-10); Elaborate Gestures, Both Hands on Weapon (-5); Weapon (-5).
Focus Pulse
Effective x2 (+10); Impairing (+10); Ranged (+0). Activation (-10); Elaborate Gestures, Both Hands on Weapon (-5); Weapon (-5).
Fused Pulse
Area Effect (+10); Effective x2 (+10); Impairing (+10); Ranged (+0). Activation (-10); Ammunition (-5); Countered (-5); Elaborate Gestures, Both Hands on Weapon (-5); Weapon (-5).
Designed and manufactured by Schofield Tools, the Force Gun is utilized for precision demolition and mining far beyond the power of more orthodox, chemical-based explosives in addition to the deflection of debris in space-based environments. Though due to the limitations of projected gravitons in such a man-portable device, the effect of the Force Gun is diminished in direct proportion to the distance of the target. Thus the Force Gun is equipped with a fused pulse mode that allows a graviton charge to be ejected as a physical object to be placed at a distance.
C99 Supercollider Contact Beam
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Beam
Affinity, Energy. Armor Piercing x4 (+20); Effective x4 (+20); Impairing (+10); Ranged (+0). Activation (-10); Ammunition (-5); Elaborate Gestures, Both Hands on Weapon (-5); Open to Attack (-25); Weapon (-5).
Area Pulse
Affinity, Energy. Area Effect x2 (+20); Effective x2 (+10). Ammunition (-5); Feather Blow (-5); Low Penetration x3 (-15); Weapon (-5).
Designed and manufactured by Schofield Tools, the Contact Beam is a heavy engineering tool to pound and soften hard, raw materials into smaller and easier to refine pieces, especially against rocks and other such materials where smaller mining equipment are ill-suited due to low power output. Due to the large amount of power and charge prior to use, the Contact Beam is unable to be utilized in rapid succession like many other directed energy tools. It should be noted that the Contact Beam is designed to be operated at a reasonable distance and that close proximity to a target may cause splash collateral damage.
Javelin Gun
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Javelin
Armor Piercing (+5); Effective x2 (+10); Impairing (+10); Ranged (+0). Buildup (-5); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Weapon (-5); Unwieldy (-5).
Electro-Shock
Affinity, Electricity. Area Effect (+10); Effective x2 (+10); Stunning (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Low Penetration x3 (-15); Requirement, Javelin Successfully Planted (-5); Weapon (-5).
Designed and manufactured by Timson Tools, the Javelin Gun is a telemetric survey tool to analyze the minerals and ores embedded within rocks or to dismantle smaller asteroids. The Javelin Gun propels a titanium spike towards a target at high velocities, though the recoil of such acceleration can cause great bodily harm if not properly braced. The base of the javelin is also able to produce an electromagnetic pulse that generates a return signal to be sent to any sensor calibrated to read the different minerals embedded within. However the base is only configured to pulse within rocks and similar materials and would otherwise send an electric arc around the surrounding area, an effect that may be compounded if the base is tampered with in any way.
SWS Motorized Pulse Rifle
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Single-Burst
Effective x2 (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Weapon (-5).
Auto-Burst
Effective x2 (+10); Overwhelming (+15); Ranged (+0). Ammunition (-5); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate x2 (-10); Weapon (-5).
Flechette Burst
Effective x3 (+15); Impairing (+10); Ranged (+0). Activation (-10); Cancel, Distant Targets (-5); Elaborate Gestures, Both Hands on Weapon (-5); Weapon (-5).
Radial Fire
Area Effect (+10); Effective x3 (+15); Overwhelming (+15); Ranged (+0). Activation (-10); Ammunition (-5); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate x3 (-15); Weapon (-5).
Grenade Launcher
Area Effect (+10); Effective x4 (+20); Ranged (+0); Stunning (+10). Activation (-10); Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate x2 (-10); Weapon (-5).
The standard-issue service rifle of the Earth Defense Force, the Pulse Rifle is a triple barrel assault rifle that fires a three-round burst-automatic of hypersonic velocity rounds that mushroom upon impact to deliver maximum localized trauma. Though the standard operation may make it appear that the Pulse Rifle is fully automatic, in truth it only performs burst fire with each pull of the trigger, though keeping it squeezed does allow for the appearance of aforementioned automatic fire. The Pulse Rifle also has numerous settings that take advantage of the unique triple barrel design. The first is the shotgun-like Felshette Burst which fires ten rounds for higher high probability in close-quarters scenarios, the second extends one or all the barrels at sharp angles to allow the operator to fire the weapon without exposing themselves in addition to create a "panic space" when the operator is surrounded, and a grenade launcher to attach entrenched or lightly armored targets.
So then, thoughts on my conversions so far?
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Re: Homebrew Weapons (Modern and sci-fi)

Post by Sabersonic »

Well, after recalling the Great War/CNArsenal video on Russian Pistols, I figured that I might as well add my own conversion to the double-action revolver pistol.

Yeah, I know, there's already a conversion in the opening post and my own thoughts on "Revolver Fanning", but I think that this would take into account why one would go for single-action on a double-action as explained in game mechanics.
Image
Revolver, Single-Action
Effective x2 (+10); Ranged (+0). Activation (-10); Weapon (-5)
Revolver, Double-Action
Effective x2 (+10); Ranged (+0). Inaccurate (-5); Weapon (-5)
A Revolver Pistol that allows the user to not only cock the hammer of the weapon as per typical single-action revolver, the double-action allows the simultaneous cocking of the hammer and firing of the weapon with a single trigger pull. However, due to the amount of pressure needed to perform such an action and focused upon a single digit, the minute tremors of the user's arm causes the weapon to be innacurate and typically useful in close-quarters engagement where a quicker pull of the trigger against a nearby threat is preferable to accurate fire over a distance.
That and, well, the idea of a triggerguard spur just seems too attractive of an idea to leave out. Certainly something to consider for one-handed pistol-shooting such as the AEDPUA P18 for the Averon Alliance.

