d20 Applied Vectors Future Firearms Pack One

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FUTURE FIREARMS Requires the use of the D20 Modern rulebook and the D20 Future rulebook, published by Wizards of the Coast. PACK ONE

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d20 Applied Vectors Future Firearms Pack One

Transcript of d20 Applied Vectors Future Firearms Pack One

  • FUTURE FIREARMS

    Requires the use of the D20 Modern rulebook and theD20 Future rulebook, published by Wizards of theCoast.

    PACK ONE

  • Design & Content: Ian R LiddleCover Art: Ian R Liddle

    Dedicated To:Helen for being a good friend, and for

    being there for me when needed.

    Applied Vectors 2008. All Rights Reserved.

    ContentsRanged Weapons .............................................3Lancer ...............................................................4Scalpel ..............................................................6Warhammer ......................................................8Longbow ...........................................................10OGL ..................................................................12

  • When using a ranged weapon, the wielder applies his or herDexterity modifier to the attack roll.Handguns and longarms are personal firearms. A personalfirearm is any firearm designed to be carried and used by asingle person.

    Ranged weapons are described by a number of statistics.

    Damage: The damage the weapon deals on a successful hit.

    Critical: The threat range for a critical hit. If the threat isconfirmed, a weapon deals double damage on a critical hit(roll damage twice, as if hitting the target two times).

    Damage Type: Ranged weapon damage is classifiedaccording to type: ballistic (all firearms), energy (of a specifictype), piercing (some simple ranged weapons), or slashing(a whip). Some creatures or characters may be resistant orimmune to some forms of damage.

    Range Increment: Any attack at less than this distance isnot penalized for range. However, each full range incrementcauses a cumulative 2 penalty on the attack roll. Rangedweapons have a maximum range of ten range increments,except for thrown weapons, which have a maximum range offive range increments.

    Rate of Fire: Some ranged weapons have a rate of fire of 1,which simply means they can be employed once per roundand then must be reloaded or replaced. Firearms, whichoperate through many different forms of internalmechanisms, have varying rates of fire. The three possiblerates of fire for handguns, longarms, and heavy weapons aresingle shot, semiautomatic, and automatic.Single Shot: A weapon with the single shot rate of firerequires the user to manually operate the action (themechanism that feeds and cocks the weapon) between eachshot. Pump shotguns and bolt-action rifles are examples offirearms with single shot rates of fire. A weapon with thesingle shot rate of fire can fire only one shot per attack, evenif the user has a feat or other ability that normally allow morethan one shot per attack.Semiautomatic (S): Most firearms have the semiautomaticrate of fire. These firearms feed and cock themselves witheach shot. A semiautomatic weapon fires one shot per attack(effectively acting as a single shot weapon), but some featsallow characters armed with semiautomatic weapons to fireshots in rapid successions, getting in more than one shot perattack.Automatic (A): Automatic weapons fire a burst or stream ofshots with a single squeeze of the trigger. Only weapons withthe automatic rate of fire can be set on autofire or be usedwith feats that take advantage of automatic fire.

    Magazine: The weapons magazine capacity and type aregiven in this column. The amount of ammunition a weaponcarries, and hence how many shots it can fire before needingto be reloaded, is determined by its magazine capacity. Howthe firearm is reloaded depends upon its magazine type. Thenumber in this entry is the magazines capacity in shots; theword that follows the number indicates the magazine type:box, cylinder, or internal. A fourth type, linked, has anunlimited capacity; for this reason the entry does not alsohave a number. Weapons with a dash in this column have nomagazines; they are generally thrown weapons, or weapons(such as bows) that are loaded as part of the firing process.Box: A box magazine is any type of magazine that can beremoved and reloaded separately from the weapon.Cylinder: A revolver keeps its ammunition in a cylinder,which is part of the weapon and serves as the firing chamberfor each round as well. Unlike box magazines, cylinders cantbe removed, and they must be reloaded by hand. However,most revolvers can be used with a speed loader. Using aspeed loader is much like inserting a box magazine into aweapon. Without a speed loader, a firearm with a cylindermagazine must be loaded by hand.Internal: Some weapons keep their ammunition in aninternal space, which must be loaded by hand. This is thecase with most shotguns, as well as some rifles.Linked: Some machine guns use linked ammunition. Thebullets are chained together with small metal clips, forming abelt. Typically, a belt holds 50 bullets; any number of beltscan be clipped together. In military units, as the gunner fires,an assistant clips new ammunition belts together, keepingthe weapon fed.

