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 Post subject: Homebrew Weapons (Modern and sci-fi)
PostPosted: Sat Jul 29, 2017 5:40 am 
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Here is some stuff I'm working on for a zombie survival game I plan on running one day. Hope someone finds this useful :)


Handgun(Automatic)
Effective +5, Ranged, Weapon -5,

Handgun (Revolver)
Effective +10, Ranged, Weapon -5, Inaccurate -5

Rifle light (Automatic)
Effective +10, Ranged, Weapon -5, Requirement: Both hands on weapon (-5)

Rifle light (Repeater)
Accurate +5, Effective +5, Ranged, Weapon -5, Requirement: Both hands on weapon (-5)

Shotgun (Duboule Barrel)
Effective +20, Weapon -5, Ranged, Requirement: Both hands on weapon (-5), Activation -10

Shotgun (Automatic)
Effective +15, Ranged, Weapon -5, Requirement: Both hands on weapon (-5),Inaccurate -5

Sniper (Rifle)
Accurate +10, Effective+10, Armor Piercing (+10), Ranged, Weapon -5, Requirement: Both hands on weapon (-5), Concentration -20

Flamer (Heavy weapon)
Continued effect +10, Effective +5, Weapon -5, Ranged, Requirement: Both hands on weapon (-5), Ammunition (fuel) -5

Chaingun (Heavy weapon)
Overwhelming +15, Weapon -5, Ranged, Requirement: Both hands on weapon (-5), Ammunition (Power cell) -5

Grenade launcher (Heavy Weapon)
Aera effect +10, Effective +5, Ranged, Weapon -5, Ranged, Requirement: Both hands on weapon (-5), Ammunition (Grenades) -5

Frag grenade
Aera effect +10, Impairing +10, Ranged, Weapon -5, Ammunition -15

Smoke Grenade
Aera effect +20, Blinding +20, Ranged, Weapon -5, Ammunition -15, No damage -20

Dynamite
Aera effect +10, Stunning +10, Accurate +5, Ranged, Weapon -5, Ammunition -15, Delyad -5

Flare gun
Stunning +10, Accurate +5, Ranged, Weapon -5, Activation -10

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Sun Jul 30, 2017 6:30 am 
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Well, since this topic has the word "sci-fi" in the title, I figured that I might as well try my hand at it. Who knows? I might get some advise on how to refine this particular weapon idea for this custom setting of mine.
Quote:
UCE Ichaival-type PA Battle Laser Blaster

The standard 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 Ichaival-type is a combination semi-automatic laser blaster with an underslung gauss 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 laser blaster portion of the Ichaival-type itself is of a folded laser design with a solid-state medium and reflex site in addition to backup iron sights for close 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. 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 launcher portion of the Ichaival-type is a push-forward pump action fed by detachable tubular magazines mounted to the sides of the Ichaival-type, ideally with different types of shot for varying tactical purposes when the primary laser blaster is inappropriate to accomplish any possible objective, though the standard is solid shot and fragmentation. Each Gauss Shot 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 mount a bullet-trap rifle grenade for more hardened or stubborn targets such as fortified positions, in addition to serve as a bayonet mount for vibro-knives in close-quarter anti-PA duties.

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

Laser Battle Blaster, Anti-Personnel
Affinity, Energy. Accurate (+5); Effective x2 (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Laser Battle Blaster, Anti-Materiel
Affinity, Energy. Accurate (+5); Effective x2 (+10); Impairing (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Laser Battle Blaster, Stun
Affinity, Energy. Accurate (+5); Effective x3 (+15); Stunning (+10); Ranged (+0). 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 Launcher, Anti-Armor Shot
Armor Piercing x2 (+10); Effective x3 (+15); Impairing (+10); Ranged (+0). Activation (-10); Ammunition (-5); Elaborate Gestures, Both Hands on Weapon (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Gauss Launcher, Fragmentation Shot
Affinity, Explosive. Area Effect (+10); Effective x2 (+10); Ranged (+0); Stunning (+10). Activation (-10); Ammunition (-5); Elaborate Gestures, Both Hands on Weapon (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Gauss Launcher, 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)

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

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Last edited by Sabersonic on Thu Aug 17, 2017 2:07 am, edited 3 times in total.

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Mon Jul 31, 2017 5:43 am 
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It all looks good to me. I really like the "Unique, Minimum of Strong +2" I never thought of that its a cool idea :)

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Mon Jul 31, 2017 5:47 am 
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Well there were many a Tabletop engine that had a minimal strength value to utilize certain weapons, with the penalty of doing so ranging from crippling penalties to being unable to use them at all. I figured that I would use something similar to highlight the fact that this thing is just too heavy for a human being to use.

