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:

iggy's picture
iggy
December 27, 2010 - 10:34am
SFAndroid wrote:

One day, I hope to see an idea make the magazine, but until then, I'll keep plugging away.

Ask which weapons you've mentioned here that people like the most.  Bash out the details of the weapons here in the forums.  Then write up a nice word document with pictures and submit it on the startfrontiersman site. There is a submission button there.  We are always looking for submissions.  It may take an issue or two to show up as the editors try to balance the content but the satisfaction of seeing your work in print is worth the wait.

I like the spiderweb gun and the tablet mines.  the spiderweb gun is a bit nasty for my group at low experience but I may bring it out when then get finished with the Voltrunus series and start thinking they are too cool.  The tablet mines may show up in Voltrunus if I can work them in.  But I do have an idea for them when I send the players on holiday to Lossend after they finish Voltrunus.
-iggy

Anonymous's picture
w00t (not verified)
December 29, 2010 - 12:45am
Adding one comment to iggy's post, if you don't have a picture we can whip one up. (I'm pretty good at drawing stuff in Word) We can even base it off a weapon you have in mind. 

:-)

SFAndroid's picture
SFAndroid
December 31, 2010 - 7:31am
Halon Grenades

Originally constructed to assist in putting out fires, a second, deadly use was found for these simple, utilitarian devices.

Halon, by design, devours oxygen to remove one of the 3 components that a fire needs to maintain itself. (the other 2 being fuel and heat) It was soon realized that breathing became a real issue once a room was sprayed down with Halon.

Each grenade will cover a 6 meter diameter with Halon, usually extinguishing a fire indoors within a minute (outdoors, wind and other environmental conditions may require more grenades to be effective).  However, when thrown inside a building, there is also the effect of a S5 "Poison" that lasts for 10 turns.  You can leave the area and get out of the affected area, but, you will take 2 more turns of damage, as the residual Halon is cycled out of your lungs.  Obviously, non-oxygen breathers are unaffected by Halon grenades.

Cost - 10 cr (they are, after all, just fire extinguishers)

P.S. - IT guys who work in Data Centers know all about this stuff.  When you pull the Halon switch, you run your butt off to get the hell out of the building, or it'll be your tomb.
You can't argue with the invincibly ignorant. - William F. Buckley

Will the Stampede's picture
Will the Stampede
December 31, 2010 - 12:23pm
Droid wrote:
P.S. - IT guys who work in Data Centers know all about this stuff.  When you pull the Halon switch, you run your butt off to get the hell out of the building, or it'll be your tomb.

As do naval crews.

Cheap, crude, but, damn me, if they ain't effective.
" '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."

Deryn_Rys's picture
Deryn_Rys
December 31, 2010 - 4:16pm
Slicer beam

This highly illegal weapon appears as a 3 decimeter long tube with a single stud set 1 decimeter from the base of the unit. a slender cord attaches the unit to a standard power backpack which allows the weapon to be fired once every two rounds, and carries enough energy for the weapon to be fired ten times before needing to be recharged.

The slicer fires a blue white beam of what appears to be electrical energy which extends 30 meters and requires targets caught in the path of the beam to roll 1/2 their Reaction speeds to avoid the beam. Any character struck by the slicer beam suffers incredible damage as the beam's proton core absorbs the electrons in the victims body at the point of contact causing the victim's cells to be destroyed. A victim suffers 4d10 points of damage from the attack, and must roll a Stamina check or he permanantly loses 2 stamina points/10 points of Stamina he possesses as one of his limbs is sliced off by the beam.

Any non living being struck by the beam suffers 4d10 points of damage. The slicer beam is unaffected by any type of physical protection, But for some reason is defused by energy screens.
"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 31, 2010 - 5:06pm
Awesome, Deryn, just awesome.  A sweet, scary weapon, indeed.

"Welcome to ParticleBeams"R"Us! At PBRU, we guarantee death by dismemberment or disintegration, or your money back!"

OooOoo! Does anyone remember the movie "Parasite"? An old, early attempt at a 3D flick.  The bad guy in the movie was called a Merchant, and he had this pen-sized laser-whip weapon that did just this.
You can't argue with the invincibly ignorant. - William F. Buckley

Sargonarhes's picture
Sargonarhes
January 1, 2011 - 9:08am
Slicer Beam, the coming of Shadows comes to mind.
"What do you want?"
In every age, in every place, the deeds of men remain the same.

