Nasty, nasty weapons

SFAndroid's picture
SFAndroid
December 13, 2010 - 10:54am
A thread for all the nasty weapons you've dreamt up.....yes, really, don't give me that look....I know you have them in that dark, little recess in the back of your head.

Spiderweb Gun

Not technically what it sounds like, the Spiderweb Gun is a specialized projectile weapon.  This large pistol fires a bullet with a compressed air charge, that, if it does damage to an organic target, the material in the slug begins to melt and spread throughout the target's bloodstream, re-hardening as it goes.  The effect lasts for 3 turns after the initial impact.  This can be a danger for medics working on a wounded victim, as if they touch the silvery liquid with their bare hands before the effects end, it begins to grow into his/her skin, causing damage.  Skeinsuits and Inertia screens stop the slug from doing any damage(sounds like a needler being fired), but, the liquid does stay active for 3 turns after impact, and if touched, begins burrowing into the skin.

Damage from the weapon *requires* Major Surgery to remove the threads of metal from the blood stream.  If you are using the "Hit Location" charts for combat, this weapon causes a rather messy headshot.  A current STA roll is required for each of the 3 turns to avoid death from the threads reaching the brain. Also in the realm of hit locations, movement speed, IM/RS checks would be reduced accordingly to a leg/arm hit.

This weapon is HIGHLY ILLEGAL on all civilized worlds, due to its brutal nature.  Star Law officers have been known to take 'extraordinary measures' when someone is caught with one of these in their possession.

Damage - 2d10 +1d10/3 turns
Range - 2/5/15/-/-
Ammo - 3 (200 cr/clip)
Cost - 5,000 credits
You can't argue with the invincibly ignorant. - William F. Buckley
Comments:

Gargoyle2k7's picture
Gargoyle2k7
December 13, 2010 - 1:31pm
WarTech S-37 Maser Penetrator: This nasty little pistol fires a microwave laser, that is invisble to the naked eye, though can be perceived through IR sensors.  The beam penetrates most materials, and thus protective screens and suits, though maser mesh is still effective.  The stealthy nature of the S-37 makes it a preferred weapon of assassins, and it is restricted on many worlds.  A larger, sniper rifle version exists, th S-39.

Damage - 2d10 (pistol or rifle) per SEU; this damage can be reduced by using MaserMesh only.
Range - 5/10/20/-/- (pistol); 10/20/40/80/160
Ammo - 20 SEU clip
Mass - 1 kg (pistol); 3 kg (rifle)
Cost - 1,000 Cr (pistol); 1,500 Cr (rifle)
Long live the Frontier!

Sargonarhes's picture
Sargonarhes
December 13, 2010 - 3:44pm
Inertia field projector

This weapon generates a small force field bubble about 6mm in size. Once generated the bubble is projected out at near light speeds creating a massive amount of kinetic damage at the point of impact. It's basically firing an invisible bullet at speeds faster than any projectile weapon can acheive. Sadly or maybe fortunatly very few companies in Frontier have the technology to make this weapon, and only a few have been found to exsist. No one knows who their original manufacture is and it's possible the IFP came from outside the Frontier. The weapon is generally the size of a carbine small rifle or large pistol.

Damage - 6d10
Range - 8/16/30/60/130
Ammo - 5 shots from a 20 SEU clip
Mass - 2 kg
Cost - original unknown, but to collectors it can average 3,000 to 20,000 credits
In every age, in every place, the deeds of men remain the same.

AZ_GAMER's picture
AZ_GAMER
December 13, 2010 - 4:16pm
what is meant by 'extraordinary measures' by star law rangers who discover a person in posession of a spiderweb gun. Flush 'em out the air lock extrodinary or throw 'em a beating while in cuffs extraordinary. 

Deryn_Rys's picture
Deryn_Rys
December 13, 2010 - 5:19pm
Magnetic propulsion weapons.

Magnetic propulsion weapons are an advanced form of autopistol, that uses magnetic casters along the inside of the weapons barrel to accelerate the metalic bullet to speeds greater than produced by traditional chemical propellents. Thus the weapon has a greater range then a traditional auto pistol, and has greater penetaing power. MP weapons (also called rail guns) are effective in a wide variety of environments and do not suffer from jamming.

