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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Thu Aug 17, 2017 2:35 pm 
Shelled Plebeian

Joined: Thu Feb 25, 2016 3:42 pm
Posts: 9
I like what I see for the list of weapons but there is one thing that bothers me. Guns of various type impart properties to compensate for recoil, range and accuracy, but not damage, as a whole. So with that in mind

22 caliber (.22 inch)
Effective x2

9mm, 357 (.357 inch)
Effective x4

45 Caliber (.45 inch)
Effective x7

50 Caliber (1/2 In. Radius)
Effective x9

Revolver is not more powerful then a clip fed gun, but it does have one very good quality. With a revolver, you can do what is called Fanning. Using two hands you can rip loose all six round in the revolver within 1 second, Here is an example: https://www.youtube.com/watch?v=44Sy3-KKrqc
Fanning: Effective x5, Endurance cost of 25 It will take a lot out of you.

Rifles with a longer barrel stabilizes the round and insures the greater distance and accuracy.
Use Accurate

Machine gun gives up accuracy for putting a whole lot of rounds down range.
Use Effective to represent this behavior

Sniper rifle (Military grade) use 50 cal rounds and have a range that can be measures in kilometers or even miles.

Other then that it is a matter of taste.

Well what do you think?


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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Thu Aug 17, 2017 6:03 pm 
Exalted Amphibian

Joined: Sun Aug 21, 2016 11:40 pm
Posts: 216
robert_wellinghurst wrote:
I like what I see for the list of weapons but there is one thing that bothers me. Guns of various type impart properties to compensate for recoil, range and accuracy, but not damage, as a whole. So with that in mind

22 caliber (.22 inch)
Effective x2

9mm, 357 (.357 inch)
Effective x4

45 Caliber (.45 inch)
Effective x7

50 Caliber (1/2 In. Radius)
Effective x9

Revolver is not more powerful then a clip fed gun, but it does have one very good quality. With a revolver, you can do what is called Fanning. Using two hands you can rip loose all six round in the revolver within 1 second, Here is an example: https://www.youtube.com/watch?v=44Sy3-KKrqc
Fanning: Effective x5, Endurance cost of 25 It will take a lot out of you.

Rifles with a longer barrel stabilizes the round and insures the greater distance and accuracy.
Use Accurate

Machine gun gives up accuracy for putting a whole lot of rounds down range.
Use Effective to represent this behavior

Sniper rifle (Military grade) use 50 cal rounds and have a range that can be measures in kilometers or even miles.

Other then that it is a matter of taste.

Well what do you think?


The thing I don't really like is how you have it it would make all the guns cost END to use. I understand that guns are very powerful IRL but in game I feel their does need to be some kind of balance. 9 effective is great but with no flaws that is an end cost of 45! That means a normal character would shot once and then be almost out of end.

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Wed Aug 23, 2017 4:58 am 
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I think that I have a potential solution to the whole END issue, at least when it comes to the Effective Perk: Cap DX at 5.

Here are some links to express that in detail:
Clay's own words
Attack Levels quantified

For the Revolver "Fanning", instead of Effective x5 it'll be more efficient as Overwhelming with Inaccurate x2 at the very least compared to a regular Revolver Attack. You're putting alot of lead downrange, but it's not going to be as accurate as single round shooting. Come to think of it, Ammunition would be just as appropriate since it dries up your pistol round reserves real quick. Not only that, but considering the nature of revolver fanning, there needs to be a Unique flaw or at least an Elaborate Gestures with a notation to show that both hands are occupied when in use.

Machine gun would be just the same, especially since nowadays LMGs are largely a suppressing fire weapon then anything else. Probably add in an Area Effect or two to show that it covers an area with lead rain VERY well.

For Rifles such as Sniper Rifles, well it will depend upon the application. For example the Sniper Rifle would have numerous levels in Accuracy, but will require flaws such as Concentration and/or Open to Attack to show that this is not a direct engagement weapon but rather another support weapon that isn't really suited for the kind of engagements that require Assault Rifles and/or pistols for snap-action defense. Assault Rifles are like more manageable machineguns with their burstfire abilities at the cost of range due to the nature of the intermediate round. So with their usual semi-automatic fire variation, there should also be a burst/auto attack variation that would have at least an Area Effect perk to show that it can indeed send alot of lead down range over a wide arc, but would have to balance it out with either/both inaccurate and/or ammunition to showcase how much of a bullet hog the burst/auto attack variation is. Battle/Designated Marksman Rifles are basically vanilla rifles with one or two levels of Accurate and little else if anything in terms of perks.

Yeah, this is what you get when you spend your free time watching documentaries online and on the History Channel...

And in case it wasn't clear by now that the blue fonts of my recent posts are to indicate hyperlinks, for my UCE Vimana-type Urban Rapid Translation Maneuver Unit entry, how accurate were my Ability and Weakness choices for replicating the 3D Maneuver gear?
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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Wed Aug 23, 2017 11:26 am 
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Nice job with the UCE Vimana-type Urban Rapid Translation Maneuver Unit by the way. I had been trying to think of a way to make something like ODM gear and that gave me a good place to start :)

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Thu Aug 24, 2017 4:07 am 
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And I just remembered another planned weakness for my non-PA Environmental Armor designs, to be specific the Ineptitude "Manual Dexterity" to indicate how bulky the gloves are. Oh well, the Kavacha-class Environmental Main Battle Body Armor has been altered to reflect this. Not too sure if I should add this to the Járngreipr-class Combat Body Armor to be honest.

Anywho, might as well add in a few more Gear equipment.
Quote:
UCE Tarnkappe-type Optical Stealth Ghillie

The standard optical cloak system of the UCE, the Tarnkappe-type is effectively an outer garment strapped onto most Combat Armors to enhance their stealth capabilities both conventional and invisibility. The only caveat is that with rapid movement, the optical stealth capabilities are reduced significantly and thus one cannot move openly without compromising their own position and is more ideal for stationary operations such as overwatch and sniping.

