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The following weapons and equipment pieces are all based on computer games weapons and equipment counterpieces. From StarCraft, to Unreal and X-Com I have found great weapons ideas from my gaming experiences. These have been adapted to Alternity and changed to reflect the nature of the game and the combat rules.
25mm C-10 Canister Riffle
from/based on : StarCraft, Canister Riffle (
Ghost )
Availability : Military
Cost : 3500
Lenght : 80cm
Payload : Canisters, high explosive or EMP
Accuracy : +1
Actions : 2
Mode : F
Type/Firepower : HI/O + EN/G or EN/O-G
Damage : d4w/d6w/d4+2w + explosive damage or
2d4s/1d10+2s/2d8+2s
Range : 40/90/200
Hide : -
Clip/charge size : 2
Clip/charge cost : 100 / 200
Skill : Modern Ranged Weapons - Riffle
The 25mm C-10 Canister Riffle, uses conventional
pl5 firing technology to launch a canister, either
the standard high-explosive canister or the an
alternative EMP canister labelled 'Lockdown' Canister.
Note that the EMP canister does half damage against
Mechalus and that when used agaisnt robots or vehicules
they count as Good damage. They do not affect
organic creatures such as humans. The explosive canister
do an additional 1d6w/2d4w/2d6w of explosive
damage ( which count as good damage ).
Stimpack
from/based on : StarCraft, Stimpack
Availability : Restricted
Cost : 50
This stimulant provide the user with a sudden
increase of adrenalin, power, speed and agressivness.
The use of this pharmaceuticals is highly controlled
and controversary. The sudden increase in drugs
is to much for the body which suffer tissue damage.
Prolonged use can also cause dependence or brain
damage. The provide the user with a +2 temporary
strength point, an increase in movement ( increase
to next category ), a +1 step bonus on action
checks. All constitution feat are also made at a +1
step bonus. Whenever someone uses a stimpackhe
receives 1d6s and 1d2w, armor does not, of course,
absorb any of this damage.
Flak Canon
from/based on : Unreal's Flak Canon
View pics of the flak canon
Availability : Military
Cost : 4000
Lenght : 60cm
Payload : Shrapnel Projectiles or sharpnel grenades
Accuracy : -1
Actions : 2
Mode : F
Type/Firepower : HI/O or HI/G
Damage : d4w+1/2d4w/2d4m or d4+1w/d6+1w/d4+1m
Range : 40/80/120 or 20/40/80
Hide : -
Clip/charge size : 1
Clip/charge cost : 5
Skill : Heavy Weapons - indirect fire
The Flak Canon is a wide heavy canon siezed weapons.
The weapon fires shells which must be inserted
into the weapon manually. Taking either a phase
if the user is prepared and/or the shells are near
the user and in easy reach. Else it can take
up to a round to load another shell. The weapons has
two modes of fire, the first, in which the shell
is hit in the partially open barrel while securely
held inside and produce a small cloud of big
stone shrapnel. The other mode fire the whole shell which
land and then explode like a grenade. The shell
work under the same principile as a fragmentation
grenade. The weapon uses a modified version of
charge technology to propel the hammer in the barrel.
A cell is good for 10 shots. The weapon uses
the same ammo for both payloads, the user can switch
between mode with the flip of a switch.
Cave-bear triple canon shotgun
from/based on : Shotgun Unreal MOD
View pics of triple canon
shotgun
Availability : Controlled
Cost : 3000
Lenght : 50
Payload : shotgun ammo ( not flechette ammo )
Accuracy : +1/0/-1
Actions : 2
Mode : F
Type/Firepower : HI/O
Damage : ( first shot ) d4w/d6w/d4m
Range : 12/24/40
Hide : -
Clip/Charge size : 6
Clip/Charge cost : 30
Skill : Modern Ranged Weapons - Riffle
The Cave-bear shotgun is an early PL 6 weapon
that could be introduced in late PL 5. It consist of
a shotgun base with three shotgun canon attached
to a rotary mechanism. The shotgun is designed
to be able to load both 3 canon given time and
fire them all at once. The user has the possibility
of loading as many canon as he wish. He can opt
to load them before a fight and it takes 1 phase to
load a barrel, altough loading a canon constitue
an action only for the first canon. It cannot begin
sooner than the user's action phase. The shotgun
cannot fire in a phase in which it has loaded a shot.
