Well, sniffycrab wanted to make this an all weapons topic while a good chunk of us want to keep it fantasy. I say, why not both?
Crossfire Mk1
A unique combination weapon to feature not only an overslung 12-gague shotgun, but also a semi-automatic rifle that can also be pump-action operation with but a simple flip of the switch.
Shotgun, Buckshot Area Effect (+10); Effective x3 (+15); Ranged (+0). Activation (-10); Elaborate Gestures, Both Hands on Weapon (-5); Low Penetration (-5); Weapon (-5) Shotgun, Solid Slug
Effective x3 (+15); Impairing (+10); Ranged (+0). Activation (-10); Elaborate Gestures, both Hands on Weapon (-5); Inaccurate (-5); Weapon (-5) Rifle, Semi-Automatic
Effective x2 (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Weapon (-5) Rifle, Pump Action
Accurate x2 (+10); Effective x2 (+10); Ranged (+0). Activation (-10); Elaborate Gestures, Both Hands on Weapon (-5); Weapon (-5)
H&K XM-8
An experimental, next generation service rifle for the US Army to replace both the M-16 and the M-4 rifles, the XM-8 is a largely polymer constructed rifle derived from the earlier G36 rifle with an adaptable upper reciever to allow it to be converted into a variety of firearms such as a PDW, Carbine, Automatic Rifle, Designated Marskman Rifle, and Light Machinegun. The stock and foregrip are also modular to allow for use of different configurations to better fit the upper receiver variant such as a collapsible stock or folding bipod.
Compact Carbine, Semi-Automatic Effective x2 (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate x2 (-10); Weapon (-5) Compact Carbine, Automatic Fire Area Effect (+10); Effective x2 (+10); Overwhelming (+15); Ranged (+0). Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate x3 (-15); Weapon (-5)
Carbine, Semi-Automatic Effective x2 (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Weapon (-5) Carbine, Automatic Fire Effective x2 (+10); Overwhelming (+15); Ranged (+0). Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate x2 (-10); Weapon (-5)
Assault Rifle, Semi-Automatic Effective x2 (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Weapon (-5) Assault Rifle, Automatic Fire
Effective x2 (+10); Overwhelming (+15); Ranged (+0). Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Weapon (-5)
DMR, Semi-Automatic Accurate x3 (+15); Effective x2 (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Open to Attack (-25); Weapon (-5) DMR, Automatic Fire
Effective x2 (+10); Overwhelming (+15); Ranged (+0). Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate x2 (-10); Weapon (-5)
LMG, Standing/Walking Automatic Fire
Area Effect (+10); Effective x2 (+10); Ovewhelming (+15); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate x3 (-15); Unwieldy (-5); Weapon (-5) LMG, Bipod Automatic Fire
Area Effect (+10); Effective x2 (+10); Ovewhelming (+15); Ranged (+0). Cancel x2, Armored Combat Vehicle (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Requirement x2, Prone/Knealing Position (-10); Weapon (-5)
Magpul Masada ACR
A highly modular polymer assault rifle, the Masada ACR is unique in its ability to change calibers with Caliber Conversion Kits to adapt to a variety of rounds depending upon the needs of the user. In fact, its quick changing barrel allows not only rapid conversion but also increase accuracy of the weapon as a free floating barrel. It also features an adjustable buttstock and cheek well in addition to ambidextrous controls for rapid shoulder transitions for Urban Combat and similar Close Quarter Battle scenarios. Its gas regulator allows the user to adjust the flow of gas for a variety of usage such as Suppressors or in adverse environmental conditions.
PDW, Semi-Automatic Effective x2 (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate x2 (-10); Weapon (-5) PDW, Automatic Fire Area Effect (+10); Effective x2 (+10); Overwhelming (+15); Ranged (+0). Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate x3 (-15); Weapon (-5)
Carbine, Semi-Automatic Effective x2 (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Weapon (-5) Carbine, Automatic Fire Effective x2 (+10); Overwhelming (+15); Ranged (+0). Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate x2 (-10); Weapon (-5)
Assault Rifle, Semi-Automatic Effective x2 (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Weapon (-5) Assault Rifle, Automatic Fire
Effective x2 (+10); Overwhelming (+15); Ranged (+0). Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Weapon (-5)
DMR, Semi-Automatic Accurate x3 (+15); Effective x2 (+10); Ranged (+0). Elaborate Gestures, Both Hands on Weapon (-5); Open to Attack (-25); Weapon (-5) DMR, Automatic Fire
Effective x2 (+10); Overwhelming (+15); Ranged (+0). Ammunition x2 (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate x2 (-10); Weapon (-5)
It should be noted that these conversions make the assumptions that these designs actually work/were successful. Hence the "fantasy" element .
Blood Drinker is a vampire sword that heals the user for half the damage it deals to the target. But the target must bleed, so it has no healing effect against robots and the like. The sword is a pale crimson color and literally absorbs blood with each attack into the blade.
A generic Royal Guard from a fantasy game I ran. In it the party had been assigned a 'companion' to monitor their progress. He is a boring guy that didn't say much. Leon could literally be a template for any Royal Guard or town guard.
Dandpatta/Gauntlet Sword Effective (10); Reach (5). Elaborate Gestures (-5); Inaccurate (-5); Weapon (-5)
A natural evolution of the Katara, the Gauntlet Sword offers impressive offensive capabilities at the expense of tactical flexibility, limited range of motion, and defensive maneuvers. This is typically compensated with either a second Gauntlet Sword, a Shield, or another weapon wielded by the off-hand.
