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  • #509

    C Baize
    Keymaster

    I’ll be posting some D20 Modern / Future gear I’ve statted up, in this topic.
    If you have some, feel free to post it, as well.
    The more the merrier.

    #510

    C Baize
    Keymaster

    A couple of PL 6 weapons.
    Needler Pistol
    These short barreled pistols make use of highly compressed air to propel several sharp slivers of metal toward the target.

    Needler Rifle
    This larger and longer version of the needler pistol propels the slightly larger metal slivers in a smaller pattern at a greater velocity.

    Weapon Damage Critical Damage Type Range Rate of Fire Magazine Size Weight Purchase DC Restriction
    Needler Pistol 2d10 20 Piercing 40 S 20 box Medium 2.5 lbs 21 Lic +1
    Needler Rifle 2d12 20 Piercing 70 S 30 box Large 8.5 lbs 24 Lic +1

    #511

    C Baize
    Keymaster

    PL 7 Personal Equipment
    Chronometer –
    These personal items range in quality and function from a simple time keeping device to a monitoring computer with several bells and whistles, such as monitoring the wearer’s vital signs (it is programmed for particular wearers to keep tabs on their current health), limited digital audio recording and playback, and even topographical mapping with the ability to program in a ‘home’ location which acts as a homing beacon.

    Omni-Scanner –
    This is the ultimate hand held scanner for the traveling adventure capitalist. This scanner will, on a successful Computer Use check (DC 10), detect and locate life forms, minerals, power sources, terrain topography and weather patterns, all in a 3 kilometer radius. The scanner is able to uplink with satellites, taking advantage of the pictures from a space vantage.
    The information is displayed as a 3D digital image projected above the scanner.
    The scanner will detect at maximum range with minimum clarity “Lifeforms in that direction”, the closer to the objects in question, the more clear until at 150 meters, the scanner will differentiate individual lifeforms “3 Yazirians, a Vrusk, and 2 humans 125 meters at 340 degrees from this position”, minerals, known power sources, and exact topographical and weather information. New information can be programmed into the scanner’s memory with a Computer Use check (DC 15).

    Engineering Scanner –
    This scanner is the technician’s most valuable tool. With a successful Computer Use check (DC 15), use of this scanner adds a +5 equipment bonus (+1 for every 5 points by which the character exceeds the DC) to Repair checks.

    Name Size Weight Purchase DC Restriction
    Chronomoter Tiny – 2-12 –
    Omni-Scanner Small 3 lbs 22 Lic +1
    Engineering Scanner Small 1.5 lbs 19 –

    #512

    C Baize
    Keymaster

    3 versions of this weapon.
    Harpoon Net Gun
    PL5
    This is a weapon favored by bounty hunters when the subject is requested alive.
    Resembling a huge shotgun, the Harpoon Net Gun is a vehicular mounted non-lethal ensnarement device. It may be fired from an open pintel mount on top of a land vehicle by hand or guided via computer targetting on more sophisticated vehicles. It can also be removed, and fired like a hand-held assault weapon. The drum has a 3 canister capacity, each canister contains a harpoon-like shot which blossoms into a net when fired. The 8 sharp weighted tips along the net’s edge drive into nearby surfaces, pinning the target. A Strength check or Escape Artist check (DC 25) is required to free oneself from the net once entangled. To avoid tangling, a Reflex check (DC = attacker’s attack roll) may be attempted.
    Optionally, there is a 10% chance that the target will suffer a hit from 1d2 of the harpoon tips for 1d6 piercing damage per tip.

    PL6
    This is a weapon favored by bounty hunters when the subject is requested alive.
    Resembling a huge shotgun, the Harpoon Net Gun is a vehicular mounted non-lethal ensnarement device. It may be fired from an open pintel mount on top of a land vehicle by hand or guided via computer targetting on more sophisticated vehicles. It can also be removed, and fired like a hand-held assault weapon. The drum has a 5 canister capacity, each canister contains a harpoon-like shot which blossoms into a net when fired. The 8 sharp weighted tips along the net’s edge drive into nearby surfaces, pinning the target. A Strength check or Escape Artist check (DC 27) is required to free oneself from the net once entangled. To avoid tangling, a Reflex check (DC = attacker’s attack roll) may be attempted.
    Optionally, there is a 10% chance that the target will suffer a hit from 1d2 of the harpoon tips for 1d6 piercing damage per tip.