And speaking of allied factions for my custom setting of mine, here's a sample small arm for the Marx-Shaw Confederation:
UPDSCMS GCG-24

The standard Assault Gauss of the United Peoples’ Democratic Socialist Confederation of Marx-Shaw's (aka Marx-Shaw Confederation or MSC) military arm; the People’s Confederate Defense Military (VOSLF), the Gāo Chōngjí Gāosī 24 is part of a family of GCG linear firearms whose lineage is traced back to the GCG-15 that was first designed by Marx-Shaw hero, military gunsmith engineer Gao Yarina Timurovna at the height of the exosolar war against the Unified Stellar Nations. Produced en mass by the Nazaksin Armory Forge (aka NazOruz Patriotic Concern), the GCG-24 is a combination Assault Gauss with an underslung Rocket Gun in bullpup configuration not only due to the primary arena of combat being the enclosed environments of space stations and spacecraft, but also to keep the center of gravity and center of mass as close to the body of the user as possible.

The Assault Gauss portion of the weapon is a coilgun of assault rifle length with an onboard Gun Camera and backup iron sights for close engagements. The Gun Camera itself can also mount modular sensor packages from infrared to night vision. The ammunition for the Assault Gauss is that of internal piston-type kick charge cartridges, and fed into the weapon via Delayed Blowback Operation from a detachable box-type magazine. The muzzle of the Assault Gauss can also be used to mount an anti-armor or anti-personnel bayonet.

The Rocket Gun is a single-shot Gyrojet-type Launcher with exhaust vents that direct the rocket thrust away from the user. Since the Rocket Gun is little more than a launch tube with an electronic firing pin, the Rocket Shot can have a variety of warheads to meet with the demands of the battlefield, and can either be guided or unguided. Typically, the Rocket Shot warheads are either Anti-Armor or Fragmentation against hardened and entrenched enemies, but Less-than-Lethal "Stun" warheads are also implemented.

The GCG-24 was intentionally designed to be as lightweight as possible so that it may be used by both augmented and PA soldiers as well as unaugmented infantry, with the lower receiver exchanged to allow larger manipulators to grasp onto the weapon. Chief among them being that the weapon is externally powered; either from the internal power core of a Powered Armor or a power cell, which due to its size and mass can both tire and slow the unaugmented soldier down.

Assault Gauss, Semi-Automatic
Armor Piercing (+5); Effective x2 (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Requirement, EP available (-5); Weapon (-5).
Assault Gauss, Burst-Fire
Armor Piercing (+5); Effective x2 (+10); Overwhelming (+15); Ranged (+0). Ammunition (-5); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate x2 (-10); Weapon (-5).

Rocket Gun, Anti-Armor Shot
Affinity, Explosion. Armor Piercing x2 (+10); Effective x3 (+15); Impairing (+10); Ranged (+0). Activation (-10); Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Requirement, EP available (-5); Weapon (-5).
Rocket Gun, Fragmentation Shot
Affinity, Explosive. Area Effect (+10); Effective x3 (+15); Ranged (+0); Stunning (+10). Activation (-10); Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Requirement, EP available (-5); Weapon (-5).
Rocket Gun, Stun Shot
Blinding (+20); Effective x2 (+10); Paralyzing (+10); Ranged (+0); Stunning (+10). Activation (-10); Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Low Penetration (-5); Requirement, EP available (-5); Unique x2, Luck Dice Check for successful outcome (-10); Weapon (-5).

Diamonoid Stiletto Bayonet
Armor Piercing x2 (+10); Effective (+5). Elaborate Gestures, Both Hands on Weapon (-5); Offensive (-5); Weapon (-5).

Hip-Mounted Mjölnite Capacitor

(2 Gear)
Level - Ability
  • +3 - Endurance Reserve "Mjölnite Capacitor"
Level - Weakness
  • -1 - Clumsy
Back-Carried MCFC

(2 Gear)
Level - Ability
  • +4 - Endurance Reserve "Molten Carbonate Fuel Cells (MCFC)"
Level - Weakness
  • -2 - Slow
So how's my current interpretation of the Space Soviet AK-47?
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Re: Homebrew Weapons (Modern and sci-fi)

Post by Sabersonic »

First of all, thanks for the moderator that got rid of those bot spam posts.

Anywho, I was milling these weapon design ideas for a while now and wanted to at least put them to paper, so to speak. This first group came about after I watched and later used for research purposes YouTube videos on the AT4, SMAW, and Carl Gustaf. In particular, how each are fed.
A2FSN RAAP LP-21

The Roulette Anti-Armure Plasma 40 mm, Modèle LP-20 or RAAP LP-21 is the standard anti-armor, anti-fortification directed energy weapon of the Alliance Security Enforcement Organization, the military arm of the Averon Alliance of Federated Settlement Nations or more commonly the Averon Alliance. Developed by Averon-Soissons Génie de la propulsion aérospatiale (ASGPA) and manufactured in cooperation with Manège Averon-Laon (MAL), the RAAP LP-21 is a single-round shoulder-mounted weapon that occupies a similar role as an infantry rocket launchers such as the M72 LAW, AT4 and SMAW weapon systems. Due to its absence of a newtonian drive-propelled munition, the RAAP LP-21 is ideal for close-quarter combat due to the lack of backblast that would potentially harm the user and anyone within the same space when the weapon is fired.