(Stats are as per standard autopistol/rifle, but range and damage are doubled).

Space craft mounted rail gun

range: 3     Damage: 1d10 +2    DTM: -10
chance to hit
none: 60%/45%
RH: 60%/45%
EL: 70%/50%
PR: 60%/40%  
ST: 50%/40%
MS: 20%/10%
ICM: n/a
"Hey guys I wonder what this does"-Famous last words
"Hey guys, I think it's friendly." -Famous last words
"You go on ahead, I'll catch up." -Famous last words
"Did you here that?" -Famous last words

iggy's picture
iggy
December 13, 2010 - 5:50pm
Gargoyle2k7 wrote:
WarTech S-37 Maser Penetrator: This nasty little pistol fires a microwave laser, that is invisble to the naked eye, though can be perceived through IR sensors.


IR is the wavelengths from 0.7 to 300 micrometers, microwaves are the wavelengths 1000 micrometers to 1 meter.  In current Earth tech the discharge from this weapon would not be seen by an IR sensor due to differences in the required sensor construction.  Frontier technology however likely has made it possible to combine these two bands into the same sensor arrays.

Just a little engineer tech geek input. Tongue out
-iggy

jedion357's picture
jedion357
December 13, 2010 - 6:32pm
iggy wrote:
Gargoyle2k7 wrote:
WarTech S-37 Maser Penetrator: This nasty little pistol fires a microwave laser, that is invisble to the naked eye, though can be perceived through IR sensors.


IR is the wavelengths from 0.7 to 300 micrometers, microwaves are the wavelengths 1000 micrometers to 1 meter.  In current Earth tech the discharge from this weapon would not be seen by an IR sensor due to differences in the required sensor construction.  Frontier technology however likely has made it possible to combine these two bands into the same sensor arrays.

Just a little engineer tech geek input. Tongue out


Actually the description of maser weapons in zebs  says that the beam is viewable with IR highresolution goggles (not to be confused with regular IR goggles) but if you're wearing those and shot at you may be blinded

I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

AZ_GAMER's picture
AZ_GAMER
December 13, 2010 - 6:35pm
Deryn_Rys wrote:
Magnetic propulsion weapons.

Magnetic propulsion weapons are an advanced form of autopistol, that uses magnetic casters along the inside of the weapons barrel to accelerate the metalic bullet to speeds greater than produced by traditional chemical propellents. Thus the weapon has a greater range then a traditional auto pistol, and has greater penetaing power. MP weapons (also called rail guns) are effective in a wide variety of environments and do not suffer from jamming.

(Stats are as per standard autopistol/rifle, but range and damage are doubled).

Space craft mounted rail gun

range: 3     Damage: 1d10 +2    DTM: -10
chance to hit
none: 60%/45%
RH: 60%/45%
EL: 70%/50%
PR: 60%/40%  
ST: 50%/40%
MS: 20%/10%
ICM: n/a


you might be able to increase that damage depending on the type of projectile. For example a depleted federanium round would punch a hole in most hulls and explosive decompression will do the rest. Ships without self-sealing bulkheads would be in big trouble having a basket ball sized projectile driven in one end and out the other.  

Deryn_Rys's picture
Deryn_Rys
December 13, 2010 - 6:40pm
I felt that because the weapon (space craft rail gun) has a good chance to hit regardless of the type of defense used by a ship, that the damage shouldn't be very high (for game balance).
"Hey guys I wonder what this does"-Famous last words
"Hey guys, I think it's friendly." -Famous last words
"You go on ahead, I'll catch up." -Famous last words
"Did you here that?" -Famous last words

SFAndroid's picture
SFAndroid
December 13, 2010 - 7:41pm
AZ_GAMER wrote:
what is meant by 'extraordinary measures' by star law rangers who discover a person in posession of a spiderweb gun. Flush 'em out the air lock extrodinary or throw 'em a beating while in cuffs extraordinary. 
extraordinary measures are a "flavor" clause. What do you want to happen? I kinda like the airlock idea. :-)
You can't argue with the invincibly ignorant. - William F. Buckley

jedion357's picture
jedion357
December 13, 2010 - 7:53pm
SFAndroid wrote:
AZ_GAMER wrote:
what is meant by 'extraordinary measures' by star law rangers who discover a person in posession of a spiderweb gun. Flush 'em out the air lock extrodinary or throw 'em a beating while in cuffs extraordinary. 
extraordinary measures are a "flavor" clause. What do you want to happen? I kinda like the airlock idea. :-)