    Size: Size categories for weapons and other objects aredefined differently from the size categories for creatures. Therelationship between a weapons size and that of its wielderdefines whether it can be used one-handed, if it requires twohands, and if its a light weapon.A Medium-size or smaller weapon can be used one-handedor two-handed. A Large weapon requires two hands. A Hugeweapon requires two hands and a bipod or other mount.A Small or smaller weapon is considered a light weapon. Itcan be used one-handed and, as a light weapon, is easier touse in your off hand.

    Weight: This column gives the weapons weight when fullyloaded.

    Purchase DC: This is the purchase DC for a Wealth checkto acquire the weapon. This number reflects the base priceand doesnt include any modifier for purchasing the weaponon the black market.

    Restriction: The restriction rating for the weapon, if any, andthe appropriate black market purchase DC modifier.Remember to apply this modifier to the purchase DC whenmaking a Wealth check to acquire the weapon on the blackmarket.

  • The Lancer is a Plasma pistol developed in PL 7 foruse by special forces units. Its large ammunitioncapacity and tremendous damage potential make ita particular favorite.

    Damage Critical DamageType

    RangeIncrement

    Rate ofFire

    Magazine Size Weight PurchaseDC

    Restriction

    2d10 19-20 Fire 40 ft. S,A 100 box Medium 4 lbs. 30 Lic (+2)

    GadgetsThe Lancer includes the following gadgets asintegral parts of its design.

    Autofire ModuleSome firearms and energy weapons arecapable of firing in singleshot or semiautomaticforms only. The autofire module gadget allowsthese weapons to be fired on autofire.

    Expanded MagazineSome weapon engineers recognize thatstopping to reload a weapon in combat is adangerous and potentially life-threateningmaneuver. Taking steps to reduce the amountof time required to keep the weapon full, theseengineers have increased the ammunitioncapacity of the Lancer to reduce the frequencywith which it must be reloaded.

    Variable ChargeThe variable charge gadget takes advantageof an energy weapons ability to modify thedamage caused by its own shots. This gadgetgives the user the ability to power up his or

    her shots by focusing more energy into asingle blast. A weapon with the variable chargegadget may be primed as an attack action,increasing the damage of its next shot by +1die. For example, the Lancer normally deals2d10 points of damage deals 3d10 points ofdamage after being primed for one round. Aweapon may be primed for up to three rounds.If primed for more than three rounds, itbecomes unstable; on the fourth round theweapon must be fired or else it explodes anddeals the fully charged damage (6d10) to theuser. When this occurs, the weapon iscompletely destroyed.

    Increased Damage PotentialThe Lancer has been modified such that, whenit deals significant damage, it can havedevastating results on its chosen target. Thisincreases the threat range of the weapon by 1.

    Integrated EquipmentA standard flashlight has been integrated intothe weapon and can be used by the weaponsbearer at any time.

  • C-SWAT Trooper performing house clearance with a Lancer

  • The Scalpel is the premier laser sniper rifle used in PL 6. Capable of extremerange, in the hands of a skilled user it can shoot a target up to 2700ft away.

    Damage Critical DamageType

    RangeIncrement

    Rate ofFire

    Magazine Size Weight PurchaseDC

    Restriction

    3d8 20 Fire 180 ft. S 50 box Large 14 lbs. 29 Res (+2)

    GadgetsThe Scalpel includes the following gadgets asintegral parts of its design.

    Variable ChargeThe variable charge gadget takes advantageof an energy weapons ability to modify thedamage caused by its own shots. This gadgetgives the user the ability to power up his orher shots by focusing more energy into a sin-gle blast. A weapon with the variable chargegadget may be primed as an attack action,increasing the damage of its next shot by +1die. For example, the Scalpel normally deals3d8 points of damage deals 4d8 points ofdamage after being primed for one round. Aweapon may be primed for up to three rounds.If primed for more than three rounds, it be-comes unstable; on the fourth round the weap-on must be fired or else it explodes and dealsthe fully charged damage (7d8) to the user.When this occurs, the weapon is completelydestroyed.

    Scope, Rangefinding LaserThis increases the Scalpels range incrementby one-half (multiply by 1.5). Additionally, thescope also sends out an invisible laser thatcan determine the exact range to a target, andthen relay that information via a computer link.If that information is relayed to another weaponwith the rangefinding laser scope gadgettargeting the same character or object, thesecond attacker gains a +1 equipment bonuson his first attack roll against the target. Thisallows multiple characters with rangefindinglaser scope gadgets to triangulate the exactposition of a target and ensures greateraccuracy.

    Long RangeThe Scalpel been specially modified toincrease its overall range, though not itsaccuracy at long ranges. It may fire at a targetup to 15 range increments away, as opposedto the normal 10. Standard range incrementpenalties still apply at these extreme longranges.

