Author Topic: Fire Power R' Us: weapons for d20 modern and variant settings  (Read 27704 times)

Offline LonewolfSojourner1983

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Re: Fire Power R' Us: weapons for d20 modern and variant settings
« Reply #20 on: April 22, 2012, 03:37:34 AM »
Well that's more or less all I have for now, I have some stuff I posted to other message boards left but, most of that would need context, so it will take longer to post. Any comments so far?

Offline LonewolfSojourner1983

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Re: Fire Power R' Us: weapons for d20 modern and variant settings
« Reply #21 on: April 25, 2012, 12:27:28 AM »
I'd like to present the Blitzkrieg (yes it was built in Germany)
Blitzkrieg PL 7
Size: Gargantuan (Siege) Bonus HP: 400
Super Structure: Cerametal Hardness: 30
Armor: Nano fluidic          Defense: +10
Armor Penalty: -6          Reach: 15 feet
Strength Bonus:+24      Dexterity Penilty:-2
Spd: 60ft, Fly; 100ft(Clumsy) Purchase DC:63 ($351,920,240.00 if you  want to know)
Equipment Package: Comm System(no slot), Cockpit(Torsox2), Treads(replace leg and Boot slots, 4 Tread slots), Jetpack(Backx2), Class V Sensor Array(Helmet)Enigma Sensor suite(Cranium), Oracle Mk V targeting system(Visor), LX-20 Anti-Shock array(Belt), M-53 Fire star Rocket launcher(Shoulders), M-55 Crudd Rocket Launcher(Shoulders), T-95 Cavalcade Chain gun w/500 Rounds of ammo(left hand, left arm), M-75 Cricket Rocket Launcher(Left arm), P-7 Rail gun w/12 bolts(Right hand [replacement], Right arm), Warpath Recoilless Rifle w/ 20 rounds(Right arm), A3x Dragon Flame Thrower(Tread), PNK Puma Pop-up Turret(Tread), Advanced Diagnostic(Tread), Light Fortification(Tread).

The Blitzkrieg (Lightning war) is a heavy weapons platform designed to serve on the battle field in a similar role to tanks, while the Jetpack was added to allow the Blitzkrieg to rise above the battle field and rain destruction on opposing forces and engage low flying aircraft.

My attempt to convert the antimatter rifle from the dm's guide to modern.
 PL7.
Name*Anti Matter Rifle. Damage6d8.Crit:20x2. Damage type: Energy. Range Increment:120ft. Rate of Fire: Single. Weight:10lb. Size: Large. Purchase dc:23. Restriction: Restricted(+2)
Antimatter power cell Purchase dc 8 Weight 1lb
*requires the Personal firearms Proficiency feat to use without penalty
Antimatter rifles are heavy weapons employed to destroy light vehicles
and eliminate heavy infantry units. This weapon uses a special power cell that is depleted after 2 shots.

Cause really the deep space thrusters from future tech sucked
The Mecha Induction Engine(PL7)
Like the Deep space thrusters these engines are mostly intended for mecha that spend a lot of time in space, though they function in an atmosphere.  In space they provide a tactical speed of 2,000ft (4 squares), in an atmosphere they provide a fly speed of 500ft with average maneuverability.  Do to the massive power requirements of this engine the mecha must have non-standard power core, while the slots it occupies do not have to come from the core it must be present.  While the engine it self requires no fuel, it does require a special fuse/converter to keep it running. this fused must be replaced after every 5 space flights or after every 10 adventures.  The engine comes in to versions the standard and the long range.  The long range does every thing that the standard does plus grants 5x speed of light travel, light speed travel requires a specialized fuse that must be replaced after each ftl trip, however the trip does not count against the life of the standard fuses.
 Slots: 4 must be legs back or belt.
Activation: Free Action
Range: Personal
Target: You
Duration: Personal
Saving Throw: None
Purchase DC: Standard; 15+1/2 Base Mecha purchase dc. Long Range; 20+1/2 Mecha Purchase dc. Standard fuse: 17 per pack of 6. FTL fuses: 20 per pack of 2.