    PL7
    Unlike its earlier counterparts, this weapon can be mounted on another weapon the way a grenade launcher is underslung on an assault rifle. The harpoon nets from this Progress Level are 45mm canisters fired from a breach-loaded grenade launcher. The grenade launcher comes in two configurations. The underslung model, mounted on rails under an assault rifle’s barrel, or the stand alone model which looks like a snub-nosed shotgun with a drum clip holding 10 canisters .
    When fired, the net spreads out and flies toward the target at a high velocity. The 8 rocket propelled harpoon tips drive into nearby surfaces, pinning the target. A Strength check or Escape Artist check (DC 30) is required to free oneself from the net once entangled. To avoid tangling, a Reflex check (DC = attacker’s attack roll +2) may be attempted.
    Optionally, there is a 10% chance that the target will suffer a hit from 1d2 of the harpoon tips for 1d4 piercing damage per tip.

    PL5
    Weapon / Damage / Critical / Damage Type / Range Increment / Rate of Fire / Magazine / Size / Weight / Purchase DC / Restriction
    Harpoon Net Gun / Special / – / – / 50′ / S / 3 drum / Large / 18 lb / 22 / Lic +1

    PL6
    Weapon / Damage / Critical / Damage Type / Range Increment / Rate of Fire / Magazine / Size / Weight / Purchase DC / Restriction
    Harpoon Net Gun / Special / – / – / 60′ / S / 5 drum / Large / 13 lb / 21 / Lic +1

    PL7
    Weapon / Damage / Critical / Damage Type / Range Increment / Rate of Fire / Magazine / Size / Weight / Purchase DC / Restriction
    Harpoon Net Gun / Special / – / – / 80′ / S / 10 drum / Medium / 8 lb / 23 / Lic +1

    Replacement canisters:
    3 shot canister: Purchase DC 12
    5 shot canister: Purchase DC 15
    Single shot 45mm canister: Purchase DC 8

    #513

    C Baize
    Keymaster

    This armor was written up by Peterson for me.
    Peterson took a bit of a different route than I would have, and I like his version better than what was in my head.
    It’s taken from an animated series recently released to DVD (at least the first season).
    Steel Clan Gargoyle Medium Power Armor
    Requires Armor Proficiency (Powered) from D20 Future

    +6″ to operator’s height
    Weight: 67.5 lbs
    Purchase DC: 42 (44 if not mass-produced)
    +4 Equipment Bonus to Defense (+1 if non-proficient)
    -2 Armor Check Penalty
    Max Dex Bonus +4
    30′ speed or operator’s base speed, whichever is better
    60′ Fly speed (good maneuverability) Fuel Cell good for 4 Hours
    Hardness 4
    Hit Points 12
    +4 to Strength
    +2 to Initiative
    +1 to Reflex Saves
    Claws (makes unarmed attack lethal, considered armed, +1 to damage)
    Integrated (forearm) Laser Pistol (as D20 Future)
    Booby-trap (Electrical Shock 1D6 damage, discharges as operator
    chooses)
    Gadgets and Systems: Integrated Equipment (HUD*), Integrated Weapon
    (Laser Pistol), Booby-trap, Integrated Equipment (Jetpack w/extended
    fuel cell), Armor Plating (x1), Dense Structural Design (x4),
    Synthetic Muscle System (x1), Prehensile Appendage, IFF-2 Module,
    Agility Module (x1), Stabilization System

    *HUD includes the following gadgets:
    Multiple Use (Computer), Targeting Software

    Stabilization System: +4 to resist trip attacks, overrun, knocked
    prone, or pushed back by Bull Rush.

    As usual, I wouldn’t dream of challenging any copyrights. It’s a fan work, and is used without permission.

    #514

    C Baize
    Keymaster

    Weaponized False Tooth
    This PL 6 item is dangerous to the user as well as those against whom the user is fighting. Normally reserved for a last resort weapon, the tooth is inserted into the jaw structure and looks just like any other tooth in the person’s mouth.
    When deliberate pressure is put on the tooth (so as to not go off by accident), the weaponized substance inside (normally a virulent and immediate poison) is released. The user is able to expell the substance by exhaling hard. The person using the weapon has the choice of blowing the substance in a 10′ line directed at one or two people, or letting it waft around him in a 5′ radius.
    It is normally up to the user getting the tooth to decide what poison is in the tooth.
    Even though the item is illegal, it is quite common among spies, and information couriers.