  • The lone gunman primes his Scalpel before he opens firefrom the apartment window

  • The Warhammer is the next generation of PL 7 Rail Gun - easily man portable andsporting some of the best gadgets already built in.

    Damage Critical DamageType

    RangeIncrement

    Rate ofFire

    Magazine Size Weight PurchaseDC

    Restriction

    3d12 18-20 Ballistic 100 ft. S,A 40 box Medium 18 lbs. 34 Mil (+3)

    GadgetsThe Warhammer includes the following gad-gets as integral parts of its design.

    CompactBy eliminating wasted space and using small-er components, the Warhammer is only Medi-um sized instead of Large like other Railguns.

    Autofire ModuleSome firearms and energy weapons arecapable of firing in singleshot or semiautomaticforms only. The autofire module gadget allowsthese weapons to be fired on autofire.

    Expanded MagazineSome weapon engineers recognize thatstopping to reload a weapon in combat is adangerous and potentially life-threateningmaneuver. Taking steps to reduce the amountof time required to keep the weapon full, theseengineers have increased the ammunitioncapacity of the Warhammer to reduce the fre-quency with which it must be reloaded. Thishas been done by giving the Warhammer twomagazines.

    Increased Damage PotentialThe Warhammer has been modified such that,when it deals significant damage, it can havedevastating results on its chosen target. Thisincreases the threat range of the weapon by 2.

  • Royal Guard of Empress VI of Regina 5, on patrol on thepalace balconies.

  • The Longbow is a modified PL 8 Pulse Rifle, allowing it to be used as a sniperweapon, it has a tremendous potential damage, making it quite popular.

    Damage Critical DamageType

    RangeIncrement

    Rate ofFire

    Magazine Size Weight PurchaseDC

    Restriction

    3d10 18-20 Fire 120 ft. S,A 100 box Large 11 lbs. 34 Res (+2)

    GadgetsThe Longbow includes the following gadgetsas integral parts of its design.

    Expanded MagazineSome weapon engineers recognize thatstopping to reload a weapon in combat is adangerous and potentially life-threateningmaneuver. Taking steps to reduce the amountof time required to keep the weapon full, theseengineers have increased the ammunitioncapacity of the Longbow to reduce the fre-quency with which it must be reloaded.

    Increased Damage PotentialThe Longbow has been modified such that,when it deals significant damage, it can havedevastating results on its chosen target. Thisincreases the threat range of the weapon by 2.

    Scope, Rangefinding LaserThis increases the Longbows range incrementby one-half (multiply by 1.5). Additionally, thescope also sends out an invisible laser thatcan determine the exact range to a target, andthen relay that information via a computer link.If that information is relayed to another weapon

    with the rangefinding laser scope gadgettargeting the same character or object, thesecond attacker gains a +1 equipment bonuson his first attack roll against the target. Thisallows multiple characters with rangefindinglaser scope gadgets to triangulate the exactposition of a target and ensures greateraccuracy.

    Variable ChargeThe variable charge gadget takes advantageof an energy weapons ability to modify thedamage caused by its own shots. This gadgetgives the user the ability to power up his orher shots by focusing more energy into asingle blast. A weapon with the variable chargegadget may be primed as an attack action,increasing the damage of its next shot by +1die. For example, the Longbow normally deals3d10 points of damage deals 4d10 points ofdamage after being primed for one round. Aweapon may be primed for up to three rounds.If primed for more than three rounds, itbecomes unstable; on the fourth round theweapon must be fired or else it explodes anddeals the fully charged damage (7d10) to theuser. When this occurs, the weapon iscompletely destroyed.

  • Jket Ra, assassin. Awaiting instructions from her latestemployer.

  • A selection of four of the finest weapons that the future has to offer.

    All artwork is beautifully rendered in 3D for enhanced realism and for your viewingpleasure.

    FUTURE FIREARMS PACK ONE

    The book includes the following weapon designs:

    The Lancer: The Lancer is a Plasma pistol developed in PL 7 for use by special forcesunits. Its large ammunition capacity and tremendous damage potential make it aparticular favorite.

    The Scalpel: The Scalpel is the premier laser sniper rifle used in PL 6. Capable ofextreme range, in the hands of a skilled user it can shoot a target up to 2700ft away.

    The Warhammer: The Warhammer is the next generation of Rail Gun - easily manportable and sporting some of the best gadgets already built in.

    The Longbow: The Longbow is a modified Pulse Rifle, allowing it to be used as a sniperweapon, it has a tremendous potential damage, making it quite popular.