I prefer the "flavor Clause" - with extreme prejudice.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

SFAndroid's picture
SFAndroid
December 14, 2010 - 8:37am
Nullifier Grenade

This grenade generates a type of EMP that causes complete discharge of all portable power sources within its blast radius.  All powerclips, powerpacks, unmounted parabatteries, you name it.  The only chance of avoiding the effects is an RS check to jump out of the field before detonation.  Vehicles get a chance to avoid the effects (or lessen them) based on the size of the vehicle.

Ground Cycle/Hovercycles - no save
Ground Car/Skimmer - 20% chance of resistance, +10% to a 75% power drain.
Ground Truck/SkimTruck - 30%/+10% as above
AirCar/Cloud Flyer/Jetcopter - 35%/+10% as above.

Cost - 250 cr
AoE - 6 meter diameter
You can't argue with the invincibly ignorant. - William F. Buckley

jedion357's picture
jedion357
December 14, 2010 - 10:52am
SFAndroid wrote:
Nullifier Grenade

This grenade generates a type of EMP that causes complete discharge of all portable power sources within its blast radius.  All powerclips, powerpacks, unmounted parabatteries, you name it.  The only chance of avoiding the effects is an RS check to jump out of the field before detonation.  Vehicles get a chance to avoid the effects (or lessen them) based on the size of the vehicle.

Ground Cycle/Hovercycles - no save
Ground Car/Skimmer - 20% chance of resistance, +10% to a 75% power drain.
Ground Truck/SkimTruck - 30%/+10% as above
AirCar/Cloud Flyer/Jetcopter - 35%/+10% as above.

Cost - 250 cr
AoE - 6 meter diameter


Now this I like.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Will the Stampede's picture
Will the Stampede
December 14, 2010 - 5:47pm
AZ_GAMER wrote:
what is meant by 'extraordinary measures' by star law rangers who discover a person in posession of a spiderweb gun. Flush 'em out the air lock extrodinary or throw 'em a beating while in cuffs extraordinary. 

Probably both at once.

I remember the spiderweb gun. From Vonda McIntyre's ST novel The Entropy Effect.
" 'Beware the Beast, Man, for he is the Devil's pawn. Alone among God's primates, he kills for sport, for lust, for greed. Yea, he will murder his brother to possess his brother's land. Let him not breed in great numbers, for he will make a desert of his home and yours. Shun him; drive him back into his jungle lair, for he is the harbinger of death."

SFAndroid's picture
SFAndroid
December 15, 2010 - 9:07am
Doh!

You hit it on the head, Elitist.  It's been more years than I care to recount on when I read that book.  I thought I'd come up with an idea.  It was just a ghost of a memory from a book I read before man walked upright.

Ok, I didn't dig this out of the deep, dark recesses of my mind as a creepy weapon, it crawled out of my subconscious as a fear long forgotten.

Durrrrrr...... (Dralasite for Nitwit <first person>)
You can't argue with the invincibly ignorant. - William F. Buckley

Will the Stampede's picture
Will the Stampede
December 15, 2010 - 4:54pm
It's all good, Droid. Still makes for a nasty weapon, and it's an excellent writeup.
" 'Beware the Beast, Man, for he is the Devil's pawn. Alone among God's primates, he kills for sport, for lust, for greed. Yea, he will murder his brother to possess his brother's land. Let him not breed in great numbers, for he will make a desert of his home and yours. Shun him; drive him back into his jungle lair, for he is the harbinger of death."

Gargoyle2k7's picture
Gargoyle2k7
December 16, 2010 - 3:34am
On the maser and IR goggles: I just felt it needed some counter rather than be invisible to all sensor/viewing.  You could say it requires IR Hi-Res goggles, or other special gear.  Or just have it a completely invisible beam...  Thing is, I wrote this up originally in d20, and my gm allowed my character to have one.  Very nasty...
Long live the Frontier!