However, as a weapon fed via detachable single-round plasma cartridge, it is ill advised for Shock-Trooper or Armorine to utilize the RAAP LP-21 on their own. Thus, like mechanized armies of old, the RAAP LP-21 requires a two-personnel crew to operate the weapon to its full potential; the Gunner and Loader whom carries two ammunition bags of three plasma cartridge rounds each. The upside of this single-round design is that each plasma bolt is more powerful than that of the UCE Vajra-type PA Anti-Armor Plasma Castor.

Affinity, Energy. Accurate x2 (+10); Armor Piercing x5 (+25); Effective x5 (+25); Impairing (+10); Ranged (+0). Activation (-10); Ammunition x3 (-15); Assisted, Loader (-15); Elaborate Gestures, Both Hands on Weapon and Mounted on Shoulder (-5); Requirement x2, Liquid Free/Humidity Light Environment (-10); Unique, Minimum of Strong +2 (-10); Weapon (-5)
UPDSCMS SFLF-17

The standard rocket-propelled, anti-armor and anti-fortification weapon system of the United Peoples’ Democratic Socialist Confederation of Marx-Shaw's (aka Marx-Shaw Confederation or MSC) military arm; the People’s Confederate Defense Military (VOSLF), the Shǒuchí shì Fángdàn Liúdàn Fāshè qì 17 is part of the SFLF line of rocket-propelled anti-armor munitions dating back to the SFLF-8 and first fielded during the conflict with the Interstellar Song-Bach Empire but made (in)famous during the war with the People’s Democratic Federation of United Systems. Produced en mass by NóngHáo Propulsion Engineering, the SFLF-17 is a portable, reusable, unguided, shoulder launched anti-armor rocket-propelled grenade launcher fed via a detachable, single grenade casing with an attached Spotting Gauss. Though normally a rocket-propelled weapon would be ill-suited for close quarters combat due to the backblast, the SFLF-17 is able to utilize specialized NP casings that utilize dense salt water as a form of liquid countermass to allow use of the weapon in confined spaces.

The SFLF-17 was intentionally designed to be as lightweight as possible so that it may be used by both augmented and PA soldiers as well as unaugmented infantry, with the pistol grip exchanged to allow larger manipulators to grasp onto the weapon. Chief among them being that the weapon is externally powered; either from the internal power core of a Powered Armor or a power cell, which due to its size and mass can both tire and slow the unaugmented soldier down.

However, as a weapon fed via detachable single-round grenade casing, it is ill advised for VOSLF personnel to utilize the SFLF-17 on their own. Thus, like mechanized armies of old, the SFLF-17 mandates a two-personnel crew to operate the weapon to its full potential; the Gunner and Loader whom carries two ammunition bags of three grenade casings each.

Grenade Launcher
Affinity, Explosive. Armor Piercing x4 (+20); Effective x4 (+20); Impairing (+10); Ranged (+0). Activation (-10); Ammunition x3 (-15); Assisted, Loader (-15); Elaborate Gestures, Both Hands on Weapon and Mounted on Shoulder (-5); Weapon (-5)

Spotting Gauss
Armor Piercing (+5); Effective x2 (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Requirement, EP available (-5); Weapon (-5).
And the next group are standard small arms for another faction of my custom setting, the Islamic Empire.
I2UE2 AHG-4 Sayf

An Assault LLG, the AHG-4 Sayf is the standard small arm of the Yeniçeri Corps; the personal supersoldiers of the Pâdişâh and the very heart of the Holy Imperial Guard of Islam (HAAI), the military arm of the Imperial Islamic Union of Extrasolar Emirates (aka Islamic Empire). The AHG-4 Sayf is a combination LLG with an underslung liquid propellant launcher in bullpup configuration due to its primary theater of operation being confined spaces such as onboard spacecraft, space stations, and off-world settlements lagrangian O'neil-type colonies.

The Assault LLG utilizes cartridges pressurized with helium to increase the velocity of the slug downrange not unlike conventional chemically-propelled cartridges of ages past. However, due to the size and bulk of each individual LLG cartridge let alone an entire magazine, only the superstrength of the Yeniçeri are able to properly field and utilize the weapon to its full potential. The Assault LLG utilizes holographic sights for accurate close-quarters aiming with backup iron sights. The muzzle of the Assault LLG also allows the use of a bayonet of various styles and technologies, depending on the expected enemy threat.

The liquid propellant launcher is largely akin to chemically propelled grenade launchers of ages past, with the exemption of the detachable magazine and integrated liquid propellant reserves. The user is able to adjust the amount of propellant within the chamber to either increase or decrease the launch velocity of the round for either greater range and damage potential, or for subsonic stealth operations. As such, the mass of the liquid propellant reserves alone makes the use of the weapon impractical to all but the Yeniçeri.