Man Catcher Paralyzing (10); Effective (15); Reach (5). Elaborate Gestures, Both Hands on Weapon (-5); No Damage (-20); Weapon (-5)
A polearm design with the express intent of capture rather than to kill a hostile target outright, the Man Catcher attempts to immobilize an individual through either incapacitation of the legs or more commonly the head and neck with prongs to make the attack that much more successful. Though normally a law enforcement or battlefield ransom instrument, it has been documented that they are ideal counter-siege weaponry where unfortunate soldiers who climbed the walls are dropped to their deaths.
Last edited by Sabersonic on Tue Oct 09, 2018 9:51 pm, edited 1 time in total.
Dag nabbit, I forgot a flaw in my Man-Catcher profile. It does make sense if one thinks about it; a person needs two hands to successfully restrain a prisoner since one arm can only coral so much uncooperative hostage in terms of poundage. Well, when we're dealing with equal sized individuals now that I think about it....
Well, Shadiversity has another video. This time, on both occidental and oriental sword breakers. So I figured I might as well make my own conversions of 'em.
Swordbreaker Defensive (10); Effective (5); Paralyzing (10). Feather Blow (-5); Low Penetration (-5); Requirement, Successful Defense Roll (-5); Unique, Half Effectiveness against larger-bladed swords (-5); Weapon (-5)
The extreme, logical evolution of the Parrying Dagger, the Swordbreaker is largely designed to entrap the blades of rapiers and similar thin-bladed swords and in effect "break" the attack of the wielder and being a devastating counterattack.
Tie-Bien/Jien Effective (10); Impairing (10). Elaborate Gestures (-5); Low Penetration (-10); Weapon (-5)
Though effectively a short, hard whip or a mace, the Tie-Bien/Jien was designed not to slash or thrust against foes, but rather to break through the guard of the opponent's sword and strike at the target directly. With the amount of mass concentrated upon non-sharpened edges of the weapon, though it will not penetrate armor it will effectively cause bruises if not shattered bone without proper padding.
War Scythe Effective (10); Reach (5). Elaborate Gestures, Both Hands on Weapon (-5); Low Penetration (-5); Weapon (-5)
The purposeful redesign of what is otherwise a common farming implement, the War Scythe is a type of polearm designed to give the slashing potential of a sword but with the reach of the spear. However, the weight of the weapon as a polearm meant that it was slow and exhausting.
War Pick Armor Piercing (15), Effective (5). Unique, Luck Check against DN of 8 required (-10), Weapon (-5)
A dedicated anti-armor weapon, the War Pick is best used against the helmets and helms of enemy infantry and dismounted cavalry for the shallow depth of the penetration would incur the most damage. Even if unsuccessful in penetration, the blunt force alone would cause concussions and similar brain trauma. However, even if the user is careful in its use, the War Pick may find itself lodged into the armor plating and thus difficult to remove even under level headed conditions.
Rocket Hammer Effective (20); Impairing (10); Reach (5); Stunning (10). Ammunition (-10); Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-5); Low Penetration (-15); Unwieldy (-5); Weapon (-5)
Though normally a standard war hammer, when the rocket boosters upon the weapon head ignited, it increased the velocity of the weapon to such a degree that, when timed correctly, can smash through even the thickest of armors and render the target mortally wounded. However, the Rocket Hammer is an unwieldy devise and requires extensive training to utilize properly and even then it was not guaranteed that the weapon would strike true to its target by sheer mass and velocity of the rocket motors alone.
Double Bladed Sword Effective (10); Overwhelming (15); Reach (5). Elaborate Gestures, Both Hands on Weapon (-5); Inaccurate (-10); Low Penetration (-5); Weapon (-5)
Essentially two swords attached via the pommel and/or grip, the Double Bladed Sword is effectively a polearm and thus a battlefield-level weapon largely meant to either overwhelm the common levy or isolated soldier, or more commonly as a weapon of adventurers as a precaution against unknown threats during quests. It's base designs ensures that the wielder will always have the weapon at the ready to strike and counterstrike against threats, though this also means that it has no natural resting stance and thus can ultimately tire out the wielder after a protracted engagement due to the mass of the weapon.
And we have another one, this time on the Sword Staff.
So here's my conversion.
Sword Staff Effective (10); Reach (5). Elaborate Gestures, Both hands on Weapon (-5); Inaccurate (-5); Weapon (-5)
An evolution of the polearm, the Sword is little more than the placement of the hilt and blade at the end of a long shaft to extend the reach of the weapon for the user upon the battle field. Though able to be used as a slashing weapon akin to most similar polearms, it's designed primarily for penetrative thrust attacks.
Area of Effect: Circular Blast (+10), Ranged (0), Weapon (-5) Affinity:Fire
Attack End Cost: 5
A classic in Fantasy anime and Fantasy in general. I left an endurance cost of 5 because in OVA ANYONE can use the wand of fireball. Even goblin extras and Mobster punks can get off a couple of shots before running out of endurance. Most likely player character would have their own superior version of this attack then use it.
Defense 4d6 Health 30 Endurance 20 Threat Value 13
We have here a specialty monster frequently used in arena battles. Though a Mage might summon one as a companion. A group of these almost killed my players do to their armor.