from a vampire Apocalypse thread
Here is the Decimator(PL6)
XM-1 Decimator CR13. Huge Construct. HD:15d10+40. HP:123.Mas-. Init:-2.speed:35ft. Defense:11, Touch 6, FF 6(-2size, -2Dex, +5 equipment). BaB:+7. Grapl:+23. Atk:+13melee(1d8+8 Claw). Full Attack: +11melee( 4 claws 1d8+8), and +8melee( 2 hands 1d6+4 nonlethal) and +8melee (2 special use grippers1d6+4 nonlethal) or +3ranged (2 Stake cannons 2d8) and 2 Flame throwers(No Attack 3d6). FS:15ftx15ft. R10ft.SQ:Acid/Cold/Electrical/Fire Resistance 10, Construct Traits, Dark vision 60ft. AL: NDA. SV: Fort+5, Ref+3, Will+6. AP 0. Rep+0. Str28, Dex7, Con-, Int8, Wis12, Cha5.
Skills:Craft(Structural)(Stakes)+4, Listen+6, Navigate+11, Read/Write(English), Speak(English), Spot+6.
Feats:Advanced Firearms Proficiency, Burst Fire, Exotic Firearms
Equipment: 2 Stake cannons(See below), Compressor(See below), 2 Flame throwers.
Proficiency(Cannons), Personal Firearms Proficiency.   
Purchase DC: 43($1,371,980) Restriction: Mil+3.
Frame: Biodroid.
Locomotion:Legs(6).
Manipulators:8(4claws, 2hands, 2Special use Grippers[stake making])
Armor: Alumisteel.
Sensors: Class III array.
Skill Software: Craft(structural) Progit(5 ranks), Listen Progit(5ranks), Language Chip(English), Spot Progit(5 ranks)
Feat Software: Advanced Firearms Proficiency progit, Burst fire Progit, Exotic Firearms Proficiency(cannons), Personal Firearms Progit.
Accessories: Survivor Array, 4 Weapon mounts.
The XM-1 is widely considered a failed project, only 12 were ever built with 4 confirmed rogues (XM-1's that no longer follow there old programing), rogues have AL:None but, are otherwise identical to the other XM-1's, with one of those rogues developing a distinct personality (See below), and 3 others missing and presumed rogue.  XM-1's resemble giant mutant crab aliens bristling with weapons.  Each XM-1 is self sufficient enough maintain it's own recharge cycle, refuel it's own flame throwers, and make its own stakes for re arming the stake cannons. 
Stake Cannon: A specialized Revolver cannon with a rate of fire around 650 rounds a minute.  It relies on a special compressed air tank.  The tank holds enough air for 1,000 shots and can hook up 2 cannons, after firing 1,000 rounds it must recharge, a process that takes 2 hours.
Stake Cannon (Cannon): Dmg 2d8 Dmg type Piercing. Crit: 20. Range Increment 200ft. RoF: S,A. Magazine; 500(int), Size; huge. wgt;90lb. Purchase DC: 23. Res: Mil+3.
Compressor: Size:huge, Weight;50lb, Purchase DC;40 Res; none.
Zeke: While Zeke used to be like all the other XM-1's, he has developed a sort of conscious.  It happened when after pursuing a pack of Vampires across the boarder into Mexico, he caught up with and killed the vampires but, was then racked with guilt upon learning that they were protecting  a village.  Sense then he has been protecting the village. Zeke has an AL: of Village but, is otherwise identical to his brothers.

Offline LonewolfSojourner1983

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Re: Fire Power R' Us: weapons for d20 modern and variant settings
« Reply #22 on: April 25, 2012, 12:29:13 AM »
Some weapons based on some old action figure guns.
M-25 (8mm Case less)(PL6) Dmg: 2d8. Crit: 20. Dmg type: Ballistic. Range Increment:90ft. RoF: S, 3 round Burst (-2Atk +2d8). Magazine: 32(box). Wgt:9lb. SZ: L. Purchase DC:23 Res: Mil+3.
The M-25 is a designed to serve as both an assault rifle and sniper weapon.  It features Iron sights and a custom 5x Scope (x1.5 range increment, Crit 19-20).

XM-4 Flame Rifle(PL6). Dmg: 3d6. Crit:--. Dmg type: fire. Range Increment: 50ft. RoF:S. Magazine: 6(Box). Wgt:10lb. SZ: L. Purchase DC:26. Res: Mil+3.
A unique forerunner of the plasma rifle. This weapon relies on specialized ammunition.  This ammunition is packaged in a custom magazine that serves as the mostly something to hold on to.  Shots from the flame rifle can set objects on fire.

RPG-S (PL5) Dmg: 4d8. Crit: 20. Dmg type: Ballistic. Range Increment:100ft. RoF: Single. Magazine: 1(int). Wgt:8lb. SZ: L. Purchase DC:17 Res: Mil+3. Ref:15 Burst:10ft.
Ignores 5 hardness.
A light combat version of the RPG-7. This most commonly deployed against lightly armed scout vehicles or large slobbering monsters.  Unlike its predecessor it has no minimum arming distance and will detonate if it strikes a human or similar target.   
 