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Fri Aug 04, 2017 2:39 am 
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I guess I can put up a few more equipment profiles for my custom hard space opera setting, see if anyone could offer any corrective tweaks to it.

Quote:
UCE Caliburn-type Mana Sword/Pistol

One of the first weapons to be created after successful reverse engineering of Crongus bio-tech wizardry, the Caliburn-type Mana Sword/Pistol were typically distributed to UCE soldiers whom specialize in counter-Crongus tactics such as Combat Mages. Like many similar weapon types, the Caliburn-type is able to utilize the bioforce energy of the user to manifest a mana-blade not unlike the Plasma Daggers of many main battle Humanoid Combat Vehicle models. However, unlike such designs, the Caliburn-type is able to rapidly transform into a pistol for ranged combat. Though extensive use does cause excessive fatigue upon the user.

Though unaugmented personnel are able to utilize the weapon, it is best utilized by Powered Armor due to greater speed and agility, both required to even survive an encounter with a Crongus warrior.

Mana Blade-mode
Affinity, Magic. Armor Piercing (+5); Effective (+5). Requirement, User be a Living Being (-5); Weapon (-5).
Mana Shot-mode
Affinity, Magic. Effective (+5); Impairing (+10); Ranged (+0). Requirement, User be a Living Being (-5); Weapon (-5).

Quote:
UCE Vajra-type PA Anti-Armor Plasma Castor
The standard PA-portable anti-armor, anti-fortification directed energy weapon of the regular armed forces of the Federal Earth Union of Colonial Settlements and Nations (aka United Colonies of Earth or UCE), the Vajra-type is a multi-round shoulder-mounted weapon that fills the same role as infantry rocket launchers such as the M72 LAW, AT4 and SMAW weapon systems. Due to its absence of a newtonian drive-propelled munition, the Vajra-type 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.

Nearly each PA Espacier, Marine, and Infantry are equipped with the Vajra-type for when LoS firepower is needed and standard Rifle Grenades are ill-advised due to lower damage yield. As such, each Vajra-type is designed to collapse into a more compact size for ease of storage to only unfold fully when deployed. The Vajra-type is fed by a three-round revolver magazine that, though normally hand loaded, allows a single PA soldier to ferry a few rounds of heavy ordinance upon the modern battlefield.

Affinity, Energy. Armor Piercing x3 (+15); Effective x3 (+15); Impairing (+10); Ranged (+0). Ammunition x2 (-10); 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)

And since I keep talking about Powered Armor...
Quote:
UCE Megingjörð-class Main Battle Power Armor

The standard Class-1 powered armor of the regular armed forces of the Federal Earth Union of Colonial Settlements and Nations (aka United Colonies of Earth or UCE), the Megingjörð-class is utilized by all direct combat branches of the UCE Espatier, Marine, and Infantry alike. Though it protects its user through advanced armor design and force wall projectors, primarily it enhances the physical attributes of the user to make them faster, agile, and stronger upon the battlefield and thus make them difficult to receive downrange fire from hostile units. Espatier Megingjörð-class differ from th standard Megingjörð-class only through the presence 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 Megingjörð-class' armor compared to the Power Armor of other Galactic Superpowers is that it utilizes a Bevor to protect the flexible but still vulnerable neck from hostile fire without compromising the user's field of view from its multiple helmet-mounted cameras. The armored collar also protects the neck from rearward and flanking attacks. Though the helmet mounted cameras offer a superior view of the battlefield without compromising the ballistic protection of the helmet, the armored visor can be flipped upwards to give an unobstructed view. Like many UCE helmets, the Megingjörð-class has an integrated respirator to give the user a breathable atmosphere in as economic a space as possible so that the on board rebreather does not have to supply so much air.

The Megingjörð-class also comes equipped with a ballistic shield upon the left pauldron to offer both protection from KEW rounds in addition as a conductive surface for anti-DEW Force Walls in addition to the left Vambrace Force Wall Projector. Unique to the Megingjörð-class from previous UCE PA designs is that the ballistic shield and the vambrace are able to be utilized together to forge an even powerful Force Wall more commonly called a "Shield Burn" which is able to protect from both KEW and DEW rounds, however this effectively removes the Megingjörð-class' famed maneuverability and effectively makes the user immobile.