Each additional barrel loading takes altough
it happens automaticly. i.e. Someone whith 2 actions
begins in the amazing phase, he takes his first
action to start the loading mechanism, in the good
phase the second canon loads, in the ordinary
phase the third canon loads and finally in the marginal
phase the user can spend his second action (
his only one left ) to fire the three shots at once.
Razor Jack
from/based on : Unreal's razor jack
View pics of the Razor Jack
Availability : Military
Cost : 10000
Lenght : 80 cm
Payload : Spinning Razor Blades
Accuracy : 0
Actions : 4
Mode : F/B
Type/Firepower : HI/O
Damage : d6w/2d6w/2d4m
Range : 5/15/65
Hide : -
Clip/charge size : 75
Clip/charge cost : 100
Skill : Modern Ranged Weapons - Riffle
The Razor Jack is a long rod ending in a large
fork shaped ending which contains the clip, the
loadgin mechanism and the firing mechanism. The
weapons works on an energy cell like the charge
weapons, but the cell last 6 clips. The gun fire
a spinning disc like razor blade with tremendous
speed. Because of the mechanism a small turning
trio of leaf shaped blades spins inside the fork
which has it's two end sharpened. The blades
can be reflected by obstacles or walls. When a blade
encounter an object in 45 feet or less use the
grenade-like missile splash/random direction diagram
to see which way the blade goes. It can bounce
again if it something within 25, then 15 then 5 feet.
When it hits something softer like soft wood
or flesh it's stop and inflict vicious damage while
it's spinning movements makes it borrow. The
razor jack uses the pistol accuracy modifiers for range.
The Jack can also be used as a melee weapon.
On a good hit but fork like ending pierce. On an amazing
hit the target is not only piercied by the fork
but also cut by the small spinning blades.
Skill: Melee Weapons - Blade. LI/O. Acc +1. Damge;
d4w/2d4w/2d4w+d8w
The Razor Jack is a fun, vicious, dangerous to
use well-rounded weapon used by maniacs or for blood
sport.
8mm C-14 "Impaler" Gauss Riffle
from/based on : StarCraft, Gauss Riffle ( Marines
)
Availability : Military
Cost : 3500
Lenght : 70 cm
Payload : metal spikes
Accuracy : 0
Actions : 4
Mode : B
Type/Firepower : HI/O
Damage : 2d4w/d6+3w/d6+2m
Range : 40/90/200
Hide : -
Clip/charge size : 30
Clip/charge cost : 150
Skill : Modern Ranged Weapons - Riffle
The C-14 Impaler Riffle uses Gauss technology
to fire bursts of very small metal spikes at hypersonic
speed. The rounds are designed to provide maximum
penetration against all armor types. To preserve
both ammo usage and minimize power requirements,
the riffle uses a capacitor system to fire in
short, controlled burts. A cell last 8 clips
and also, when rolling for armor, after rolling the total
amount of damage absorbed, ie. 5 subract 1 from
this result. In this example, if the riffle inflict
7 wounds, the armor wearer rolls a 5, only 4
points of damage are absorbed.
Plasma-based Perdition Flame Throwers
from/based on : StarCraft, Flame throwers ( Firebats
)
View pics of Perdition flame-thrower
Availability : Military
Cost : 5000
Lenght : 30 cm
Payload : Twin burst of super-heated flame
Accuracy : -1
Actions : 2
Mode : F
Type/Firepower : EN/O
Damage : d6+1w/2d6+2w/2d6+4w
Range : 5/10/15
Hide : -
Clip/charge size : 20
Clip/charge cost : 3000
Skill : Heavy Weapons - Direct Fire
The Perdition Flame Throwers use a backpack complete
with 2 tanks that cost 3000 ( but can be recharged
for 200 ). This backpack uses plasma to spew
super-heated flame, which is expelled with extreme pression.