 XM-126 Anti armor laser.(PL6) Dmg: 4d12. Crit: 20. Dmg type: Ballistic. Range Increment:120ft. RoF: Single. Magazine: 10(box). Wgt:18lb. SZ: L. Purchase DC:27 Res: Ill+4.
A powerful anti vehicle weapon the XM-126 or “Al” as it has been dubbed by the few soldiers and mercenaries that have gotten to field test it, features a near indestructible sighting system built into the carry handle and an integrated Battery Flood flashlight under the barrel.  The light is primarily for blinding near by enemies.   

Offline LonewolfSojourner1983

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Re: Fire Power R' Us: weapons for d20 modern and variant settings
« Reply #23 on: April 25, 2012, 12:31:49 AM »
this one's kinda dated now
Here is my take on the Thor as of the most recent Demo.

The Thor* (Starcraft 2)
Colossal Walking Fortress Mecha
Size: Colossal(-8)        Bonus HP: 800
Superstructure: Duralloy. Hardness:15
Armor: AlumiSteel.         Defense:+5
Penalty: -6                    Reach: 15ft
Strength:+32.                   Dexterity: -4
Speed: 55feet.            Purchase DC:65($652,437,550)
Equipment Package
Cockpit(Belt), Co-Pilot Cockpit x2 (Torso x4, Back x2),  Oracle Mk IV Targeting System(Helmet), Class III Sensor System (Helmet), Comm. System(No Slot),  Space skin(Left Leg), Life Support(72 Hours)(Right leg, Cranium, Visor), 2 hand Replacements (1 Left, 1Right), 2 P-7 Rail guns(W/ Hand Replacements) w/24 rounds each(Left hand, Right hand, Left and Right hand Replacement, Left leg x2, Right leg, Right arm), Heavy Artillery System w/24 shots(Shoulders, Left arm x2, Right arm, Right leg, Boots, Back).
 
Heavy Artillery System(PL7)
The Heavy Artillery System or HAS is as brilliant as it is simple.  The weapon relies on four cannons slaved together to fire in sequence.  The HAS is expensive and bulky, it is usually limited to Siege or Colossal Mecha and only benefits from a Mecha’s targeting computer if the target would be considered Gargantuan or Colossal in Character scale.
Slots: 6 must be, Arms, Shoulders, or back.  Plus 1 slot per extra 4 rounds. Activation: Full Round, Duration: instant. Target: Single Target within 3,000 ft. Save: No.
Damage:10d12. Crit: 20. Damage Type: Ballistic. Range Increment: 300ft. RoF: S. Magazine: 8(int) (2 per Cannon). Size: Gargantuan. Weight: 380lb. Purchase DC: 42. (18 per extra 4 shell pack). Restriction: Illegal +4. 
* would be more like the Odin from the finished game.

Offline LonewolfSojourner1983

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Re: Fire Power R' Us: weapons for d20 modern and variant settings
« Reply #24 on: April 25, 2012, 12:39:02 AM »
Somethings I made for the Core thread from the old WotC boards
Service Rifle (PL5)
   Yes it is Battle rifle inspired.
R-25 “Brush Rifle”(.30-30) Dmg: 2d8. Crit:20. Dmg type: Ballistic. Range Increment: 50ft. RoF: S, 3round Burst(-2 Attack, +2d8).Mag: 25(box). Wgt: 6lb. SZ: L. Purchase DC: 17. Res: Res+2.
   The R-25 is a compact bull pup assault rifle mainly meant for arming rear echelon units.  .30-30 was chosen because it is common and relatively cheap. The weapon’s design includes both red dot optic, and iron sights and a forward grip.  The R-25 is a rugged assault rifle that can only become un reliable due to damage or neglect(See Unreliable rules in Weapon‘s Locker).     

SMG(PL5)
UPW 40-40(.40S&W) Dmg: 2d6. Crit:20. Dmg type: Ballistic. Range Increment: 50ft. RoF: S,A .Mag: 40(box). Wgt: 6lb. SZ: L. Purchase DC: 17. Res: Res+2.
The UPW (Universal Police Weapon) is heavy SMG designed to put heavy fire power in the hands of SWAT and rear echelon personnel for a relatively low price.  By SMG standards it has a low rate of fire (500 rounds a minute), it also has a simple adjustable stock (read a padded butt-plate and two metal strips).