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

(16 Gear)
Level - Ability
  • +2 - Agile
  • +3 - Armored
  • +1 - Art of Invisibility
  • +1 - Combat Expert
  • +2 - Evasive "Ballistic Shield" (Cancel x2, Energy Attacks)
  • +2 - Evasive "Force Wall" (Effective x2. Cancel x2, Ranged Physical Attacks)
  • +2 - Evasive "Fusion Force Wall" (Unique x4, Layered Flaws Cancelled Out. Activation; Unique x2, Immobile)
  • +2 - Evasive
  • +3 - Life Support
  • +2 - Perceptive
  • +2 - Strong "Carbon Nanotube Actuator Fibers"
  • +2 - Quick "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"

Hopefully what I got is solid enough for gameplay.

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Last edited by Sabersonic on Sat Sep 16, 2017 6:26 am, edited 8 times in total.

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Fri Aug 04, 2017 11:22 am 
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It all looks good. Sometimes I think that you just like to show off lol You almost never have anything wrong with your stuff.

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Sat Aug 05, 2017 12:30 am 
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Blobathehutt wrote:
You almost never have anything wrong with your stuff.

*Looks at equipment profiles, then back at Blobathehutt* :? You sure?

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Sat Aug 05, 2017 7:42 am 
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Well if I had to say Gear 9 seems a bit much but it is not broken in my opinion because nothing in it goes over +5. I don't mind you sharing your stuff though it is almost all ways something cool :). Also, you are often very creative in the way you make things so that's a plus.

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Sat Aug 05, 2017 7:52 am 
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And I just realized that I forgot to add Limited Use to the Fusion Force Wall aka Shield Burn. Was actually planning on it but I got so involved that it slipped my mind. Corrected though, not as big a gear cost but at least it isn't as intimidating.

Watch me, I'll remember another flaw for my idea.

Still, I'm glad that you found my ideas interesting at the very least.

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Sat Aug 12, 2017 5:52 am 
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Well I got a few more ideas for the forum to tweak in the conversion from brain fart/idea to roleplay stats.

Quote:
UCE Bruegel-type Militarized Exo-Augment Frame

The standard Class-1 Personal Amplifier Suit of the UCE, the Bruegel-type is less of a model or class of exo-skeleton suit and more of an amalgamation of various Personal Amplifier Suit types and models that have universal standardization of parts, power grid, and control interfaces. The Bruegel-type is largely deployed in low-intensity combat operations such as engineering, construction, law enforcement, and reservist deployment for Protectorate Forces even with the utilization of combat armor both environmental and open. Though more reactive than civilian Personal Amplifier Suits, the Bruegel-type cannot realistically match the performance of Powered Armor.

Still, with the right kind of combat body armor, the Bruegel-type can be a cost-effective infantry force multiplier for mass deployment in low-threat engagements such as pirates, slavers, and rogue planetary nations. The glenohumeral joint-mounted Ballistic Shield and radius-mounted Force Wall Projector also increases the combat effectiveness of the Bruegel-type against such threats, though naturally any combat armor the user wears must also be absent of any similar protection before the Bruegel-type is utilized.

(7 Gear)
Level - Ability
  • +1 - Agile
  • +2 - Evasive "Ballistic Shield" (Cancel x2, Energy Attacks)
  • +2 - Evasive "Force Wall" (Effective x2. Cancel x2, Ranged Physical Attacks)
  • +2 - Evasive "Fusion Force Wall" (Unique x4, Layered Flaws Cancelled Out. Activation; Unique x2, Immobile)
  • +1 - Evasive
  • +2 - Strong "Carbon Nanotube Actuator Fibers"
  • +1 - Quick "Carbon Nanotube Actuator Fibers"
  • +2 - Vigorous "Molten Carbonate Fuel Cells (MCFC)"
Level - Weakness
  • -1 - Awkward Size
  • -1 - Bizarre Appearance
  • -2 - Limited Use "Fusion Force Wall"
  • -1 - Restricted Freedom "Conditional Ownership"
  • -1 - Servitude "Conditional Ownership"

Quote:
UCE Kavacha-class Environmental Main Battle Body Armor

The standard UCE environmental combat armor of regular un-augmented infantry and similar personnel, the Kavacha-class allows the wearer not only enhanced protection from ballistic threats both kinetic and directed energy, but also greater battlefield awareness with the Goswhit combat helmet whose design is not to dissimilar to the helmet of the Megingjörð-class Main Battle Power Armor. The Kavacha-class is ideal for off-world environments that are hostile to the member species of the UCE such as space when the use of PA is either restricted or inappropriate.