SFAndroid's picture
SFAndroid
December 21, 2010 - 9:45am
Expanding Sphere Grenade

This little bugger gets tossed into a room, and upon detonation, generates a fast-pulse Inertia Screen bubble that repulses everyone and everything in the room in a 6 meter diameter away from the center of the pulse.  Characters/NPC's caught in the blast radius will have whatever is in their hands knocked away (1/2 RS save to hold), be knocked back 4-10 meters, and will suffer 5d10 damage from the blast, along with whatever they hit along the duration of their travel.  Don't be in a room full of farming implements, i.e. plow blades, pitchforks, etc. when this thing goes, or you'll be in a world of hurt.  Objects in the room suffer the same effect if within the 6m radius.

If you have an active Inertia Screen up, the effect is a bit worse, as the shields interact poorly with each other, and the repulsion effect is doubled.

Cost - 800 cr
You can't argue with the invincibly ignorant. - William F. Buckley

jedion357's picture
jedion357
December 21, 2010 - 11:47am
SFAndroid wrote:
Expanding Sphere Grenade

This little bugger gets tossed into a room, and upon detonation, generates a fast-pulse Inertia Screen bubble that repulses everyone and everything in the room in a 6 meter diameter away from the center of the pulse.  Characters/NPC's caught in the blast radius will have whatever is in their hands knocked away (1/2 RS save to hold), be knocked back 4-10 meters, and will suffer 5d10 damage from the blast, along with whatever they hit along the duration of their travel.  Don't be in a room full of farming implements, i.e. plow blades, pitchforks, etc. when this thing goes, or you'll be in a world of hurt.  Objects in the room suffer the same effect if within the 6m radius.

If you have an active Inertia Screen up, the effect is a bit worse, as the shields interact poorly with each other, and the repulsion effect is doubled.

Cost - 800 cr


I like this one but not that the effect is doubled with a inertia screen- i'd prefer that the screen takes damage or burns out or that it intercepts 1/2 the damage but the power cost for doing so is double normal.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

SFAndroid's picture
SFAndroid
December 21, 2010 - 12:12pm
jedion357 wrote:
SFAndroid wrote:
Expanding Sphere Grenade

This little bugger gets tossed into a room, and upon detonation, generates a fast-pulse Inertia Screen bubble that repulses everyone and everything in the room in a 6 meter diameter away from the center of the pulse.  Characters/NPC's caught in the blast radius will have whatever is in their hands knocked away (1/2 RS save to hold), be knocked back 4-10 meters, and will suffer 5d10 damage from the blast, along with whatever they hit along the duration of their travel.  Don't be in a room full of farming implements, i.e. plow blades, pitchforks, etc. when this thing goes, or you'll be in a world of hurt.  Objects in the room suffer the same effect if within the 6m radius.

If you have an active Inertia Screen up, the effect is a bit worse, as the shields interact poorly with each other, and the repulsion effect is doubled.

Cost - 800 cr


I like this one but not that the effect is doubled with a inertia screen- i'd prefer that the screen takes damage or burns out or that it intercepts 1/2 the damage but the power cost for doing so is double normal.


I like that too, I just thought the "rubber ball" effect was kind of a "OH CRAP!!" moment.  Imagine a Dralasite flying through the air like a big medicine ball. <cackle>
You can't argue with the invincibly ignorant. - William F. Buckley

Anonymous's picture
w00t (not verified)
December 21, 2010 - 9:16pm
How about the screen cancelling the effect of the nade?
The target feels a tingle and their hair stands straight as the bubble washes over the screen.

Gargoyle2k7's picture
Gargoyle2k7
December 22, 2010 - 1:28am
As to the grenade and an inertia screen: what happens when the irresistable force meets same?  I'd say it shorts out the screen and creates an opposite effect, thus the wearer is protected from the initial blast but not from subsequent objects flying about (though most are flying in the opposite direction).
Long live the Frontier!

SFAndroid's picture
SFAndroid
December 22, 2010 - 5:30am
How about a Random Effects Table?