Assault LLG, Semi-Automatic
Armor Piercing (+5); Effective x2 (+10); Impairing (+10); Ranged. Elaborate Gestures, Both Hands on Weapon (-5); Unique, Minimum of Heightened Senses [Sight] +1 (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Assault LLG, Automatic Fire
Armor Piercing (+5); Effective x3 (+15); Impairing (+10); Overwhelming (+15); Ranged. Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate x2 (-10); Unique, Minimum of Strong +2 (-10); Unwieldy (-5); Weapon (-5)

LP Launcher, Standard
Affinity, Explosive. Area Effect (+10); Effective x4 (+20); Ranged (+0); Stunning (+10). Activation (-10); Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Requirement, EP available (-5); Weapon (-5).
LP Launcher, Subsonic
Affinity, Explosive. Area Effect (+10); Effective x4 (+20); Ranged (+0); Stunning (+10); Unique, Stealth Bonus +2 (+10). Activation (-10); Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Requirement, EP available (-5); Weapon (-5).
I2UE2 LAK-18 Khanajr

The standard carbine of the Emirate Vassals' Azap contribution to the Holy Imperial Guard of Islam (HAAI) as a form of Irregular Forces normally utilized as domestic defense, the LAK-18 Khanajr were utilized by the conscripted personnel of the Amirs who were otherwise augmented either mechanically or biologically like their Yeniçeri counterparts. As such the base design of the LAK-18 Khanajr was engineered to be as "grunt-proof" as possible for rapid training of the otherwise untrained Azap and transition into frontline combat such as the weapon centered around chemically propelled munitions, with much of the simplicity centered around its delayed blowback operation and downward ejection port. It is not uncommon, though, for certain members of the aristocracy to have the LAK-18 stylized beautifully to denounce house guards from the rank and file.

Semi-Automatic
Effective x2 (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Weapon (-5)
Burst Fire
Effective x3 (+15); Overwhelming (+15); Ranged (+0). Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Unwieldy (-5); Weapon (-5)
Well, how are my weapons so far?
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Re: Homebrew Weapons (Modern and sci-fi)

Post by Sabersonic »

Well I was watching these videos the other day and it inspired me to put up some contemporary-ish weapons that just might be useful in most campaigns that would allow it.
Stun Knuckles
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Affinity, Electricity. Effective (+10); Paralyzing (+10); Stunning (+10). Low Penetration (-5); No Damage (-20); Weapon (-5)
A unique self-defense weapon that utilizes electricity to overload the nervous system of a hostile target, to either stun them or knock them out long enough for the user to escape from the assailant and either retrieve law enforcement aid or retribution for the assault. It is typically advisable for the user to perform the former rather than the latter, if only to avoid legal issues for the company responsible for its construction and use.
Breaching Tool
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Effective (+15); Impairing (+10). Elaborate Gestures, Both Hands on Weapon (-5); Low Penetration (-10); Unwieldy (-5); Weapon (-5)
A combination Battering Ram, Sledgehammer, and Pry-bar, the B-Tool is used by law enforcement and military organizations engaged in close quarter battles and urban combat to quickly breach open doorways in order initiate room clearing procedures. Ideally, the B-Tool is ill-suited for self defense purposes due to the heft and swing required of the weapon to take out a hostile element within melee range, but an effective improvised weapon none the less.
Entrenching Tool
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Armor Piercing (+10); Effective (+10). Feather Blow (-5); Unwieldy (-10); Weapon (-5)
Effectively a collapsible spade, the E-Tool can be re-purposed as an improvised weapon in an emergency scenario. However, due to its primary use as a tool and secondary as an emergency weapon, it is ill designed to be an adequate self-defense weapon.
Kubotan
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Defensive (+5); Effective (+5); Paralyzing (+20). Low Penetration (-5); No Damage (-20); Weapon (-5)
A simple, self-defense weapon, the Kubotan is used to apply pressure to a joint or the pressure point of an assailant in order to either free themselves from capture via grapple or disarm in order to dismay further hostility and criminal demands. Due to the simplicity of the Kubotan and the need to apply particular pressure to specific points of an assailants anatomy, training is required to use the weapon effectively and efficiently.
I'm sure someone would find some kind of use with these bare bones weapons and attacks.

Speaking of which, how would one write up either a multi-tool or gun tool in OVA? I have a few ideas myself, largely through the use of the Knowledge Ability, but I'd like to see if anyone else has an alternative approach.
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Re: Homebrew Weapons (Modern and sci-fi)

Post by Blobathehutt »

Can an attack have low penetration and no damage? Otherwise looks good.
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Re: Homebrew Weapons (Modern and sci-fi)

Post by Sabersonic »

Blobathehutt wrote:Can an attack have low penetration and no damage?
When trying to stun/paralyze and armored opponent, it becomes a consideration.
Blobathehutt wrote:Otherwise looks good.
Thank you :)
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Re: Homebrew Weapons (Modern and sci-fi)

Post by Sabersonic »

Alright, got myself inspired/motivated to try these conversions.
M5A2 Folsom Carbine
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The standard issue rifle of the US Military and Special Ops units such as Rangers and SRPA, the Folsom is a combination weapon with a fully automatic rifle firing the 0.303 cartridge and an underslung M200 40mm grenade launcher. Troops have often nicknamed the Folsom the "paddle" for not only its wide wooden buttstock, but also its ability to "spank" hostile units, an ironic note in that it performs poorly in close quarter combat.

Carbine, Semi-Auto
Effective (10); Ranged (0). Elaborate Gestures, Both Hands on Weapon (-5); Weapon (-5)
Carbine, Full Automatic
Effective (10); Overwhelming (15); Ranged (0). Ammunition (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Weapon (-5)

Grenade Launcher
Affinity, Explosive. Area Effect (10); Armor Piercing (5); Effective (10); Ranged (0); Stunning (10). Activation (-10); Ammunition (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Weapon (-5)

Bayonet
Armor Piercing (5); Effective (5). Elaborate Gestures, Both Hands on Weapon (-5); Weapon (-5)
L23 Fareye
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The weapon of choice for sniper teams globally, the L23 Fareye Sniper Rifle was originally designed by the British Armed forces for their Royal Marines before it fell into the service of the US Military and its SRPA units. It's most distinguishing feature is an attachments that, through tailored electromagnetic pulses, accelerate neural activity that many users have compared to time slowing down. To ease logistical burdens, the Fareye uses the same cartridges as the Folsom and Mk.6 Carbines.