Like the Megingjörð-class Main Battle Power Armor, the Kavacha-class has a Brevor and armored collar to protect the neck from hostile fire as well as a buttstock "cleavage" upon the Cuirass for accurate fire while under microgravity/freefall combat. Additionally, the Ballistic Shield and Force Wall Projector of the Kavacha-class can be removed when the use of a Personal Amplifier Suit is required.

(5 Gear)
Level - Ability
  • +2 - Armored
  • +1 - Art of Invisibility
  • +2 - Available Space "Left Pauldron Mount"
  • +1 - Combat Expert
  • +3 - Life Support
  • +2 - Perceptive
Level - Weakness
  • -2 - Bizarre Appearance
  • -1 - Ineptitude “Manual Dexterity”
  • -1 - Restricted Freedom "Conditional Ownership"
  • -1 - Servitude "Conditional Ownership"
  • -1 - Vulnerability "Directed Energy Weapons"

Pauldron Mounted Ballistic Shield
(4 Gear Points)
Level - Ability
[*]+2 - Evasive "Ballistic Shield" (Cancel x2, Energy Attacks; Space Required)
[*]+2 - Evasive "Force Wall" (Effective x2. Cancel x2, Ranged Physical Attacks; Space Required)
[*]+2 - Evasive "Fusion Force Wall" (Unique x4, Layered Flaws Cancelled Out. Activation; Unique x2, Immobile)
Level - Weakness
[*]-2 - Limited Use "Fusion Force Wall"

Quote:
UCE Járngreipr-class Combat Body Armor

The standard UCE combat armor of regular un-augmented infantry and similar personnel, the Járngreipr-class is regularly utilized by regular infantry both expeditionary and protectorate to operate upon worlds or orbital settlements whose environment are compatible to UCE member species. The Járngreipr-class not only grant the wearer increased kinetic and directed energy protection, but also exponentially greater battefield awareness due to the Huliðshjálmr Helmet Mounted Display (HMD) system that also add protection to the face of the user a superior view of the battlefield due to mounted cameras, the HMD can be flipped upwards for an unobstructed view.

Like the Megingjörð-class Main Battle Power Armor, the Járngreipr-class has a Brevor and armored collar to protect the neck from hostile fire. Additionally, the Ballistic Shield and Force Wall Projector of the Kavacha-class can be removed when the use of a Personal Amplifier Suit is required.

(4 Gear)
Level - Ability
  • +2 - Armored
  • +1 - Art of Invisibility
  • +2 - Available Space "Left Pauldron Mount"
  • +1 - Combat Expert
  • +2 - Perceptive
Level - Weakness
  • -1 - Bizarre Appearance
  • -1 - Restricted Freedom "Conditional Ownership"
  • -1 - Servitude "Conditional Ownership"
  • -1 - Vulnerability "Directed Energy Weapons"

Yeah, I know, nearly all of them are basically the same. Ability-wise, there's not much difference between them besides the omission of certain Abilities due to the nature of the concepts.

And my last two entries:
Quote:
UCE Jaivardhan-type Personal Force Wall Projector

The standard Directed Energy-based shield of the UCE, the Jaivardhan-type was an archaic deployment of Force Walls for un-augmented soldiers donned in combat armor before the development of the pauldron-mounted Ballistic Shield and its Fusion Force Wall application was miniaturized enough for use upon non-PA units.

The Jaivardhan-type, either hand-held or mounted upon the forearm depending upon the mount, was powered by 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. The Mjölnite-based capacitors/primary batteries are typically mounted upon the hips to evenly distribute the mass and ease fatigue upon the soldier. The same hip-strap can also be found the holster for the hand-held versions of the Jaivardhan-type when not in use.

In contemporary usage, the Jaivardhan-type has been utilized primarily by Protectorate militias who are unable to logistically utilize combat body armor with an integrated force wall projection system.

(2 Gear)
Level - Ability
  • +2 - Evasive "Force Wall" (Effective x2. Cancel x2, Ranged Physical Attacks)
  • +2 - Endurance Reserve "Mjölnite Energy Reserve"
Level - Weakness
  • -1 - Endurance Use (Barrier)
  • -1 - Non-Transferable Use (Endurance Reserve)

Hopefully my designs are sound for gameplay.

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Last edited by Sabersonic on Sat Sep 16, 2017 6:28 am, edited 4 times in total.

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Mon Aug 14, 2017 9:02 pm 
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I think your stuff looks good as is your custom :) I really like creative you get some times I would have never thought to have more than one kind of barrier.