Side Arm (PL6)
Thunder Ball(.44magnum Incendiary)Dmg: 2d8+2d6. Crit:20. Dmg type: Ballistic+Fire. Range Increment: 40ft. RoF: S .Mag: 15(box). Wgt: 5lb. SZ: M. Purchase DC: 18. Res: Res+2.
 A powerful Military side arm based on the legendary Desert Eagle.

Commando Rifle (PL6)
M-36 (6mm Case less)Dmg: 2d8. Crit:20. Dmg type: Ballistic. Range Increment: 60ft. RoF: S, A, 3 round burst  .Mag: 45(box). Wgt: 11lb. SZ: L. Purchase DC: 22. Res: Mil+3.
--Under barrel 12gaugeDmg: varies (see below). Crit:20. Dmg type: Varies (see below). Range Increment: 20ft. RoF: Single. Mag: 4(box).
Ammo types: Buckshot 4d4 Ballistic, -1damage per round.  Slug -2Atk 2d10 Ballistic. Grenade (Frag) 3d6 slashing 5foot burst ref 15 for half damage.  Grenade (Incendiary) 2d8 Fire 5 foot burst Ref 15 for half damage, standard rules for catching fire.
   The M 36 Commando rifle is a compact bull pup weapon designed to arm special forces units. Like the R-25 it has both Iron sights and a red dot optic sight, and it can also be fitted with the M-25’s scope for long range combat.   

Mangalore and there Gear.
The Mangalore are large bulky humanoids with reputation for cruelty, and a complete lack of initiative.

Species Traits:
Monstrous Humanoid
Speed: 30ft.
Ability Modifiers: +6Str, -2Dex, +2 Con, -4Int, -2 Wis, -4 Cha
Change Self(SU): As the spell.  Last until the Mangalore dismisses it (Humanoid or Monstrous humanoid form only) 3 uses per day. 
Mangalore Won’t Fight without a leader: If the leader of a group of Mangalore is killed the survivors must make a Will equal to 10 +the CR of the creature or be unable to attack or take any aggressive actions for the next 4 rounds, on a successful check the Mangalore can still fight but, takes a -4 circumstance penalty to all Attack and initiative rolls and is considered flat footed for the next 4 rounds.  After the for rounds are over, the next highest ranking Mangalore accretes his or herself.

Mangalore Gear, I will post these to the arsenal when I have Time.

Mangalore Assault Rifle(PL6): A large cumbersome weapon with good damage and high magazine capacity. Dmg:2d12. Crit: 20. Dmg type: Ballistic. Range Increment: 80ft. RoF: S,A. Mag: 50(box). Wgt: 22lb. Size: L. Purchase DC: 20. Res: Res+2.

Mangalore Pistol(PL6): The biggest hand gun in Fifth Element this pistol is carried by just about all Mangalores. Dmg:2d8. Crit: 20. Dmg type: Ballistic. Range Increment: 30ft. RoF: S. Mag: 15(box). Wgt: 5lb. Size: M. Purchase DC: 18. Res: Lic+1.

Spike Charge(PL6): This weapon looks like a high tech German Stick grenade.  When activated it deploys a set of spikes that allow the grenade to “Stick” to a surface or Creature with a successful ranged touch attack.  It can be removed with a successful Strength Check (DC: equals Attack Roll +4). The Grenade’s fuse can be set to impact or up to 4 rounds after impact. Dmg: 5d6. Dmg type: Slashing. Range Increment: 20ft. Burst Radius: 40ft. Ref:17. Wgt:3lb. Size: S. Purchase DC: 15(Each) Res: Mil+3.

Mangalore Artillery(PL6). A combination Auto Cannon Missile Launcher
 (AC) Dmg:4d8. Crit: 20. Dmg type: Ballistic. Range Increment: 120ft. RoF: A. Mag: Linked. Wgt: 75lb. Size: H. Purchase DC: 38. Res: Mil+3.
   Dmg:12d8. Crit: 20. Dmg type: Ballistic. Range Increment: 200ft. RoF: Single. Mag: 2(int). Burst Radius 15ft. Ref 17.  (Ignores up to 5 hardness).