Accurate (15); Effective (10); Ranged (0). Concentration (-20); Elaborate Gestures, Both Hands on Weapon (-5)
Level - Ability
  • +2 - Time Freeze "Focus"
Level - Weakness
  • -2 - Ineptitude "Close Range Combat"
L209 LAARK
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A rocket launcher initially designed by the British military to take out Russian armored divisions, the Light Anti-Armor Rocket is a unique munition system in which the operator is able to remotely operate an airbrake that either subsequently launch submunitions or redirects the trajectory of the warhead.

Anti-Armor Rocket
Affinity, Explosive. Armor Piercing (5); Effective (20); Ranged (0); Redirectable (5). Ammunition (-10); Countered (-10); Elaborate Gestures, Both Hands on Weapon (-5); Weapon (-5)
Submunitions
Affinity, Explosive. Area Effect (10); Effective (15); Overwhelming (15); Ranged (0); Stunning (10). Activation (-10); Ammunition (-10); Elaborate Gestures, Both Hands on Weapon and On Shoulder (-5); Inaccurate (-10); Poor Penetration (10); Weapon (-5)
Backlash Grenade
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A unique human munition designed exclusively to combat the Chimera and their technology, the Backlash Grenade projects a spherical Force Wall that is able to repel and kill most Chimeran strains.
Level - Ability
  • +2 - Barrier "Force Wall"(Area Effect. Cancel x2, Angel Spikes, Hedgehog Grenades, Mines, Pulse Mines, Arc Charger, Roller Acid Spit
Level - Weakness
  • -2 - Limited Use "Ammunition"
Air Fuel Grenade
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Affinity, Explosive. Area Effect (10); Continued Effect (10); Effective (10); Impairing (10); Ranged (0). Activation (-10); Ammunition (-10); Delayed (-5); Elaborate Gestures (-5); Low Penetration (-5); Weapon (-5)
A unique human munition, the Air Fuel Grenade has the ability to adhere to any surface such as a wall, ceiling, or even a hostile target upon which it activates by first releasing a cloud of flammable gas. After a set amount of time, the gas is ignited and the explosion burns and incinerates all within its blast radius, making it quite lethal in confined areas. The fact that the Chimera are vulnerable to high temperatures is but an added bonus in the Chimera War.
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Re: Homebrew Weapons (Modern and sci-fi)

Post by Sabersonic »

And here's the second half of the first game's armory. Theoretically it should be enough to counter the Chimeran horde.
L11-2 Dragon
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A unique flamethrower unit developed by the British Military, the Dragon is both unique and advanced compared to previous generations of flamethrower in that the trooper wielding the weapon is not encumbered by a back-mounted fuel and propellant tank. In addition to the jet of flame, the Dragon is able to cover an area with a cloud of fire that settles upon any surface it lands and making it an ideal area denial weapon when utilized properly.

Flame Jet
Affinity, Fire. Continuing (20); Effective (10); Ranged (0). Ammunition (-5); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Low Penetration (-10); Weapon (-5)
Fire Cloud
Affinity, Fire. Area Effect (30); Continuing (10); Effective (10); Ranged (0). Ammunition (-10); Delayed (-5); Elaborate Gestures, Both Hands on Weapon (-5); Feather Blow (-5); Inaccurate (-10); Low Penetration (-10); Weapon (-5)
XR-003 Sapper
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An experimental weapon devised by the US Military's SRPA, the XR-003 Sapper Explosive Delivery System which utilize the same explosive organic material as the Chimeran strain known as the Widowmaker. Not only does it earn its name through the use of the material as a kind of proximity mine, but each globule is fitted with a microchip sensitive to particular radio-wave frequencies that disturb these globules enough for detonation.

Explosive Globules, Proximity
Affinity, Explosive. Area Effect (10); Effective (10); Overwhelming (15); Ranged (0); Stunning (10); Trap, Proximity (5). Concentration (-20); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-15); Low Penetration (-10); Weapon (-5)
Explosive Globules, Manual Detonation
Affinity, Explosive. Area Effect (10); Defensive (5); Effective (10); Overwhelming (15); Ranged (0); Stunning (10). Activation (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-15); Low Penetration (-10); Requirement, Globule Trap Set (-5); Weapon (-5)
XR-005 Hailstorm
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An experimental weapon devised by the US Military's SRPA, the Hailstorm is an energy-based weapon system where each individual bolt is able to bounce off and ricochet off of hard surfaces and will continue to do so until either they are exhausted or they impact a soft surface to which they are able to penetrate and cause lethal damage. In exchange for exhausting the current energy cell of the weapon, the Hailstorm is able to deploy a sentry turret in the form of a cloud of bolts that fire at the nearest hostile threat.