Deryn_Rys's picture
Deryn_Rys
January 1, 2011 - 10:28am
Disintegrator mines "Umbrella Mines"

Umbrella mines as they are referred to are unwieldy 5 decimeter in diameter mines with a 4 decimeter long powercore that protrudes from it's base giving it it's unflattering nickname. This indideous weapon must be planeted in the ground, and its sensor covered head can not be covered by more than 3 centimeters of material. Mine's power core allows the mine to function in sleep mode (unactivated) for two decades before going inert. The sensor system can detect vibrations up to 5 meters in diameter around the mine, and if it does so it awakens a sleeping mine.

Any object weighing over 10kg that steps on an active mine triggers it. the victim must roll 1/2 his reaction speed to avoid taking 4d10 points of damage as a beam of blue white energy erups upward from the mine, that is described as smelling of ozone. this energy absorbs electrons from the victim's cells causing them to destabilize. If the victim survives this he must roll a Stamina check or permanantly lose 2 stamina points per 5 Stamina points he possesses as he loses a limb.

Untriggered Mines often have a fail safe device installed when they are almost out of power which causes them to explode with effects similar to a half strength fragmentary grenade.

These weapons saw some action in the Third Dramune War and were quickly banned by the UPF. Several crates of these weapons were never recovered however, and the captain of the UPFSF vessel Solomon was discovered to have been working for the syndicate. It is assumed that the mines have been acquired by the shadowy Crime boss known as the Malthar but as yet there is no way to confirm this.
"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
January 1, 2011 - 4:05pm
Gyrojet MagRail

This simple, but heavy add-on to a gyrojet weapon eliminates the penalty of not having a "Point Blank" range.  Acting like a mini-railgun, it provides a boost to rounds fired, making them have standard projectile weapon speeds.  Past point blank,  the rockets have boosted the round to a speed that the pulse is moot.

This mod, while useful, adds 1 kg to a pistol, and 2 kg to a rifle.  It uses a standard powerclip to charge the pulse, and each clip lasts 50 shots before replacement is necessary.  Also, due to the charge rate of the capacitors, it limits the rate of fire to 2 shots per turn.  It must be mounted to a weapon by an engineer or at a weapons store with a weaponsmith.  Randomly mounted, it can/will cause the rounds be less accurate.  The effect can be from -5 to -20%, determined randomly by the GM.  Mounting cost is 50 credits for either pistol or rifle.

100 cr/pistol
200 cr/rifle
You can't argue with the invincibly ignorant. - William F. Buckley

SFAndroid's picture
SFAndroid
January 2, 2011 - 1:32pm
Uriel MW-300 (The Satan Claw)

Seeing all the melee/ranged weapon combinations like the Gyrojet Wrist Rockets, the Shock Gloves, and the Rafflur M-1's, the Uriel Corporation decided that all together, this would be an awesome weapon combination.  The gauntlet picked up its unusual name from one of the developers who had a bit of a fantastic imagination, but, marketing picked up on it and thought it was gold.

This wieldy gauntlet has a large cuff and 2 barrels over the back of the hand.  The right side barrel (Gyrojet) goes all the way into the cuff, but the Rafflur is only over the back of the hand.  The cuff is where all the ammunition is loaded.  The cuff has a mini-powerdisc slot the rafflur, with a 4 disc capacity (auto reload for the rafflur, ejecting each spent disc as necessary), a door to load Gyrojet rounds, and a powerclip slot to charge the shock glove. The fingertips are clawed, and the wearer does PS+3 damage with a melee attack.

Uriel has also added one additional feature.  A single-dose, melee range only, doze sprayer.  With a successful melee attack, the wielder has the choice of striking, or pulling up short and discharging the gas. This can also be useful during a stealth attack, sneaking up on the target and using the gas as a silent attack.

Each weapon system is identical to its original counterpart in range, damage, and ammo capacity.

The gauntlet is available in different colors and sizes/styles for each race, but the standard color is a deep purple. (imagine the original Iron Man "Golden Avenger" gauntlet for sizing/looks).

Gauntlet (no ammo) - 2500 cr
Weight - 3 kg, unloaded
Dose Cartridge - 20 cr
You can't argue with the invincibly ignorant. - William F. Buckley

SFAndroid's picture
SFAndroid
January 3, 2011 - 2:29pm
I just realized...what skill set would you use for this glove?  Would a beam spec have skill with the rafflur but not the gyrojet, same with the gyrojet vs beam.....yada yada melee yada yada.

Any ideas?
You can't argue with the invincibly ignorant. - William F. Buckley

rattraveller's picture
rattraveller
January 4, 2011 - 8:53pm
The base which the weapon operates under or is closest to could be used as the skill. Basically laser weapons are energy weapons, rifles/pistols are projectile weapons, gyrojet weapons are explosive or rocket style weapons. Melee for most hand to hand weapons.