(3 Gear)
Level - Ability
  • +2 - Art of Invisibility
  • +3 - Invisibility
Level - Weakness
  • -2 - Unique (Half Invisibility when moving)

Quote:
UCE Liahona-type Pan-App Vanbrace

A staple of Off-World Settlement development, the Liahona-type is a forearm mounted Personal Computer and multi-tool applicator through the use of Hard Light-style Force Walls and Femtosecond Laser produced Plasma Voxels.

The computer aspect of the Liahona-type allows scanner analysis of the environment in general and of a local space in particular to allow for the appropriate response to an otherwise unknown obstacle. The various computer databases ranges from medical, to construction, and even electronic warfare in certain cases such as when otherwise incompatible technology either alien or ancient prevents further exploration. Though a flexible touch OLED screen is typically utilized as a backup interface medium, Femtosecond Lasers are utilized to project a rudimentary but rugged Plasma Voxel-projected Hologram interface that is generally safe to the touch.

However, when extra power or a decreased laser time cycle are introduced, then the Plasma Voxels becomes a plasma surface that is able to cut through nearly all forms of solid matter. The only limitation to the Plasma Voxel is that it requires the presence of an atmosphere. Hard Light-style Force Walls do not have such a requirement. Still, Hard Light-style Force Walls do not make adequate barriers nor an effective cutting surface. But rather for blunt force and grappling of objects for torque.

(4 Gear)
Voxel Cutter
Affinity, Energy. Armor Piercing x2 (+10); Effective (+5); Impairing (+10). Activation (-10); Offensive (-5); Requirement, Atmosphere (-5)
Hard Light Impact
Affinity, Energy. Barrier Buster (+5); Stunning (+10). Activation (-10); Low Penetration (-5)
Level - Ability
  • +1 - Endurance Reserve "Mjölnite Capacitor"
  • +2 - Intuitive
  • +2 - Perceptive
  • +1 - Smart
Level - Weakness
  • -2 - Non-Transferable Use "Mjölnite Capacitor"

Quote:
UCE Talaria-class Astrogator Armor

The standard armored spacesuit suit of UCE combat astrogators, the Talaria-class allows Space Force personnel environmental protection against the harsh realities of space and survive. Though not ideal for front line combat, the armor instead designed to provide ballistic protection from micrometoroids and similar space debris, the Talaria-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. Like the Megingjörð-class Main Battle Power Armor and Kavacha-class Environmental Main Battle Body Armor, the Talaria-class has a Brevor and armored collar to protect the neck from such impacts.

Instead, the Talaria-class allows for a more immersive, sapient-machine interface with the combat spacecraft for greater battle space awareness and make the craft even more like a part of the astrogator's body. Though the type of HMD projected onto the helmet may vary from spacecraft to spacecraft, it none-the-less increases the efficiency of the combat astrogator to achieve mission objectives. The only downside of the Talaria-class is that its life support system is limited, instead designed to be augmented or even supplanted by the life support of the spacecraft in question when the umbilicus is connected and sealed with the Talaria-class itself.

(1 Gear)
Level - Ability
  • +1 - Armored “Micro-Meteoroid Protection”
  • +3 - Life Support “Space”
  • +1 - Perceptive
  • +1 - Pilot
  • +3 - Resistance “G-Countering Seam Tube Network” (G-Forces)
  • +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"

Quote:
UCE Velificatio-type VeriMorphTech Exo-Augment Frame

A specialized Class-1 Personal Amplifier Suit, despite the classification of the Velificatio-type it is less the ability to augment the physical abilities of the combat astrogator but rather enhance the survivability of said military personnel. Once connected to a compatible combat spacecraft cockpit, the Velificatio-type transforms into the flight controls of the combat craft in question which allows not only universal integration of flight control, but also more streamlined training of combat pilots in general due to familiar controls.

Depending upon the operational environment in question, once the pilot is forced to abandon their vehicle, the Velificatio-type is able to operate more efficiently in that particular medium than if the pilot themselves are capable on their own, even if only to increase their chance of friendly recovery. As such, there are different variations of the Velificatio-type in production: Cosmo-Velificatio, Strato-Velificatio, and Aquario-Velificatio for Space, Air, and Underwater environments respectfully.

Cosmo-Velificatio
(2 Gear)
Level - Ability
  • +1 - Agile
  • +1 - Evasive
  • +1 - Quick "Carbon Nanotube Actuator Fibers"
  • +1 - Spaceflight
  • +1 - Vigorous "Molten Carbonate Fuel Cells (MCFC)"
Level - Weakness
  • -1 - Bizarre Appearance
  • -1 - Restricted Freedom "Conditional Ownership"
  • -1 - Servitude "Conditional Ownership"

Strato-Velificatio
(2 Gear)
Level - Ability
  • +1 - Agile
  • +1 - Evasive
  • +1 - Flight
  • +1 - Quick "Carbon Nanotube Actuator Fibers"
  • +1 - Vigorous "Molten Carbonate Fuel Cells (MCFC)"
Level - Weakness
  • -1 - Bizarre Appearance
  • -1 - Restricted Freedom "Conditional Ownership"
  • -1 - Servitude "Conditional Ownership"

Aquario-Velificatio
(2 Gear)
Level - Ability
  • +1 - Agile
  • +1 - Evasive
  • +1 - Quick "Carbon Nanotube Actuator Fibers"
  • +1 - Swimming
  • +1 - Vigorous "Molten Carbonate Fuel Cells (MCFC)"
Level - Weakness
  • -1 - Bizarre Appearance
  • -1 - Restricted Freedom "Conditional Ownership"
  • -1 - Servitude "Conditional Ownership"

Yeah, I admit, the last one was straight out of Macross Frontier. What can I say? I kinda like the concept and seems FAR more economical to implement en-mass than Gundam's Core Bloc System.