The Zorg industries ZF-1(PL8) Wgt:9lb. Purchase DC: 40. Res: Illegal+4.
The ZF-1 is the most destructive Weapon in the Mangalore arsenal.  As such it is only issued to the most elite warriors, though several have fallen into human, ape or Dragon kin hands.  It consist of seven distinct weapons.  For ease of storage it breaks down into 4 pieces and is undetectable by X ray.
Mini gun: Dmg:2d8 or 4d8. Crit: 20. Dmg type: Ballistic. Range Increment: 100ft. RoF: S, A, 3 round burst, or as the Mini gun in Menace Manual. Mag: 3000(box).  Replay button gadget (Another Zorg innovation): After the First shot, all the replay button allows each following shot to go to the exact same location. Game Rules: +4 Equipment to all Semi auto and Burst Fire attacks made after the first, or +4 to the Reflex save for all auto fire attacks after the first. Activating the Replay button is a Free Action.
Arrow Launcher(PL5) 1d4. Crit: 20. Dmg type: piercing. Rang Increment: 50ft. RoF: S,A.
Mag: 12(int). Extra arrows: Explosive +2d6 Concussion damage, Poison tipped: holds one dose per arrow of any type injury or contact based poison or infectious substance.
Flame Thrower: the standard d20MRPG Flame thrower.
Net Launcher: The standard Urban Arcanea Net Launcher
The Ice Cube System(PL8): As the Flame thrower except it deals cold damage.
Rocket Launcher(PL6) Dmg:6d8. Crit: 20. Dmg type: Ballistic. Range Increment: 140ft. RoF: Single. Mag: 1(int). Burst: 15ft Ref 17
“Now a real killer, when he picked up the ZF-1 would have immediately asked about the button on the bottom of the gun.”-Zorg Fifth Element.
The ZF-1 has a special self destruct system that, when activated detonates the Flame thrower’s fuel tank (Standard Rules).

Offline LonewolfSojourner1983

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Re: Fire Power R' Us: weapons for d20 modern and variant settings
« Reply #25 on: April 25, 2012, 12:41:46 AM »
A couple gadgets for a super hero thread
Not sure about the suit but here's my take on the grapple gun
Grapple Firing Crossbow(UA) Reduced Weight(8lb), Motorized Winch(speed ¼, ½, ¾ or 1 range increment per round max load 250lb/100kg) +6 Purchase DC.
Final Result: Super hero Grappling gun(Archaic Weapons proficiency) Dmg 1d3(piercing) No Crit. Range Increment:120ft* Mag 1 RoF1 Reload Full round. Weight8lb SZ: Medium. Purchase DC:16. Res: none.
 *Maximum range 360ft
success or failure based on attack Natural 1, Rope breaks, bolt goes off into the sky some place, normal miss does not strike anything it can grab onto cable can be retracted( at speeds listed above) for another try. Hit by 5 or less unsafe purchase Str check DC17 to remove for reset, or attempt to climb will come out after you have traveled 2d10 feet. succeeds by 6 or more, no worries.

Wrist Watch two-way radio.
As the name suggest a watch sized walkie talkie (professional model) that also features a working watch, no weight worth noting Purchase DC:21

Ok that's my entire back log.

Offline veekie

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Re: Fire Power R' Us: weapons for d20 modern and variant settings
« Reply #26 on: April 27, 2012, 06:21:44 AM »
Hmm, nice stuff, though theres sheer volume and the lack of formatting makes it a bit tricky to wade through.
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline LonewolfSojourner1983

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Re: Fire Power R' Us: weapons for d20 modern and variant settings
« Reply #27 on: May 02, 2012, 07:57:58 PM »
As this is the Homebrew section, I feel I should post some house rules I try to work into my modern campaigns.

One handing/ Dual wielding large weapons: one handing incurs a penalty based on the dice used for the weapon 2d4 (-1), 2d6 (-2), 2d8 (-3), 2d10 (-4), 2d12 is of course impossible. Treat as a one hand weapon for TWF purposes with the dice based penalty stacking.

Small creatures with Medium weapons
first off large weapons: Small creatures can't dual wield not even the 2d4 ones.
Medium Weapons: 2d4 weapons impose a -2 penalty, 2d6 a-3 penalty and 2d8 a -4 penalty,  2d10 weapons with 1 or 2 round magazines -4, 2d10 weapons with 3 or more round magazines cannot be dual wielded, as with the medium creature wielding large weapons for TWF purposes count as two one hand weapons one handing penalties stack. 

Here are a couple that I have adapted for my campaigns based on comments I have seen on other post
Small Creatures take no size related penalties for wielding large Firearms that deal 2d4 or less damage, also applies to Simple large ranged weapons that deal 1d8 or less.
Large Creatures treat Large automatic weapons that deal 2d8 as machine pistols 2d10 large automatics add an additional -1 penalty for TWF and one handed firing.