Of course if a weapon is complicated then you can bring in the multi-skill rule. Something that can be used in more then one way or is a combination weapon could either be the average of two skills needed to use it or the one which is the primary at the time of use.

A simple example would be taking your gyrojet rifle by the barrel and beating the Sathar to death with it. Instead of gyrojet skill you use melee skill.
Sounds like a great job but where did you say we had to go?

Commander Sheppard's picture
Commander Sheppard
February 15, 2011 - 12:23pm
The Pop. A genetic bomb that re-programs individual cells to die.
Basic principal is the process of Apoptosis.
All biological life forms would immediately cease to exist.
Its main purpose would be to cause mass genocide on large areas, without destruction to the land. 

Not really meant for a player to use, more for a plot, such as a terrorist threat or a reason to start war after someone uses it.

SFAndroid's picture
SFAndroid
February 15, 2011 - 1:14pm
There is a "mini-organ" in each cell called a Lysosome that contains enough enzymes to obliterate the cell in which it resides.  Trip their triggers, and you'll have a mess to clean up.

Mmmmm, yazirian soup! Anyone for seconds?
You can't argue with the invincibly ignorant. - William F. Buckley

Colt45's picture
Colt45
February 21, 2011 - 9:51pm
Void Grenades. Manufactured in a vacuum they only work in a environment with an atmosphere. It causes all objects within a 3 meter radius to make a RS roll or me thrown (or rather sucked) toward the grenades detonation point. They can not act this turn and suffer a -3 on their initiative roll for next turn. People in a 5 meter radius must make a RS check or whatever they are holding is sucked to the grenades detonation point.
Standard grenade ranges. Cost 200 cr

(insert sarcastic comeback here)


Ellzii's picture
Ellzii
February 24, 2011 - 7:58pm
Tracker Gun:
Damage: 6D10
Ammo: 5 Rounds
Rate of Fire: 1
Defense: Inertia Screen/Special

Point Blank: -
Short: 0-5
Medium: 6-50
Long: 51-100
Extreme: 101-150

Tracker Rifle:
Damage: 8D10
Ammo: 5 Rounds
Rate of Fire: 1
Defense: Inertia Screen/Special

Point Blank: -
Short: 0-5
Medium: 6-75
Long: 76-150
Extreme: 151-300
The gun is heavily modified Gyrojet Pistol/Rifle. It has a infrared targeting scanner on it which locks the persons heat signature and feeds the information to the round. A character rolls his normal to hit +20% or a +4 column shift if you are using Zebs to account for the lack of recoil and the computer assisting. This locks the signature into the round. You can get a lock on the target and shoot the round later as long as you have not locked another signature into the gun.

The round is really more along the lines of a gyrojet round modified into a heat seeking missle. The round when fired begins tracking the target signature and will hit 90% of the time or a +10 shift without special measures being taken.

Special measures include:

Ducking behind cover -25% or a -4 shift

Tossing something very hot or very cold between you and the round (WP Grenades even a big enough torch will work, spraying liquid nitrogen create enough of a cold) -50% or a -7 shift. Gamemasters discretion on what is hot or cold enough, but a Zippo will not do the trick.

Defense: Inertial Screens work as normal. This weapon was designed by crminals for the purposes of attacking Law Enforcement as a result the shell has an armor piercing head that penetrates skeinsuits before the shaped explosive charge releases. Skeinsuits offer no protection from these rounds.

As these are "Cop Killers" they are highly illegal. As the plans for these weapons are just starting to make their way around the underworld they are also very rare. If you get caught with one you will probably be given a first class hanging followed by a fair trial.

If you could get these weapons legally they would probably run about 2000 & 3000 credits respectively due to the amount of circuitry involved. The rounds will 100 & 200 credits + whatever the criminal element that is risking their neck to sell you the gun thinks they can squeeze out of you.

For those of us who are older, yes this is my homage to Gene Simmons gun from Runaway (1984).

-LZ

Anonymous's picture
w00t (not verified)
February 24, 2011 - 8:31pm
I often use void nades when the inlaws come over. I ment.. what cleaning up before the inlaws arrive. Does wonders with a weeks worth of HoloFlix Dinners(R). :-)

JCab747's picture
JCab747
February 25, 2019 - 4:42pm
Some good things on this thread!
Joe Cabadas

doktorhook's picture
doktorhook
February 12, 2021 - 6:36pm
The Bap gun

The Bap gun is an extension of Bap Bin technology. Whereas the Bap Bin converts the individual into energy & is then reconverted back into it's original form, the Bap gun simply converts the object struck into energy without converting it back. The bap gun is a heavy weapon about the size of a heavy laser but has the range of a laser rifle. It can convert an area of 2x2x2 meters into pure energy. To avoid instant death, an opponent that is hit by the beam must make an a RS check to jump out of the area in time. A failure on this roll uses the to hit table with rolls on the chest considered as total body conversion. All other parts are disintergrated individually. The gun produces a ghostly green beam & produces a "chsh" sound when fired.