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Mon Sep 04, 2017 6:31 am 
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Well I just remembered a few things from my entry into the Ichaival-type Battle Laser Blaster: One is that due to the nature of the Gauss Launcher's Kick Charge, it utilizes a Blowback Operation since there doesn't need to be a need for high powered cartridges since, well, Gauss Launcher. It just needs enough of a kick for the piston to get the shot moving.

The other one is a Diamondoid Carbon Stilletto-style Bayonet.

Yeah, yeah, I know. Department of Redundancy in the first half, but when has that ever stopped Anime?
Quote:
UCE Carnwennan-type Carbon Bayonet

The standard, non-powered anti-armor bayonet of the UCE, the Carnwennan-type serves as an emergency backup melee weapon for various UCE small arms that have a compatible bayonet mount. With the primary construction of the blade as diamondoid carbon, it is hard enough to penetrate most types of hard plate combat body armor while its stiletto design allows the blade to take advantage of the gaps in body armor for more efficient penetration if needed.

However, due to the design of the bayonet, it is inadequate for any defensive slash attacks as it is more of an offensive stabbing weapon.

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

And I'll just use this space to introduce an allied faction in this particular setting of mine, the Averon Alliance.
Quote:
A2FSN AEDPUA P18

The Arme d'énergie dirigée par la Défense personnelle de l'usine d'armes Averon-Calais Projet 18, or AEDPUA P17 is the standard PDW of the Alliance Security Enforcement Organization, the military arm of the Averon Alliance of Federated Settlement Nations or more commonly the Averon Alliance. The AEDPUA P18 utilizes the same Balise Légère cartridge technology that so often characterize Franco-Averon Directed Energy Small Arms in the form of a top-break revolver to which the individual capacitor rounds are loaded via a moon clip, speed strip, or speed loader though optionally they may be placed individually if the user is so inclined. Rarely, and never for civilian use, the cylindrical bloc can be ejected and replaced with an unused bloc with unspent capacitor rounds.

As a Personal Defense Weapon, the AEDPUA P18 is largely ideal for Close Quarters defense when the use of a carbine bullpup would be ill-advised such as for combat astrogators, artillery crew, and armored combat vehicle operators. Though it is able to perform at full automatic fire for a weapon of its size, it is largely advisable to utilize the AEDPUA P18 in semi-automatic fire for endurance shooting. The effective range of the PDW, however, can be extended with the use of the Usine Nationale d'Armurerie d'Averon-Laon's UNA Averon-Laon Stabilizer which not only allows for gun straps for grater stability and a butt stock for accuracy, but also the ability to extend the effective range of the AEDPUA P18 with external and secondary lenses though rarely any greater than 200 meters.

Laser Revolver, Semi-Automatic
Affinity, Energy. Effective (+5); Ranged (+0). Weapon (+5)
Laser Revolver, Auto-Fire
Affinity, Energy. Effective (+5); Overwhelming (+15); Ranged (+0). Ammunition x2 (-10); Inaccurate (-5); Weapon (-5)

Stabilized Laser Revolver, Semi-Automatic
Affinity, Energy. Accurate (+5); Effective (+5); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Weapon (+5)
Stabilized Laser Revolver, Auto-Fire
Affinity, Energy. Effective (+5); Overwhelming (+15); Ranged (+0). Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Weapon (-5)

EDIT: I just remembered that I had the Underlang Gauss Launcher to be pump action rather be automatically fed rounds. Boy, do I feel stupid.

Oh well, something to know for later entries.

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Tue Sep 26, 2017 3:03 am 
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Personally, I'm surprised that no one had yet conceived of these two gear ideas of mine, especially in how there are self-guiding bullets in the works. Granted, they're not all that spectacular on their own, what with them being man-powered and all, but still something that would compliment any scifi setting.
Quote:
Kosi Self-Targeting Shuriken Kit

A popular form of man-powered, self-guiding projectiles, the Kosi Self-Targeting Shuriken utilize micro-control surfaces to redirect air flow around the shuriken to allow for more accurate and lethal strikes. With the appropriate helmet-mounted targeting sensor, the user may launch one to all three Shuriken in flight.

Self-Targeting, Single
Accurate x2 (+10); Effective x2 (+10); Impairing (+10); Ranged (+0). Ammunition x2 (-10); Elaborate Gestures (-5); Requirement, HMD Targeting Sensor (-5); Weapon(-5)
Self-Targeting, Dual
Accurate (+5); Multiple Targets (+10); Effective x2 (+10); Impairing (+10); Ranged (+0). Ammunition x3 (-15); Elaborate Gestures (-5); Requirement, HMD Targeting Sensor (-5); Weapon(-5)
Self-Targeting, Triple/All
Multiple Targets x2 (+20); Effective x2 (+10); Impairing (+10); Ranged (+0). Ammunition x3 (-15); Elaborate Gestures (-5); Requirement, HMD Targeting Sensor (-5); Weapon(-5)

Quote:
LaCross Self-Targeting Throwing Knife Kit.

A popular form of man-powered, self-guiding projectiles, the LaCross Self-Targeting Throwing Knife utilize micro-control surfaces to redirect air flow around the shuriken to allow for more accurate and lethal strikes in addition to a boomerang-effect for reorientation and retargeting. With the appropriate helmet-mounted targeting sensor, the user may launch a single knife into flight flight.