Ricochet Fire
Affinity, Energy. Effective (15); Overwhelming (15); Ranged (0); Unique, Banking Shot (10). Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-15); Low Penetration (-5); Requirement x2, Liquid Free/Humidity Light Environment (-10); Weapon (-5)
Sentry Cloud
Affinity, Energy. Area Effect (10); Effective (15); Overwhelming (15); Ranged (0); Trap, Proximity (5). Ammunition (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-10); Low Penetration (-5); Requirement x2, Liquid Free/Humidity Light Environment (-10); Weapon (-5)
And to spice things up a bit, a "commandeered" Chimeran weapon.
Splitter
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A unique Chimeran weapon, the Splitter is able to launch up to sixteen sub-munitions towards the direction to which the user aims, especially mid-flight. What gives the weapon its name, however, is the ability of the user to separate the otherwise tight group of sub-munitions mid-flight into several groups for increased coverage at the cost of decreased damage potential per hostile target.

Splitter Sub-munitions, Maximum Impact
Affinity, Explosive. Accurate (15); Effective (20); Impairing (10); Ranged (0). Concentration (-20); Countered (-10); Elaborate Gestures, Both Hands on Weapon (-5); Low Penetration (-5); Weapon (-5)
Splitter Sub-munitions, Moderate Spread and Impact
Affinity, Explosive. Accurate (10); Area Effect (20); Effective (10); Ranged (0); Stunning (10). Concentration (-20); Countered (-10); Elaborate Gestures, Both Hands on Weapon (-5); Low Penetration (-10); Weapon (-5)
Splitter Sub-munitions, Maximum Spread
Affinity, Explosive. Area Effect (50); Effective (5); Ranged (0). Concentration (-20); Countered (-10); Elaborate Gestures, Both Hands on Weapon (-5); Low Penetration (-15); Weapon (-5)
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Re: Homebrew Weapons (Modern and sci-fi)

Post by Sabersonic »

Here's a few from the second game:
HE .44 Magnum
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Though seemingly an ordinary revolver, the HE .44 Magnum is a unique firearm designed by SRPA and utilized en mass by the US Army. It's chief characteristic is its high explosive, lithium-filled glycerin cartridges that can be electronically ignited by a switch near the trigger guard remotely after the round is down range.

Revolver Shot
Effective (5); Ranged (0). Weapon (-5)
Remote Detonation
Area Effect (10); Effective (15); Ranged (0). Cancel, Submerged (-10); Low Penetration (-5); Requirement, Successful Revolver Shot Attack (-5); Weapon (-5)
Not too sure if I got that whole "remote detonating after firing" thing right or not....
HVAP Wraith
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A man-portable heavy support weapon, the High Velocity Armor Piercing Wraith can be considered the first successful infusion of human and Chimera technology with its ability to project a protective energy shield that would have otherwise made the operator vulnerable to attack due to the sheer mass of the weapon.

Area Effect (10); Armor Piercing (15); Effective (15); Overwhelming (15); Ranged (0). Ammunition (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-10); Open to Attack (-25); Unique, Minimum of Strong +1 (-5)
Level - Ability
  • +2 - Barrier "Shield" (Area Effect. Cancel x2, Flanking/Rear Attacks)
Level - Weakness
  • -2 - Slow
L210 LAARK
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An improved version of the L209 LAARK, the L210 was developed by SRPA and widely issued by the US Military. Though it shares much of the functions of its British predecessor, the rocket shells of the L210 lack the airbreak ability. Instead it has an increase in accuracy as well as the ability to launch multiple sub-ordinances towards fortified positions.

Anti-Armor Rocket
Affinity, Explosive. Accurate (5); Armor Piercing (5); Effective (20); Ranged (0). Ammunition (-10); Countered (-10); Elaborate Gestures, Both Hands on Weapon and On Shoulder(-5); Weapon (-5)
Submunitions
Affinity, Explosive. Area Effect (10); Effective (15); Overwhelming (15); Ranged (0); Stunning (10). Activation (-10); Ammunition (-10); Elaborate Gestures, Both Hands on Weapon and On Shoulder (-5); Inaccurate (-10); Poor Penetration (10); Weapon (-5)
MP-47 Pulse Cannon
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Originally designed as a directed energy mining tool, the design backfired into an offensive weapon by SRPA against the Chimera threat as the MP-47 Pulse Cannon. It is able to either focus its energy as a projected bolt for long range fire or as a close range concussion blast for close quarter combat.

Ion Beam
Affinity, Energy. Effective (20); Impairing (10); Ranged (0). Elaborate Gestures, Both Hands on Weapon and On Shoulder (-5); Requirement x2, Liquid Free/Humidity Light Environment (-10); Unique, Minimum of Strong +1 (-5); Unwieldy (-5); Weapon (-5)
Concussion Blast
Affinity, Energy. Area Effect (10); Effective (10); Ranged (0); Stunning (10). Cancel, Distant Enemies (-10); Elaborate Gestures, Both Hands on Weapon and On Shoulder (-5); Low Penetration (-5); Unique, Minimum of Strong +1 (-5); Weapon (-5)
Spider Grenade
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Affinity, Fire. Area Effect (10); Continuing (20); Effective (10); Ranged (0). Activation (-10); Ammunition (-10); Inaccurate (-10); Elaborate Gestures (-5); Weapon (-5)
A unique explosive munition, the Spider Grenade utilities an airtight vial of concentrated neurotoxin extracted from the saliva glans of the Marauder. Once the substance comes into contact with oxygen, it ignites and crawls along surfaces and even up walls and ceilings and thus earning the weapon's name. The only drawback is how rapidly the fire consumes the substance.
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Re: Homebrew Weapons (Modern and sci-fi)

Post by Sabersonic »

And here's the other half.
V7 Splicer
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A unique innovation by SRPA based upon original tinkering of a portable saw from a Chimeran conversion center, the V7 Splicer is best described by one soldier as a "deli slicer on a rifle stock" that fires an odd form of munition: circular saw blades. By default, the Splicer is able to launch the saw blades that are able to ricochet off of surfaces and hit multiple targets that, if given enough room, able to hit an opponent multiple times. When charged, however, it causes the saw to bury into a single target and cause massive damage to the tango in question as the saw continues to spin even after impact.