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Thu Aug 17, 2017 1:34 am 
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Yeah, it's a bit of a novel idea to have different barriers for different threats, with each having their own weaknesses. Originally, I was gonna put in the Vanbrace Barrier ability but I figured that it'll probably have the same stats as the shoulder-mounted one so I just combined the two.

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Thu Aug 17, 2017 5:15 am 
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Dag nabbit! I actually forgot an important weakness for my Plasma Castor: it's environmentally sensitive. Basically it doesn't do too well in water and/or heavy humidity so I just put in the Requirement, Liquid Free/Humidity Light at x2. Should be enough to give an additional perk to make it even more deadly.

While we're on the subject matter, both the Plasma Castor and my Battle Laser Rifle now have names: the Vajra-type and Ichaival-type respectively.

And since we're here, might as well add in a few more profiles for peer review.
Quote:
UCE Stagita-type Battle Rocket Gun

The Stagita-type is a bullpup, non-Gauss Kinetic Energy Weapon for un-augmented espatiers, marines, and infantry. Though more archaic than a standard small arm, it is nonetheless an ideal weapons platform to equip and arm large numbers of untrained individuals for defensive combat such as Civilian Militias and Emergency Conscripts or E-Cons. At its very core, the Stagita-type is a combination weapon featuring a push-forward, pump-action rocket gun and an under-slung, detachable magazine-tube fed, semi-automatic shotgun for close quarter battles. The Stagita-type is also unique in that, due to both barrels being smoothbore, the barrels of the weapon can be folded over for a more compact Commando Carbine scale for close quarter maneuvering.

Though typically the battle rocket gun's magazine is loaded with unguided, kinetic impact rounds, when the individual soldier is equipped with advanced targeting software such as a Huliðshjálmr HMD, the battle rocket is able to launch semi-guided smart rockets though at the expense of damage yield. Likewise, the semi-automatic shotgun's detachable tubular magazines is typically loaded with solid slug shot or buck shot for close quarter combat, though due to the nature of the semi-automatic shotgun it is able to load a variety of compatible shotgun rounds.

Rocket Gun, Unguided
Armor Piercing x2 (-10); Effective x2 (-10); Ranged (+0). Ammunition (-5); Cancel x2, Close-in Targets(-10); Weapon (-5)
Rocket Gun, Guided
Accurate (+5); Armor Piercing x2 (+10); Effective (+5); Ranged (+0); Redirectable (+5). Ammunition (-5); Cancel x2, Close-in Targets(-10); Requirement, HMD (-5);Weapon (-5)

Shotgun, Slugshot
Effective x2 (+10); Impairing (+10); Ranged (+0). Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Weapon (-5)
Shotgun, Buckshot
Area Effect (+10); Effective x2 (+10); Ranged (+0); Stunning (+10). Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Low Penetration (-5); Weapon (-5)

Come to think of it, there's not much emphasis on amphibious, and by extension underwater warfare in your typical Space Opera.
Quote:
UCE Neshmet-type Amphibious Assault Laser Blaster

The standard directed energy weapons for Amphibious Infantry both unaugmented and PA, the Neshmet-type is also fielded by planetary defense forces with a compatible atmosphere or ocean for the weapon to propagate. At it's core, the Neshmet-type is a Mjölnite-based Solid State Pulsed Blue-Green Laser Blaster in a bullpup configuration not unlike the Ichaival-type Battle Laser Blaster and is similarly equipped with similar features with the notable lack of a Gauss Launcher and engineered to be light enough for the average, unaugmented sapient being to wield. This is due to the fact that unlike the Ichaival-type, which utilizes massive Mjölnite-based, Magazine-type Secondary Capacitors that are charged by the onboard power core of the Powered Armor itself, the Neshmet-type is powered externally by either a hip-mounted Nano Batteries or Carbon Nano-tube-constructed power cells, or a heavy Mjölnite Capacitors carried upon one's backside that last significantly longer than Magazine-type Capacitors. The Neshmet-type is able to be scaled up to utilize Magazine-type Capacitors, though as a natural consequence it is unable to be utilized by standard, unaugmented personnel.