Self-Targeting Throwing Knife
Accurate x2 (+10); Effective x2 (+10); Ranged (+0); Redirectable (+5). Ammunition (-5); Elaborate Gestures (-5); Requirement, HMD Targeting Sensor (-5); Weapon(-5)

Not exactly Yondu's Yaka Arrow, but it does have that archai-cool aspect to it.

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Thu Oct 19, 2017 7:59 am 
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Well, since I hinted at some of the armament of the Averon Alliance, I might as well round out the picture a little bit.
Quote:
A2FSN AACACUA P16

The Armement d'Armes à Combat d'Assaut de Combat de l'Usine d'Armes Averon-Calais Projet 16, or AACACUA P16 is the standard assault DEW for the Alliance Security Enforcement Organization, the military arm of the Averon Alliance of Federated Settlement Nations or more commonly the Averon Alliance. The AACACUA P16 utilizes the same Balise Légère cartridge technology that so characterize the Franco-Averon Directed Energy Small Arms in the form of a detachable chain-fed, magazine-like box-cassette in bull-pup fashion, even though ascetically it resembled the muzzle-loaded rifles from the gunpowder era of warfare as part of the Franco-Averon fixation on what is best described as "contemporary Napoleonic", even with the reflex sight added to the weapon though the backup iron sights do little to ruin the ascetic illusion. However, due to the nature of the Balise Légère cartridge, the laser portion of the combination weapon is unable to change the default setting of the assault laser, in this case Anti-Materiel, and must exchange it with a different weapon platform as an alternative platform. Fortunately, the default range of the assault laser may be altered with the use of external and interchangeable secondary lenses.

The "softer" weapon application of the AACACUA P16 is instead represented by the underslung Gauss Gun utilizing Blowback Operation and fed KEW cartridges based around the internal piston-type kick-charge via a more orthodox detachable box-magazine. Largely ideal for Anti-Personnel, suppressing fire and other such tactical challenges that are beyond the prudent scope of the Assault Laser, the Gauss Gun lacks any internal warhead to deliver damage downrange. Instead it utilizes the pure kinetic impact of the Gauss accelerated round. The muzzle of the Gauss Gun can also mount a single bullet-trap rifle grenades for more harden targets in addition to bayonets that complete the ascetic illusion of the weapon.

Like many DEW designs utilized by powered armor infantry, the sheer size and mass of the AACACUA P16 make deployment to un-augmented military personnel all but impractical. Though in this instance, it was nearly a deliberate design in that only the Armorines and Shock-Trooper corps of the Armored Security Ground Force were allowed to utilize the weapon platform, in which the former favor the AACACUA P16.

Assault Laser, Semi-Automatic
Affinity, Energy. Armor Piercing x2 (+10); Effective x2 (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Assault Laser, Auto-Fire
Affinity, Energy. Armor Piercing x2 (+10); Effective x2 (+10); Overwhelming (+15); Ranged (+0). Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)

Gauss Gun, Semi-Automatic
Armor Piercing x2 (+10); Effective x2 (+10); Impairing (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Requirement x2, Liquid Free/Humidity Light Environment (-10); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Gauss Gun, Auto-Fire
Armor Piercing x2 (+10); Effective x2 (+10); Impairing (+10); Overwhelming (+15); Ranged (+0). Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Requirement x2, Liquid Free/Humidity Light Environment (-10); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Gauss Gun, Rifle Grenade
Affinity, Explosive. Area Effect x2 (+20); Effective x4 (+20); Ranged (+0); Stunning (+10). Activation (-10); Ammunition x3 (-15); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)

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

Quote:
A2FSN AEDUA P15

The Arme à énergie dirigée de l'usine d'armement Averon-Calais Projet 15, or AEDUA P15 is the standard semi-automatic battle DEW for the Alliance Security Enforcement Organization, the military arm of the Averon Alliance of Federated Settlement Nations or more commonly the Averon Alliance. The AEDUA P15 utilizes the same Balise Légère cartridge technology that so characterize the Franco-Averon Directed Energy Small Arms in the form of a detachable chain-fed, magazine-like box-cassette in bull-pup fashion, even though ascetically it resembled the muzzle-loaded rifles from the gunpowder era of warfare as part of the Franco-Averon fixation on what is best described as "contemporary Napoleonic", even with the reflex sight added to the weapon though the backup iron sights do little to ruin the ascetic illusion. However, due to the nature of the Balise Légère cartridge, the laser portion of the combination weapon is unable to change the default setting of the assault laser, in this case Anti-Materiel, and must exchange it with a different weapon platform as an alternative platform. Fortunately, the default range of the assault laser may be altered with the use of external and interchangeable secondary lenses.

The "softer" weapon application of the AEDUA P15 is instead represented by the underslung Gauss Gun utilizing Blowback Operation and fed KEW cartridges based around the internal piston-type kick-charge via a more orthodox detachable box-magazine. Largely ideal for Anti-Personnel, suppressing fire and other such tactical challenges that are beyond the prudent scope of the Main Battle Laser, the Gauss Gun lacks any internal warhead to deliver damage downrange. Instead it utilizes the pure kinetic impact of the Gauss accelerated round. The muzzle of the Gauss Gun can also mount a single bullet-trap rifle grenades for more harden targets in addition to bayonets that complete the ascetic illusion of the weapon.

Like many DEW designs utilized by powered armor infantry, the sheer size and mass of the AEDUA P15 make deployment to un-augmented military personnel all but impractical. Though in this instance, it was nearly a deliberate design in that only the Armorines and Shock-Trooper corps of the Armored Security Ground Force were allowed to utilize the weapon platform, in which the latter favor the AEDUA P15.