Circular Saw, Ricochet
Area Effect (10); Effective (5); Overwhelming (15); Ranged (0). Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-10); Low Penetration (-10); Weapon (-5)
Circular Saw, Charged
Continuing (10); Effective (10); Impairing (10); Ranged (0). Activation (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Low Penetration (-5); Weapon (-5)
XR-13 Bellock
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A revolver-type multi-round grenade launcher, the Bellock utilizes unique 40mm napalm grenades that have two fuses: A standard high explosive, incendiary grenade and an over-pressure canister that catches fire to anything within its blast radius or touching the flame before ultimately detonating in a medum-scale explosion.

High Explosive, Incendiary
Affinity, Explosive. Area Effect (10); Effective (10); Ranged (0); Stunning (10). Ammunition (10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Low Penetration (-5); Weapon (-5)
Napalm Burst
Affinity, Fire. Area Effect (20); Continuing (10); Effective (10); Ranged (0). Ammunition (10); Elaborate Gestures, Both Hands on Weapon (-5); Delayed (-5); Inaccurate (-5); Low Penetration (-10); Weapon (-5)
XR-42 Phoenix
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A hyper advanced Chimeran technology-based directed energy weapon, the Phoenix is able to heal allied units from a distance while the same time steal such vital energy from Chimeran foes, though it takes a great while for the latter to be effective during short engagements.

Affinity, Energy. Overwhelming (15); Ranged (0); Vampire (5). Elaborate Gestures, Both Hands on Weapon (-5); Feather Blow (-5); Inaccurate (-5); Weapon (-5)
Level - Ability
  • +1 - Healer "Cellular Regeneration Grenade" (Area Effect; Effective x2; Ranged. Activation; Inaccurate)
  • +1 - Tough "Vitality Capacitor"
Level - Weakness
  • -1 - Non-Transferable Use (Tough)
    -1 - Trigger "Successful Energy Drain Attack" (Healer)
Not too sure if I got the whole "Healer Gun" right either, but it's a start, right?
XR-87 Proximity Mine
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Affinity, Explosive. Area Effect (10); Effective (10); Ranged (0); Stunning (10); Trap, Proximity (5). Activation (-10); Ammunition (-10); Cancel, Large Targets (-10); Weapon (-5)
The standard land mine for SRPA Spec-Ops units that utilizes seismic sensors rather than pressure sensors to detonate the explosive. Though best used at known choke points, the mine is unable to sense the presence of larger Chimeran strains.
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Re: Homebrew Weapons (Modern and sci-fi)

Post by Sabersonic »

Something I forgot from the second game, though I already wrote it with my Hybrid entry.
Marksman
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A reversed engineered weapon by SRPA, the Marksman is based off of the Chimeran Hunter and can be considered an excellent battle/sniper rifle even with its three-round burst. For more entrenched targets, the Marksman is able to deploy an electric drone which seeks out such enemy units and flush them from their protective barriers and into the sights of the Marksman weapon.

Three-Round Ion Burst
Affinity, Energy. Accurate (10); Armor Piercing (10); Effective (10); Ranged (0). Elaborate Gestures, Both Hands on Weapon (-5); Requirement x2, Liquid Free/Humidity Light Environment (-10); Weapon (-5)

Drone
Affinity, Electricity. Accurate (5); Area Effect (10); Effective (10); Overwhelming (15); Ranged (0). Ammunition (-10); Countered (-10); Elaborate Gestures, Both Hands on Weapon (-5); Requirement x2, Liquid Free/Humidity Light Environment (-10); Weapon (-5)
And a few from the third game.
Mutator
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An improvised bio-chemical weapon by Herbert Sawicki, the Mutator utilizes a weaponized strain of the Chimera Virus extracted from feral Leeches. It semi-automatically fires a globule of the strain at an enemy target, infecting it and causing the growth of bulbous cysts upon the victim in question and effectively transform them into living bombs. The Mutator is also capable of projecting a cloud of the weaponize strain that directly damage biological targets over a wider area, but is incredibly short ranged.

Globule, Standard
Effective (10); Overwhelming (15); Ranged (0). Cancel, Non-Biological Beings, Leeches, and Brawlers (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Weapon (-5)
Globule, Charged
Effective (20); Overwhelming (15); Ranged (0). Activation (10); Cancel, Non-Biological Beings, Leeches, and Brawlers (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Weapon (-5)
Explosive Cyst
Affinity, Explosive. Area Effect (10); Effective (15); Stunning (10); Trap, Proximity (5). Assisted, Infected Target (-15); Countered (-10); Delayed (-5); Feather Blow (-5); Requirement, Successful Mutator Shot Attack (-5)

Diseased Mist
Area Effect (10); Continuing (10); Effective (5); Paralyzing (10); Ranged (0). Cancel, Distant Enemies (-15); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-10); Weapon (-5)
EMP Grenade

A new type of explosive munition that strikes directly into and targets the technology of the Chimera. It is able to disrupt the Shields and Drones, stunning them enough to make them vulnerable, but has the added bonus of affecting the cooling racks of the Hybrids enough that they would explode and damage the Hybrids themselves if not outright kill them.