Laser Assault Blaster, Anti-Personnel
Affinity, Energy. Accurate (+5); Effective x2 (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Weapon (-5)
Laser Assault Blaster, Anti-Materiel
Affinity, Energy. Armor Piercing (+5); Accurate (+5); Effective x2 (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Weapon (-5)

Hip-Mounted Nano Batteries

(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

Quote:
UCE Trishula-type PA Amphibious DEW Assault Blaster

The weapon of choice for Amphibious PA Infantry, the Trishula-type is a bullpup, combination weapon utilizing a Phonon Maser Projector and an Underslung forward Pump-Action Gauss Launcher not unlike the Ichaival-type Laser Battle Blaster. Unlike the Ichaival-type, the Trishula-type does not have the ability to mount external and interchangeable secondary lenses to alter the combat ranges of the Phonon Maser. Instead, the Phonon Maser operates at sonic frequencies not audible to nearly all lifeforms. However, since the Trishula-type is a specialized weapon platform, one optimized for a medium that can transmit sonic-based energies at a distance, it is unable to be utilized in any space environment outside the pressurized interiors of settlements and stations both orbital and planetside.

Phonon Maser Blaster, Anti-Personnel
Affinity, Energy. Effective x2 (+10); Overwhelming (+15); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Requirement, Fluid Medium (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Phonon Maser Blaster, Anti-Materiel
Affinity, Energy. Armor Piercing (+5); Effective x2 (+10); Impairing (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Requirement, Gas Medium (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)

Gauss Launcher, Anti-Armor Shot
Armor Piercing x2 (+10); Effective x3 (+15); Impairing (+10); Ranged (+0). Activation (-10); Ammunition (-5); Elaborate Gestures, Both Hands on Weapon (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)
Gauss Launcher, Concussion Shot
Affinity, Explosive. Area Effect (+10); Effective x3 (+15); Ranged (+0); Stunning (+10). Activation (-10); Ammunition (-5); Elaborate Gestures, Both Hands on Weapon (-5); Low Penetration (-5); Unique, Minimum of Strong +2 (-10); Weapon (-5)

As for Non-Combative equipment...
Quote:
UCE Minokawa-type Personal Propulsion Unit

The standard, optional space maneuvering gear for UCE Espatiers and Spacers, the Minokawa-type allows users the ability to maneuver in orbit without the need for a dedicated spacecraft. Through the use of cold-ignition RCS, the Minokawa-type is ideal for covert orbital operations against hostile space stations and spacecraft. Due to the unique, compact design of the Minokawa-type, it can either be secured upon a person through straps or dedicated clamps to connect to compatible space suits and Powered Armor such as the Megingjörð-class.

(2 Gear)
Level - Ability
  • +1 - Art of Invisibility
  • +1 - Spaceflight

Quote:
UCE Vimana-type Urban Rapid Translation Maneuver Unit

A unique piece of equipment, the Vimana-type is a special type of grappling wire launcher that allows the user to scale and travel across an urban, non-Arclogy landscape through the use of Molecular Adhesion Anchors to hold unto any surface without damage with each carbon-nanotube cable strong enough to carry the mass of most sapient beings. Due to the nature of the balance system, as either a full body harness or connected to the actuator control software of compatible Powered Armor, use of the Vimana-type is quite exhausting to the uninitiated and either PA Infantry or the most physically fit and greatest endurance are advised on its use.

(4 Gear)
Level - Ability
  • +1 - Agile
  • +1 - Evasive
  • +2 - Quick
  • +2 - Unique (Wall Climbing)
  • +4 - Unique (Rectilinear and Slaloming Maneuver)
Level - Weakness
  • -1 - Endurance Use (Quick)
  • -1 - Endurance Use (Wall Climbing)
  • -1 - Endurance Use (Rectilinear and Slaloming Maneuver)
  • -2 - Periodical Maintenance
  • -1 - Prerequisite (Gas Propulsion Cartridges)

Yeah, I know, the last one's basically a rip-off of a more familiar piece of full-body equipment, but I figured that I might as well make a planetary version of the Personal Propulsion Unit. Not sure if I got the right Abilities to reflect it to be honest.
Suggestions anyone?

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Last edited by Sabersonic on Thu Aug 17, 2017 9:19 am, edited 1 time in total.

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Thu Aug 17, 2017 9:12 am 
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I thought gear was only allowed to have 1 point per rank + weakness. I just read it and I think that means that your gear items all need to be 1 point higher. Here is what I'm talking about: "For every level that you have in gear, you may spend an equal number of levels to craft it from other abilities."

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 Post subject: Re: Homebrew Weapons (Modern and sci-fi)
PostPosted: Thu Aug 17, 2017 9:20 am 
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Oh, I see the problem now. I got my Gear and Vehicle/Mecha construction rules mixed up.
Anywho, fixed.

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