Battle Laser
Affinity, Energy. Armor Piercing x2 (+10); Effective x2 (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)

Gauss Gun
Armor Piercing x2 (+10); Effective x2 (+10); Impairing (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Requirement x2, Liquid Free/Humidity Light Environment (-10); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Gauss Gun, Rifle Grenade
Affinity, Explosive. Area Effect x2 (+20); Effective x4 (+20); Ranged (+0); Stunning (+10). Activation (-10); Ammunition x3 (-15); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)

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

Yeah, yeah, I know. There's not much difference between the two designs narrative-wise.

And speaking of powered armor...
Quote:
A2FSN SAPBPM E20

The standard Class-1 Powered Armor for the Armored Security Ground Force in general and in particular the Shock-Trooper Corps, the Système d'armure propulsé par la bataille principale du manège Averon-Laon Entrée 20 or SAPBPM E20 primarily enhances the endurance and defensive capabilities that allow the user to survive multiple direct strikes upon the modern battlefield, though at the minimal expense of mobility and agility.

A unique design element of the SAPBPM E20 was the presence of the falling buffe to protect the the flexible but still vulnerable neck from hostile fire without compromising the user's field of view from its multiple helmet-mounted cameras. Combined with the burgonet-style helmet with its decorative lobster-tailed neck guard and armored collar to protect the neck from rearward and flanking attacks gives the illusion of a renaissance-era French knight. Though unlike older versions of the powered armor helmet, the SAPBPM E20 utilize an integrated respirator to grant the user a breathable atmosphere for an economical space and allow a smaller rebreather unit.

Unlike most contemporary Powered Armor, the SAPBPM E20 utilize an internal, but relatively weak, Omnidirectional Force Bubble projector system mounted upon the massive pauldrons to guard the user from directed energy projectiles, though kinetic rounds still require a physical shield to defend against in addition to a vambrace Force Wall projector to augment the Force Bubble.

Unlike popular depictions of Powered Armor, only the only the Rebreather/Oxygen tank and the personal propultion unit are mounted upon the SAPBPM E20 via specialized clamps. All other equipment are strapped onto the Powered Armor such as ammo pouches and weapon holsters.

(8 Gear)
Level - Ability
  • +3 - Armored
  • +2 - Barrier "Force Bubble"
  • +1 - Combat Expert
  • +1 - Evasive "Ballistic Shield" (Cancel x2, Energy Attacks)
  • +1 - Evasive "Force Wall" (Effective x2. Cancel x2, Ranged Physical Attacks)
  • +3 - Life Support
  • +1 - Perceptive
  • +2 - Strong "Carbon Nanotube Actuator Fibers"
  • +1 - Quick "Carbon Nanotube Actuator Fibers"
  • +1 - Vigorous "Molten Carbonate Fuel Cells (MCFC)"
Level - Weakness
  • -1 - Awkward Size
  • -2 - Bizarre Appearance
  • -2 - Restricted Freedom "Conditional Ownership"
  • -2 - Servitude "Conditional Ownership"
  • -1 - Vulnerability "Directed Energy Weapons"

Quote:
A2FSN SAPAM E21

The standard Class-1 Powered Armor for the Armored Security Ground Force in general and in particular the Armorines Corps, the Système d'armure principal d'assaut du manège Averon-Arras Entrée 21 or SAPAM E21 primarily enhances the physical attributes of the user to make them stronger, agile, and stronger though at the minimal expense of armor and protection. The SAPAM E21 can be easily configured for Espatier duties with the addition of a buttstock "cleavage" upon the Cuirass which holds the buttstock of any service rifle through friction alone in micro-gravity combat.

A unique design element of the SAPAM E21 was the presence of the falling buffe to protect the the flexible but still vulnerable neck from hostile fire without compromising the user's field of view from its multiple helmet-mounted cameras. Combined with the morion-style helmet and armored collar to protect the neck from rearward and flanking attacks gives the illusion of a renaissance-era musketeer. Though unlike older versions of the powered armor helmet, the SAPAM E21 utilize an integrated respirator to grant the user a breathable atmosphere for an economical space and allow a smaller rebreather unit.

The only anti-DEW protection the SAPAM E21 could utilize are basic vambrace Force Wall projector, purposefully designed to allow maximum agility and mobility without compromising stealth.

Unlike popular depictions of Powered Armor, only the only the Rebreather/Oxygen tank and the personal propultion unit are mounted upon the SAPBPM E20 via specialized clamps. All other equipment are strapped onto the Powered Armor such as ammo pouches and weapon holsters.

(10 Gear)
Level - Ability
  • +2 - Agile
  • +2 - Armored
  • +2 - Art of Invisibility
  • +1 - Combat Expert
  • +2 - Evasive "Force Wall" (Effective x2. Cancel x2, Ranged Physical Attacks)
  • +2 - Evasive
  • +3 - Life Support
  • +2 - Perceptive
  • +2 - Strong "Carbon Nanotube Actuator Fibers"
  • +2 - Vigorous "Molten Carbonate Fuel Cells (MCFC)"
Level - Weakness
  • -1 - Awkward Size
  • -2 - Bizarre Appearance
  • -2 - Limited Use "Fusion Force Wall"
  • -2 - Restricted Freedom "Conditional Ownership"
  • -2 - Servitude "Conditional Ownership"
  • -1 - Vulnerability "Directed Energy Weapons"

It should give a better idea of the Franco-Averon military.

As for all that "contemporary Napoleonic" talk, well I have to confess that it's largely inspired by OZ.
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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Thu Oct 19, 2017 11:54 am 
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You have a lot of cool stuff here. Have you ever had a chance to use any of it in a game?

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Thu Oct 19, 2017 3:02 pm 
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Blobathehutt wrote:
You have a lot of cool stuff here. Have you ever had a chance to use any of it in a game?

I'm working up to it to be honest. It's an expansive universe of a setting.