EMP, Mechanical
Affinity, Electricity. Area Effect (10); Barrier Buster (5); Effective (15); Paralyzing (10); Ranged (0); Stunning (10); Unique, Cancels Out Energy Shields (10). Activation (-10); Ammunition (-5); Cancel, Biological Targets (-10); Elaborate Gestures (-5); Inaccurate (-5); No Damage (-20); Weapon (-5)
EMP, Cooling Packs
Affinity, Explosive. Area Effect (10); Effective (20); Impairing (10); Ranged (0); Stunning (10). Activation (-10); Ammunition (-5); Cancel, Mechanical Targets (-10); Cancel, Non-Chimeran Lifeforms (-15); Delayed (-5); Elaborate Gestures (-5); Inaccurate (-5); Weapon (-5)
Cryogun
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A unique nitrogen-based weapon of the Chimera, the Cryogon can be best described as the antithesis of the flamethrower. Its stream of coolant is able to instantly freeze any target it touches into a solid block and vulnerable to counter attacks that would shatter it. For rapid use, the Cryogun is able to instantly shatter the unfortunate victim, but has a slow rate of fire due to its recharge period after each use.

Coolant Spray
Affinity, Ice. Effective (10); Paralyzing (10); Ranged (0). Ammunition (-5); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Weapon (-5)
Cold Air Shockwave
Affinity, Cold. Area Effect (10); Effective (20); Ranged (0); Stunning (10). Buildup (-10); Elaborate Gestures, Both Hands on Weapon (-5); Feather Blow (-5); Inaccurate (-5); Low Penetration (-10); Weapon (-5)
And one from the Vita Game
Sw.A.R.M.
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A unique SRPA rocket launcher, the Swift Autonomous Round Missile launcher holds four rockets at once that can either fire semi-automatically or fire at up to four targets at once. Ideally, the Sw.A.R.M. Launcher is used against the mechanized forces of the Chimeran Army, though it does provide a boon against a swarm of Hybrids.

Semi-Automatic
Affinity, Explosive. Effective (20); Impairing (10); Ranged (0). Countered (-10); Elaborate Gestures, Both Hands on Weapon and On Shoulder (-5); Inaccurate (-10); Weapon (-5)
Locked-On
Affinity, Explosive. Accurate (10); Effective (20); Impairing (10); Ranged (0). Concentration (-20); Countered (-10); Elaborate Gestures, Both Hands on Weapon and On Shoulder (-5); Weapon (-5)
Full Salvo
Affinity, Explosive. Effective (20); Impairing (10); Multiple Targets (30); Ranged (0). Ammunition (-15); Concentration (-20); Countered (-10); Elaborate Gestures, Both Hands on Weapon and On Shoulder (-5); Unwieldy (-5); Weapon (-5)
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Sabersonic
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Re: Homebrew Weapons (Modern and sci-fi)

Post by Sabersonic »

And finally, here's a few from the PSP game.
IWAO-R Chaingun
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Originally designed for Japanese Imperial Fighter Planes by famed weapons designer Iwao Ryusaki, the Chaingun's lightweight construction made it ideal for infantry use in the war against the Chimera. It was one of the earlier attempts at fusing human technology with that of the Chimera and is largely considered the predecessor of SRPA's HVAP Wrath, but the hybridization was not as successful as the latter.

Area Effect (10); Armor Piercing (10); Effective (15); Overwhelming (15); Ranged (0). Ammunition (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-10); Open to Attack (-25)
Level - Ability
  • +1 - Barrier "Shield" (Effective x2. Cancel x2, Flanking/Rear Attacks)
Level - Weakness
  • -1 - Slow
L206 LAARK
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And older generation of LAARK due to its lack of an onboard targeting computer, the L206 model nevertheless allows the user to redirect the rocket in min-flight to approach from a completely different vector manually.

Anti-Armor Rocket, Direct
Affinity, Explosive. Armor Piercing (5); Effective (20); Ranged (0). Ammunition (-10); Countered (-5); Elaborate Gestures, Both Hands on Weapon (-5); Weapon (-5)
Anti-Armor Rocket, Redirect
Affinity, Explosive. Accurate (10); Armor Piercing (5); Effective (20); Impairing (10); Ranged (0); Redirect (5). Ammunition (-10); Countered (-10); Concentration (-20); Elaborate Gestures, Both Hands on Weapon (-5); Weapon (-5)
Longbow 1S-1K
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An energy rail-type gauss weapon, the Longbow was constructed through reverse engineering of captured Chimeran small arms. Its magnetic accelerator is able to launch a small iron flechette at hypersonic velocities at hostile targets up to a kilometer away, with an equal amount of stopping power to boot and is equally able to attack underwater.

Flechette Bolt, Standard
Affinity, Electricity. Armor Piercing (5); Barrier Buster (5); Effective (10); Ranged (0). Buildup (-5); Elaborate Gestures, Both Hands on Weapon (-5); Unwieldy (-5); Weapon (-5)
Flechette Bolt, Charged
Affinity, Electricity. Armor Piercing (15); Barrier Buster (5); Effective (25); Impairing (10); Ranged (0). Activation (-10); Elaborate Gestures, Both Hands on Weapon (-5); Open to Attack (-25); Unwieldy (-10); Weapon (-5)
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Get your Portable ID!

Though he may have his flaws and faults, he was a husband and a father without equal. May the Angels welcome and accept him with open arms.

Rest in Peace, Dad
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