    Name Size Weight Purchase DC Restriction
    Weaponized False Tooth Fine – 12 Ill +4

    #515

    C Baize
    Keymaster

    Advanced Fusion Torch (PL 7)
    Building on the existing technology of the fusion torch, engineers developed better fusion techniques, advanced their fine manipulation of magnetic fields, improved on the magnetic containment, and made more efficient usage of the energy created through fusion to create the Advanced Fusion Torch.
    Like its predecessor, thrust is achieved through the expulsion of superheated plasma and is not intended for use within an atmosphere as it expels even greater amounts of radiation than the fusion torch, and would liquefy or incinerate anything within several hundred yards of the location of the landing.
    Due to the increased effieciency of the materials used, the Advanced Fusion Torch needs to refuel less often than its predecessor. Once every 5 space battles, or interplanetary trips.
    Minimum Ship Size: Huge
    Tactical Speed Bonus: +1500 feet (+3 squares)
    Purchase DC: 15 + ½ the base purchase DC of the starship

    #518

    C Baize
    Keymaster

    Ultra Violet (UV) Grenade
    This specialized grenade is custom made for destroying vampires. The grenade is loaded with phosphor and ignited with a timed electrical trigger. The resulting flash of ultra violet rays deals 4d6 fire damage to vampires within a 30 foot radius. Vampires may make a Reflex save (DC 20) to halve the damage by moving behind an object, a person, or a creature, thus negating some of the effect of the ultra violet on them.
    UV grenade damage forces a massive damage save on Vampires who suffer damage from the explosion of light. The save DC is 10+ the damage suffered from the blast. Any vampire failing the massive damage save is killed.
    Additionally, any creature caught in the radius of a UV grenade burst must succeed at a Reflex save (DC 15). Any creature failing the Reflex save must succeed at a Fort save (DC 15) or be blinded for 3d10 rounds following the burst.

    Sun Dogs (UV enhanced ammunition)

    This ammunition is treated as normal ammunition with the following additional special quality:
    The UV enhancement deals an additional 1d6 fire damage against vampires. Any vampire suffering damage from a Sun Dog round must succeed at a massive damage save equal to 10+ the total damage inflicted by the Sun Dog round. Any vampire failing the massive damage save is killed.

    EDTA (ethylenediaminetetraacetic acid)

    This chemical compound is deadly to vampires and acts as a massively lethal poison.
    When used against vampires, it has the following statistics.

    Poison |Type |Save DC|Initial Damage |Secondary Damage |Purchase DC |Restriction |Craft DC |Time

    EDTA |Injury |15 |1d8 Str |Death |18 |Lic (+1) |25 |4 hr

    #519

    C Baize
    Keymaster

    Staff Weapon: The standard weapon of the Jaffa warrior, the Staff Weapon is capable of delivering devastatingly powerful blasts of charged plasma, as well as functioning as a melee weapon. At relatively close ranges, the Staff Weapon is accurate, but the accuracy decreases quickly at higher ranges.
    The Staff Weapon requires the Staff Weapon Proficiency feat to use without suffering a -4 penalty to attack rolls.
    Zat’Ni’Katel: The “Zat Gun” is standard issue amongst Jaffa warriors and requires the Personal Firearms Proficiency feat to use without a -4 penalty to attack rolls with it. This specialized weapon discharges a powerful beam of electricity causing great pain, stunning, death and disintegration to most species.
    Upon its first discharge, the Zat’Ni’Katel deals 2d8 electricity damage to the target on a successful hit. This damage forces a Fort save (DC 15+ 1 per hit point of damage dealt) or the victim writhes about in agony on the floor for one round before falling unconscious for 10+1d20 rounds. Another discharge of the Zat’Ni’Katel upon the same target within 10 rounds of the first hit will, in addition to the damage dealt, force a Fort save (DC 10+ 1 per hit point of damage dealt) or the victim dies. A third discharge of the Zat’Ni’Katel upon a character or creature killed with one within 10 rounds of the killing discharge will force a Fort save (DC 20+ 1 per hit point of damage dealt) upon the body (treat as an object) or the body is disintegrated.

    Table

    Code:

    Weapon |Damage |Critical |Damage | Range |Rate of|Magazine |Size |Weight |Purchase |Restriction |

    | | | Type |Increment | Fire | | | | DC | |

    Staff |2d10 (ranged) |20 (ranged) |Fire (ranged) |20′ | S |Unlimited Liquid |Huge |8 lbs |Unavailable |Ill +4 |

    Weapon |1d8 (melee) |19-20 (melee) |Bludgeoning (melee) | | |Naquadah Core | | |for Sale | |

    Zat’Ni’Katel |2d8 |20 |Electricity |30′ | S |Unlimited Liquid |Small |2 lbs |Unavailable |Ill +4 |

    | | |plus special | | |Naquadah Core | | |for sale | |

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