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Mon Oct 23, 2017 1:06 am 
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Now that it's crossed my mind, and while it's still fresh, I might as well put up the Assault and Sniper/DMR Laser Blasters of the UCE. If anything, it'll be a useful template for faction/national versions later on in my setting.
Quote:
UCE Varunastra-type PA Assault Laser Blaster

The standard fireteam support directed energy firearm of the regular armed forces of the Federal Earth Union of Colonial Settlements and Nations (aka United Colonies of Earth or UCE), the Varunastra-type is a combination fully automatic laser blaster with an underslung gauss gun 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 laser blaster portion of the Varunastra-type itself is of a folded laser design with a solid-state medium and reflex sight in addition to back up iron sights for close quarters engagements. The laser emitter itself, protected by a flip-open lens cover, is set for medium-range combat whose effective combat range can be augmented with external and interchangeable secondary lenses that either increase or decrease said combat ranges to match the expected condition, with minor focus adjustments upon the module itself, though generally the Designated Automatic Gunner or DAG typically limits the secondary lenses to just close quarters and rarely for long distances unless mission objectives justify the inclusion. The assault laser itself, pulsed to have the equivalent impact of a contemporary bullet, has two modes of operation: Anti-Materiel and Anti-Personnel, with each subdivided into burst and fully automatic. Though the Varunastra-type is able to utilize the same Magazine-type Capacitors as found upon the Ichaival-type to ease logistical strain upon the fireteam, the assault laser blaster requires extensive cooling systems typically mounted upon either the DAG themselves or ferried by the Assistant Automatic Gunner or AAG.

The Gauss Gun portion of the Varunastra-type is a fully automatic blowback operation fed by a detachable box-type magazine with a capacity of sixty rounds. The Gauss Gun is typically utilized in tactical situations when the Assault Laser Blaster is inappropriate such as anti-DEW Force Bubbles and Force Walls. Each Gauss Round is effectively a cartridge with an internal piston-type kick-charge to propel the sabot shot through the gauss acceleration rings and downrange. The muzzle of the Gauss launcher is also able to serve as a bayonet mount for vibro-knives and diamonoid carbon spike bayonets in close-quarter anti-PA duties, though generally this is rare for the DAG and generally a sign of desperation.

However, the size and mass of the Varunastra-type make deployment to un-augmented military personnel all but impracticable.

Laser Assault Blaster, Anti-Personnel Burst
Affinity, Energy. Area Effect (+10); Effective x2 (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Laser Assault Blaster, Anti-Personnel Full Auto
Affinity, Energy. Area Effect (+10); Effective x2 (+10); Overwhelming (+15); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate x2 (-10); Low Penetration (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Laser Battle Blaster, Anti-Materiel Burst
Affinity, Energy. Area Effect (+10); Effective x2 (+10); Impairing (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Requirement x2, Liquid Free/Humidity Light Environment (-10); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Laser Battle Blaster, Anti-Materiel Full Auto
Affinity, Energy. Area Effect (+10); Effective x2 (+10); Impairing (+10); Overwhelming (+15); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Requirement x2, Liquid Free/Humidity Light Environment (-10); Inaccurate x2 (-10); Low Penetration (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)

Gauss Gun, Burst
Area Effect (+10); Armor Piercing x2 (+10); Effective x2 (+10); Ranged (+0). Ammunition (-5); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Gauss Gun, Full Auto
Area Effect (+10); Armor Piercing x2 (+10); Effective x2 (+10); Overwhelming (+15); Ranged (+0). Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate x2 (-10); Unique, Minimum of Strong +2 (-10); Unwieldy (-5); Weapon (-5)

Vibro-Bayonett
Armor Piercing x2 (+10); Impairing (+10). Elaborate Gestures, Both Hands on Weapon (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)

Quote:
UCE Pashupatastra-type Sharpshooter Laser Blaster

The standard long-range support directed energy firearm of the regular armed forces of the Federal Earth Union of Colonial Settlements and Nations (aka United Colonies of Earth or UCE), the Pashupatastra-type is a combination semi-automatic laser blaster with an underslung gauss gun 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 sharpshooter laser blaster portion of the Pashupatastra-type itself is of a folded laser design with a solid-state medium and reflex sight. The laser emitter itself, protected by a flip-open lens cover, is set for long range combat whose effective combat range can be augmented with external and interchangeable secondary lenses that either increase or decrease said combat ranges to match the expected condition, with minor focus adjustments upon the module itself, though generally the Designated Sharpshooter or DSS typically limits the secondary lenses to just medium range and rarely for close quarters unless mission objectives justify the inclusion. The laser itself, pulsed to have the equivalent impact of a contemporary bullet, has three modes of operation: Anti-Materiel, Anti-Personnel, and Stun.

The Gauss Gun portion of the Pashupatastra-type is a semi-automatic blowback operation, with the option to be a push-forward pump action, fed by a detachable box-type magazine with a capacity of twenty rounds. The Gauss Gun is typically utilized in tactical situations when the Sharpshooter Laser Blaster is inappropriate such as anti-DEW Force Bubbles and Force Walls. Each Gauss Round is effectively a cartridge with an internal piston-type kick-charge to propel the sabot shot through the gauss acceleration rings and downrange. The muzzle of the Gauss launcher is also able to serve as a bayonet mount for vibro-knives and diamonoid carbon spike bayonets in close-quarter anti-PA duties, though generally this is rare for the DSS and generally a sign of desperation.

However, the size and mass of the Pashupatastra-type make deployment to un-augmented military personnel all but impracticable.