The double canon on the flame-thrower itself
permit to shoot 2 beams at once ( it is not possible to fire
a single beam ). The flame thrower has the following
range modifiers, within melee +2, short 0, medium
-1, long 0. The wearer must wear protection or
else he will suffer energy damage from the backpack and
the shots he fires. The backpack causes 2 stun
of energy damage per round, and can wear down armor in
the long run ( in case players think they'll
protect themselves with normal armor ). When spewing fire
the user receives an additionnal 1d3s to the
normal 2 stun of damage. Users can protect themselves
with hard e-suit or similar protection. Or modify
their armor with heat insulating material. Some kind
of protection must be taken. Soldiers in such
arsenal are rare and costy and usually fill support roles.
T-280 SCV ( Space Construction Vehicule )
from/based on : StarCraft, SCV
View pics of SCV
Availability : Common
Cost : 15000
Mass : 50 Kg
Damage : 1d4w/1d6w/1d8w ( Fusion Cutters )
Composition : Alloy armor and recycled industrial
plastics
Environmental Tolerance :
Gravity : G0-G4
Radiation : R0-R4
Atmosphere : A0-A5
Pressure : P0-P5
Heat : H0-H4
LI/HI/EN : 2d6/d6+2/d6
Skill : Armor Operation - Powered Armor, System
Operation, Vehicule Operation, Computer Operation
A third of a vehicule, a third of an e-suit and
a third of an armor, the SCV is a versatile, powerful,
vehicule which can operate in space, underwater
and in any planetary condition. The vehicule is
equiped with a small gravity induction engine.
Even tough it as two mobile legs, the SCV uses these
to stand or make minor position change rather
than to walk. It uses its gravity induction engine to
propel itself, altough it cannot go more than
a few meters high and isnt much faster than a man.
The SCV is equiped with the following equipment;
comm gear, Cutting torch, Binoculars, Fire extinguisher,
Magnetic Boots and a Flashlight. Its cells provide
it with 120 hours of continous use and 24 hours of
oxygen. It can be recharged ( both in water,
air and power ) while the user is still inboard. Inside
the user can move his arms freely, has some storage
space and a water dispencer. The user has an
effective strenght of 14 while in the armor.
The vehicule is equiped with fusion cutters, external storage,
a marginal computer with construction, repair
and vehicule blueprints and repair procedures. The SCV
can be used to repair, build. harvest and scavange
almost anything. They are normally deployed in small
teams of 4 to 20 to make quick repair, scavange
equipment from a disabled or partly destroyed ship, ect.
Hypersonic Drill
from/based on : X-com terror from the deep hypersonic
drills
Skill : Melee- powered
Accuracy : 0
Range : Personnal
Type : LI/G
Damage : d8w/d4+2m/d4+4m
Actions : 3 or 1 if hit if it hit in a round
Clip Size : 20 hits or 40 rounds
Clip Cost : 50
Hide : -
Mass : 15
Availability : Controlled
Cost : 4000
The Hypersonic drill is a large square drill with
a long blade. It must be used with both hands.
It's blade his made of high quality tungsten-neutronite
and sharpened it's spirals sharpened with
nanotechnology a microscopic finish. The drill
uses magnetic acceleration and advanced physics
principiles to spin the blade extremely fast.
A gravitic engine his used to add more weight to
the drill and apply more force to the target.
This gravitic engine produce a similar effect than a
gravmace and provide ease of use, lowering the
weight of the drill when activated. The drill is also
equiped with a special gravity induction
engine to compensate and add strenght and weight to the
drill when it encounters pressure and resistance
( any obstacle ). Because of the burrowing it can
only strike once in a round when it hits. This
drill is normally used by workers and miners, providing
extreme piercing power and ease of use.