01-10   Bounce Effect Doubles
11-30   Inertia Screen cancels the effect, leaving a nasty static charge for d5 turns
31-60   Inertia Screen shorts out, shielding the wearer from the blast, but not the secondary flying objects
61-80   Inertia Screen shorts out, and stays on until the power runs out.  Wearer is unable to pick up any objects due to the field that is between his/her hand and the object.
81-100  Grenade and Shield harmonics create the dreaded "Brown Note" and well.....
You can't argue with the invincibly ignorant. - William F. Buckley

SFAndroid's picture
SFAndroid
December 22, 2010 - 5:44am
Tablet Mines

Small explosives the size of an aspirin used as an area-denial ordinance.  Each mine only does 1d10 damage, but, they wait 3 seconds before detonation.  This way, the victim is well within the minefield before they explode.  They have no area of effect, but, they will definitely scare the poo out of you and destroy your footwear.  Due to the up close and personal nature of the explosion, skeinsuits only provide 25% protection, as it's not just a physical hit, but explosive force.

The mines are available in several different camoflage variations, to match the area of denial.  Make an PER roll at 1/2 if casually walking through an area, full PER if moving at half speed, examining an area closely before moving through.  Optionally available, you can get a single-use remote control that can activate all the mines that are currently assigned to it.  Be careful to spread all the mines, as if you are still in possession of any of that batch, they'll go off in your pocket, removing you from the gene pool =P.

When one mine explodes, there is a 40% chance the mines in the same hex will explode as well.  You can put 5 mines/hex.

150 cr/20 mines
50 cr for Remote
You can't argue with the invincibly ignorant. - William F. Buckley

jedion357's picture
jedion357
December 22, 2010 - 6:44am
How about laser designators?

paint target with laser and the frigate in orbit unleashes with its laser battery, game over for the target.

or laser designator and laser guided munitions? etc.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

SFAndroid's picture
SFAndroid
December 22, 2010 - 6:54am
...or a torpedo...

Bend over sir, <pregnant pause> Ok, you're going to feel some pressure.

Quote from a wise man:

When visiting the procotologist, make sure he only has ONE hand on your back...
You can't argue with the invincibly ignorant. - William F. Buckley

Anonymous's picture
w00t (not verified)
December 22, 2010 - 1:44pm
SFAndroid wrote:
Tablet Mines

Tablet mine munitions - these small aspirin sized mines are carefully loaded into shotgun shells. They pepper the target denoting upon contact. The shell holds approximately 9 mines and causes 4d10 damage.


Wife unit wouldn't let me see how many aspirin fit in a 12ga shell. I think I'm going to re-program her. lol Yell

Anonymous's picture
w00t (not verified)
December 22, 2010 - 1:59pm
Laser Designator Rifle
Also called "the painter", this rifle paints a small laser dot on a target. As long as the dot is visible and illuminates the target the munitions will hit.
Cost: 750 Cr
Weight: 4kg
Range: 20/100/500/1km/2km
Skill: Beam weapons
Power source: 2 microbatteries (10 hours of continuous use)

LS Kit
Laser seeker kits are guidance systems applied to munitions. 
60 Cr per munition

rattraveller's picture
rattraveller
December 22, 2010 - 2:01pm
Since shotguns are not to common but rifle grenades and underslung grenade launchers are think they would be a better delivery system.
Sounds like a great job but where did you say we had to go?

Will the Stampede's picture
Will the Stampede
December 24, 2010 - 5:13pm
Another shotgun/grende-type weapon would be a large-caliber(12-20mm)coil/railgun firing slugs with explosive charges to turn those high-velocity bullets into lots of high-velocity shrapnel.
" 'Beware the Beast, Man, for he is the Devil's pawn. Alone among God's primates, he kills for sport, for lust, for greed. Yea, he will murder his brother to possess his brother's land. Let him not breed in great numbers, for he will make a desert of his home and yours. Shun him; drive him back into his jungle lair, for he is the harbinger of death."

SFAndroid's picture
SFAndroid
December 27, 2010 - 6:36am
Stuff I'm working on:

Weapons

Metal Storm weapons (Google these, they're cool)
That Israeli gun mount that shoots around corners (Google it, or look on the FutureWeapons website)
Belt/Box-fed Gyrojet machine gun
Plasma Pulse weapons (did you see Logan's Run <classic imo>?)
Halon Grenades

Mods:

Mag-Pulse Accelerator for Gyrojet weapons (adds PB attack, speeds round out of the gun)

One day, I hope to see an idea make the magazine, but until then, I'll keep plugging away.
You can't argue with the invincibly ignorant. - William F. Buckley