Laser Sharpshooter Blaster, Anti-Personnel
Affinity, Energy. Accurate x3 (+15); Effective x3 (+15); Ranged (+0). Concentration (-20); Elaborate Gestures, Both Hands on Weapon (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Laser Sharpshooter Blaster, Anti-Materiel
Affinity, Energy. Accurate x3 (+15); Effective x3 (+15); Impairing (+10); Ranged (+0). Concentration (-20); Elaborate Gestures, Both Hands on Weapon (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Laser Sharpshooter Blaster, Stun
Affinity, Energy. Accurate x3 (+15); Effective x3 (+15); Paralyzing (+10); Stunning (+10); Ranged (+0). Concentration (-20); Elaborate Gestures, Both Hands on Weapon (-5); Low Penetration (-5); Unique, Minimum of Strong +2 (-10); Unique x2, Luck Dice Check for successful outcome (-10); Weapon (-5)

Gauss Gun
Armor Piercing x2 (+10); Effective x2 (+10); Impairing (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Requirement x2, Liquid Free/Humidity Light Environment (-10); Unique, Minimum of Strong +2 (-10); Weapon (-5)

Vibro-Bayonett
Armor Piercing x2 (+10); Impairing (+10). Elaborate Gestures, Both Hands on Weapon (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)

Come to think of it, I never even addressed grenades.
Quote:
UCE Olifant-type Plasma Shock Grenade

The standard less-than-lethal room clearing explosive of the UCE, the Olifant-type Plasma Shock Grenade is unique among infantry-scaled explosive ordinances of the galaxy in two ways; it has two settings and is reusable.

The first setting, Plasma Stun, radiates a powerful burst of energy throughout a room to stun and paralyze the occupants within and allows the breaching team to enter largely without threat of immediate retaliation. However, its use is limited due to the need of a conductive atmosphere for the plasma energy explosion to propagate. The second setting, Plasma Flash, overwhelms the occupants of the room with a blinding flash of light that disorients long enough for room clearing and pacification. This mode works within and without the presence of a conductive atmosphere.

Though of limited use in an open battlefield, in the confined spaces of close quarters combat and breaching, the Olifant-type are more than ideal; especially when it deals with the objective of capture instead of obtuse destruction. The only limitation is the amount of time needed to charge the Olifant-type and the number of times each Plasma Shock Grenade can be used in turn.

Plasma Stun
Affinity, Energy. Area Effect x2 (+20); Effective x3 (+15); Impairing (+10); Paralyzing (+10); Ranged (+0). Activation (-10); Ammunition x2 (-10); Inaccurate (-5); No Damage (-20); Requirement, Atmosphere (-5); Weapon (-5)
Plasma Flash
Affinity, Energy. Area Effect (+10); Blinding (+20); Effective x2 (+10); Stunning (+10); Ranged (+0). Activation (-10); Ammunition x2 (-10); Inaccurate (-5); No Damage (-20); Weapon (-5)

Quote:
UCE Agneyastra-type Plasma Strike Grenade

The standard infantry-scaled explosive ordinance of the UCE, the Agneyastra-type Plasma Strike Grenade is noticeably unique among similar munitions across the galaxy in that it has two settings; Plasma Shock and Plasma Fragmentation, though only the former is reusable as the latter is effectively an offensive self-destruct device.

The first setting, Plasma Shock, radiates a powerful concussive force that defeats even armored individuals without kinetic penetration, instead it produces a longitudinal wave through the target's body and effectively crushes the internal organs from the inside out and severely injuring them if not outright kill them. The second setting, Plasma Frag, sends out a sphere of plasma-accelerated fragmentation throughout a space and penetrates most types of soft-armor at the expense of the Agneyastra-type itself.

Though of limited use in an open battlefield, in the confined spaces of close quarters combat and breaching, the Agneyastra-type are more than ideal to neutralize enemy combatants; especially if capture is not a priority. However, for the Plasma Shock setting, the Agneyastra-type has limited amount of energy to be utilized and requires time to be recharged.

Plasma Shock
Affinity, Energy. Area Effect (+10); Effective x2 (+10); Impairing (+10); Ranged (+0). Activation (-10); Ammunition x2 (-10); Inaccurate (-5); Weapon (-5)
Plasma Frag
Affinity, Explosion. Area Effect (+10); Armor Piercing (-5); Effective x2 (+10); Impairing (+10); Ranged (+0). Activation (-10); Ammunition x3 (-15); Inaccurate (-5); Weapon (-5)

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Last edited by Sabersonic on Sun Nov 05, 2017 1:41 am, edited 1 time in total.

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Sun Oct 29, 2017 6:31 am 
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Alright, I might as well get this stupid brain worm out of my head and onto paper (so to speak) if only to give a few more Gear options. And yes, it's largely inspired by the Smart Gun from "Aliens" fame.
Quote:
ME-1447B Drake Heavy Gunner Frame

A demi-Class-1 Personal Amplifier Suit, the ME-1447B Drake Heavy Gunner Frame was largely designed as a more economical option over several other Militarized Exo-Augment Frame designs such as the UCE's Bruegel-type. Though the basic design allows the user to amplify and augment the carrying capacity and endurance of non-augmented military personnel, the Drake does not allow enhanced strength and speed. Rather, the Drake's chief design aspect is an articulated servo arm that allows the use of otherwise PA-restricted weaponry as a form of fire support regardless of the type of weapon utilized.

The articulated servo arm in which such weapon systems are mounted is also self-guided to the point that, with the proper HMD equipment such as a Huliðshjálmr-type, the Drake allows for accurate firing solutions against hostile elements. A mandatory piece of equipment as the location of the articulated servo arm only allows hip-fire rather than more accurate iron-sight aiming and such not an accurate form of suppressing fire. This can be easily overcome as the Drake has external holsters to mount standard infantry weapons when the articulated servo arm is not in use, which is typically folded and stowed away upon the small of the user's backside.