Bap Gun Stats:

Wgt: 30 kg
Damage: Death or dismemberment (roll on "To-Hit" table) with chest indicating total annhilation & head shot as being simply decapitated.
Ammo: SEU
SEU Usage: 30 (requires type 1 parabattery)
Rate: 1/2
Defense: none
Range: 10/40/100/200/400
Cost: 10,000

jedion357's picture
jedion357
February 13, 2021 - 4:40pm
doktorhook wrote:
The Bap gun

The Bap gun is an extension of Bap Bin technology. Whereas the Bap Bin converts the individual into energy & is then reconverted back into it's original form, the Bap gun simply converts the object struck into energy without converting it back. The bap gun is a heavy weapon about the size of a heavy laser but has the range of a laser rifle. It can convert an area of 2x2x2 meters into pure energy. To avoid instant death, an opponent that is hit by the beam must make an a RS check to jump out of the area in time. A failure on this roll uses the to hit table with rolls on the chest considered as total body conversion. All other parts are disintergrated individually. The gun produces a ghostly green beam & produces a "chsh" sound when fired.

Bap Gun Stats:

Wgt: 30 kg
Damage: Death or dismemberment (roll on "To-Hit" table) with chest indicating total annhilation & head shot as being simply decapitated.
Ammo: SEU
SEU Usage: 30 (requires type 1 parabattery)
Rate: 1/2
Defense: none
Range: 10/40/100/200/400
Cost: 10,000

I'd change the name to Bap Cannon to reflect its heavy weapons tatus. Explicitly state that it cannot be lugged by a character as other heavy weapons. Since its a one shot = equals a kill with no defense possible I think the range aught to be limited. we can presume that bap bin technology has the emmitter array stuff very close to the item/personnel to be bapped. perhaps this should have the range of the sonic devesator. 

Frankly, I'm not sure I'm comfortable with this in my campaign but i can see the extrapolation of the Bap bin technology as weapon. 

Alternately this could be a Sathar introduced weapon. Tech not available in the Frontier. Very dangerous and scary for the PCs to face this weapon.

Tempting for PCs to buck the prohibition of against private ownership of sathar technology by Star Law for the potential to just disintergrate or mutlitate an enemy. 
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
jedion357
February 13, 2021 - 5:00pm
SFAndroid wrote:
There is a "mini-organ" in each cell called a Lysosome that contains enough enzymes to obliterate the cell in which it resides.  Trip their triggers, and you'll have a mess to clean up.

Mmmmm, yazirian soup! Anyone for seconds?

I like this. How about a Lysosome Protocol for the Bap Bin? No the bap bin already can easily turn a character into soup.
How about an injection via hypospray. 10 minutes to die this way as it spreads through you body. Horrible to witness. 
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Sargonarhes's picture
Sargonarhes
February 14, 2021 - 8:32am
This just came to my mind, I was reading up some of the stuff in the Starfinder RPG and noticed they made a use for needler weapons that we've been ignoring. Which means we require a more powerful needler weapon. The idea of the needler being able to administer medicine, just a shot of stimdose from a distance away just what the doctor ordered. But a more powerful needler is needed for this task. So, the rail-needler which fires it's needles with the same force as that of a rail gun, using 2 SEU per shot to deliver the needle. The weapon is even enough to deliver any mix of deadly cocktails of poison, nerve agents, bio-weapons, acids the user can use. Because of a greater use of SEU these needlers are high powered and inertia have a 50% chance of stopping the damage, but the chemicals have the full effect based on dosage.

Rail-Needler Pistol
Weight 3 kg
Damage: 1D10 impact or any chemical mix desired
Ammo: 10 rounds + 20 SEU clip
Range: 0-5/6-10/11-20/21-40/41-100
Defence: Inertia 

Rail-Needler Rifle
Weight:
Damage: 1D10 impact or any chemical mix desired
Ammo: 10 rounds + 20 SEU clip
Range: 0-10/11- 40/41-75/76-150
Defence: Inertia

Special Needle rounds.
Stimdose
Smaller size gives a smaller dose giving only 5 stamina points per round

Acid 
1D10 per round for 2 turns

Nerve agent
1 point per turn and doubles every turn after that until medical treatment is delivered

Bio-agent
1 point of damage per turn and will double each turn and after 10 turns if not treated has a 30% chance of infecting near by characters with the same effects.


In every age, in every place, the deeds of men remain the same.