Double tap: +1/2 the damage dice(Rounded down)of the weapon in question, can be used with Mecha and star ship weapons.

Burst Fire:+the damage dice of the weapon in question, again can apply to Mecha and Space craft.

2and 3 round burst settings: -4attack with out burst fire -2 with burst fire.

Undead Mas Saves: All undead have a modified Mas system. This score is equal to their Wisdom score +1 per four Hit dice, if the undead takes damage that meats or exceeds this score they must make a DC15 (or what ever your own rules dictate) Will save or instantly perish (This rule does not apply to incorporeal Undead). This rule is meant to represent a trapped souls, willingness to cling to any form of existence.

Future
Star ship cores: This rule is based on the alternate star ship power core rules listed in future. Non standard power cores provide a number of misc. extra equipment slots, equal to half their Purchase DC modifier (The Listed modifiers are +0 [standard core no bonus], +4 [2 bonus slots] or +8 [4 bonus slots]).
FTL drives, and Afterburners: First Afterburners(future tech) do not count against a ship's engines can only have one. FTL/Time/Dimension Drives also do not count against a ship's engine total: Huge or Smaller Ultra light: None, Gargantuan or Colossal Ultra light/Light: 1, Medium Weight/Heavy: up to 2, Super heavy: up to 3.

Mecha combat:  The RAW allows for use of one Mecha weapon at a time (I think TWF is allowed).  With this rule a mecha pilot can fire each active weapon on his or her Mech.  This is like an animal with bite and claw attacks (First attack primary, all others secondary -5 attack).  A weapon must be fired within 4 rounds of activation or you must spend another action to activate it again (Activation is a Free Action unless the weapon states otherwise).

Teleportation systems and Star ships
 These systems are detailed on page 103 of d20F.
Ship Size/Number of Transport systems
Gargantuan or smaller Ultra light: 1 most often incorporated into the cockpit.
Colossal Ultra light: 2, Light: 3, Medium Weight: 4, Heavy: 5, Super Heavy: 6

Transport Booths and ships comm. systems: Because a ship has two (or three) communications systems a ship can purchase Transport booths for the base purchase DC, however a ship that does this can never run more booths at any one time than they have comm. systems, regardless of how many booths have been purchased, and can not use comm. systems engaged in the transfer of personnel to communicate with other ships or people.  On the other hand transmitters purchased with the booths are dedicated and can not be used for communications purposes.

When it comes to adding more guns to a ship I have a couple of house rules:
 Rule 1 the double weapon template it add one of the following and adjust the Purchase DC by the listed amount: Improved Rate of Fire: Semi auto PDC+2, Full  auto PDC+3, +1 Attack PDC+2, Improve Critical threat range 1 step PDC+3, add 3 dice to the weapon's Damage PDC+3.  For balance sake, while double weapons can be fire-linked or placed in batteries, they must be placed into batteries or fire linked groups of the same type (Meaning you can't take a full auto double Rail cannon and place it in with a +3 dice Rail Cannon.) also the bonus for fire linking is based on the base weapon's damage. the improved critical threat and +1 Attack bonus stack with the bonuses for being in a battery but not with each other (Two +1 Double Needle Drivers in a battery would have a total bonus of +2 not +3 for example, and a pair of improved Crit Dual Neutron guns fire linked together would still only be Crit 19-20). This template only applies to cannon type weapons

Star ship Weapon Batteries: I track how many slots they take up based on ship size: Medium-Weight; 1 slot for the first 2 weapons in the battery +1 for every additional weapon.
Heavy: 1 slot for the first 3 weapons in the battery +1 for each additional weapon.
Super-Heavy; 1 slot for first 4 weapons, 2 slots for a five weapon battery.

The Pulse Rifle: change damage type to Energy, +10feet to the Range Increment, add a 3 round burst setting (I'm pretty sure that burst part I got from Aussie Gamer)

Cybernetics: Cybernetics with specified positions on the recipient's body (Head, Arm, torso, ect.) do not count against their limit for cybernetic components, only cybernetics that has a listing of none for location counts, cybernetics with a specific location do however count against the max number of cybernetics a given body part can hold.


Offline FireInTheSky

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Re: Fire Power R' Us: weapons for d20 modern and variant settings
« Reply #28 on: June 09, 2012, 05:16:37 PM »
Hmm, nice stuff, though theres sheer volume and the lack of formatting makes it a bit tricky to wade through.

Definitely.  Formatting and (nested) spoilering would be a HUGE help.