(4 Gear)
Level - Ability
  • +4 - Available Slots "Articulated Servo Arm Weapon Mount"
  • +1 - Perceptive "Infrared"
  • +2 - Strong "Carbon Nanotube Actuator Fibers"
  • +1 - Vigorous "Molten Carbonate Fuel Cells (MCFC)"
Level - Weakness
  • -1 - Focus "HMD" (Perceptive "Infrared")
  • -1 - Unique (No DM Bonus)
  • -1 - Restricted Freedom "Conditional Ownership"
  • -1 - Servitude "Conditional Ownership"

As for the "folded and stowed away" part? Blame Killzone.

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Fri Nov 03, 2017 2:57 am 
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Well this hit me like a ton of bricks; no one has converted the Ballistic Knife to OVA2e stats. So here we go, for the adventurer who just absolutely, positively have to stab someone at a distance.

Ballistic Knife
Armor Piercing x2 (+10); Effective (+5); Impairing (+10); Ranged (+0). Activation (-10); Ammunition x3 (-15); Inaccurate (-5); Weapon (-5).
A seemingly ordinary combat knife, and can be used as such despite the aerodynamic design of the blade, the Ballistic Knife has a hidden surprise. Through the power of springs, gas, or an explosive charge, the blade of the weapon is able to be launched an unaware opponent at frightening speeds who is generally surprised only once. However, since the Ballistic Knife has no obvious way to accurately aim the blade at a target, in addition to its natural form as a knife, the weapon is not the most accurate of ranged weaponry. Even if accuracy was not the case, the Ballistic Knife is effectively a one-shot weapon that has a lengthy enough reload time for even a spring-powered mechanism that it is usually reserved as either a weapon of last resort or of shock and surprise against a single opponent unable to avoid the airborne blade.

And, unless told otherwise, I think I'll put down some IP conversions so it's not completely about my other Space Opera setting weapon-wise with the Killzone Franchise and in particular their more iconic of weapons.
Quote:
StA-52 Assault Rifle
Image
The standard infantry small arm of the Helgan Empire, the StA-52 is a bullpup combination assault weapon manufactured by Stahl Arms that features an Assault Rifle that fires an intermediate 5.56x45mm cartridge from a removable, helical magazine for short- to mid- range combat with an underslung 12 gauge shotgun for close quarter battles. However, since the weapon was designed under the assumption that the user of the weapon is of Helghast origin, the full combat potential of the Assault Rifle is not utilized by those that lack the unique anatomical nature of a Helghan inhabitant.

StA-52, Semi-Automatic
Effective x2 (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Unique, Non-Helghan users gain an additional Inaccurate Level and lose a level of DX (-10); Weapon (-5)
StA-52, Burst
Area Effect (+10); Effective x2 (+10); Overwhelming (+15); Ranged (+0). Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate x2 (-10); Unique, Non-Helghan users gain an additional Inaccurate Level and lose a single level of DX (-10); Weapon (-5)
StA-52, Shotgun
Area Effect (+10); Effective x2 (+10); Impairing (+10); Ranged (+0); Stunning (+10). Activation (-10); Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Low Penetration (-5); Unique, Non-Helghan users gain an additional Inaccurate Level and lose a level of DX (-10); Weapon (-5)

Quote:
M82 Assault Rifle
Image
The standard infantry small arm of the Interplanetary Strategic Alliance, the M82 is a bullpup combination assault weapon manufactured by ISA Weapon Systems that features an Assault Rifle that fires an intermediate 6.8x43mm SPC cartridge from a removable, box-type magazine (typically taped with another magazine "jungle style" for immediate, rapid magazine replacement) for short- to mid- range combat with an underslung grenade launcher to use against entrenched hostile units or, more rarely, in anti-armor roles.

M82, Semi-Automatic
Accurate (+5); Effective x2 (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Feather Blow (-5); Weapon (-5)
M82, Burst
Effective x2 (+10); Overwhelming (+15); Ranged (+0). Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Weapon (-5)
M82, Grenade Launcher
Affinity, Explosive. Area Effect x2 (+20); Effective x2 (+10); Ranged (+0); Stunning (+10). Activation (-10); Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate x2 (-10); Weapon (-5)

Yeah, I know that Killzone hasn't had combination weapons since the first game, and to be honest it was kind of sad. I mean the ability to have two weapons at once, especially since most other FPS shooters at the time have a limit to the amount of weapons one could have at one time really justified the use of such weapon designs. Even if not many players took advantage of that due to limited ammunition for the underslung weapons in-game *shifts eyes uneasily*

Besides, the StA-52 was basically a space Masterkey! Who wouldn't want an underslung shotgun ala Billy Sole from Predator?
Image

And while we're on the subject at hand, the reason for the Unique Flaw for the StA-52 was, again, from the first Killzone game or at least recollections of the gameplay since it's been a while since I even touched the PS2 disk. Each mission the player choose a particular character to play as and each character not only has different abilities from one another, but also the progression of the level changes depending on which was chosen and the consequences therein; Templar is your average FPS shooter, Luger was more stealth-oriented but suffers in a straight-up fight, Rico is run and gun with loads more enemies to match and limited ammo for his chaingun, Hakha was able to make the Helghast Weapon be more accurate and with more ammo to spare compared to when the other characters use them. I'm not too sure if it's due to Hakha's greater familiarity with the weapons or a physiological advantage, but I went with the whole "Non-Helgan users get penalties" route to show that although PCs could use the weapon and similar Helghast small arms, there was a cost to it. A gameplay balance mechanic if you will, and something that make Helghast Infantry more formidable if their physiology gave them a noticeable advantage over human characters in terms of firearms.

So anyone else have any IP conversions to share as well? *In before swarm of Lightsaber derivatives*

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Fri Nov 03, 2017 6:33 am 
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You often do a great job at converting things into OVA. How long have you been playing?

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Fri Nov 03, 2017 6:39 am 
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Honestly? About two sessions worth and it's all online.

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