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1000 Star HERO Weapons


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Re: 1000 Star HERO Weapons

 

A little Traveller to Hero conversion action. This is a large 2 handed Laser Rifle for use in cutting through heavy Combat Armor.

 

#0044 Laser Rifle TL11

Edition 6e

 

Killing Attack - Ranged 3 1/2d6, Half Range Modifier (+1/4) (69 Active Points); OAF (-1), STR Minimum 9-13 (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 21)

 

Powered off of an Backpack (END reserve)

 

Endurance Reserve (700 END, 0 REC) Reserve: (175 Active Points); OAF (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4) (Real Cost: 64)

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Re: 1000 Star HERO Weapons

 

I see your Laser Rifle and raise you one VF1000 serires laser pistol:

 

VF1000 Series Laser Pistol: A versatile handgun capable of modulating the output intensity and duration for multiple effects. The standard shot is a high-power, short duration beam that does significant damage to unarmored targets. There is also a slightly lower-powered but longer duration shot that tends to cut through a target rather that ablating the surface. Finally there is a low intensity, comparatively wide beam that can be used to temporarily blind a foe. All settings benefit from a targeting beam and the laser's inherently straight path. The main drawback is that the fuel cell has a limited number of shots which could be a problem in a sustained fire-fight.

 

cost..... power

22....... Multipower 45pts, OAF - pistol (-1), 16 charges

2......... High-Power Setting: 3d6 RKA

2......... Cutter Setting: 2d6+1 RKA, Armor Piercing

2......... Blinding Setting: 7d6 Flash, AoE Narrow Cone 15m long

 

3......... Targeting Beam: +2 OCV, OAF - pistol

3......... Laser Trajectory: +4 Range Modifier OAF - pistol

 

Total Real cost: 34

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Re: 1000 Star HERO Weapons

 

Here is a wonderful weapon for those who say that terror is the best weapon in a soldier's arsenal:

 

PYP [Piss Your Pants] Gun -

 

3d6 Drain (PRE & BODY): STR Min 8; 2-Hand Weap; Real Weap; 16 Charges (Req 1 Turn to Reload); OAF

AC - 45: RC - 14

 

If the Body loss does not kill the target, then the PRE loss will make them more willing to flee or respond to whatever your Presence Attack afterward will inspire.

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Re: 1000 Star HERO Weapons

 

Here is a wonderful weapon for those who say that terror is the best weapon in a soldier's arsenal:

 

PYP [Piss Your Pants] Gun -

 

3d6 Drain (PRE & BODY): STR Min 8; 2-Hand Weap; Real Weap; 16 Charges (Req 1 Turn to Reload); OAF

AC - 45: RC - 14

 

If the Body loss does not kill the target, then the PRE loss will make them more willing to flee or respond to whatever your Presence Attack afterward will inspire.

 

That is a good concept, but what science fiction sfx does it use?

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Re: 1000 Star HERO Weapons

 

That is a good concept' date=' but what science fiction sfx does it use?[/quote']

 

sounds like a MAGNETOMICAL SYSTEMIC EXOPACITOR.

 

but it could be the old ATMOSPHERIC WAVEFRONT ACTUATOR

{The Old Wave-Motion Gun}

 

but given that it erodes the confidence as well I've decided its an AMBIENT NANO-DE-COUPLER.

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  • 2 weeks later...

Lightning Grenade

Edition 6e

Power Build

3d6 Ranged Killing Attack, 20m Explosion (+1/2), Indirect (+1/4), Real Electricity ( -1/4*), OAF(-1), Range Limited by STR (-1/4) 1 Charge (-2), Only works outdoors (-1/2) Extra Time, Full Phase (-1/2)

10d6 Hearing Group Flash, same advantages and Limitations, except swap Real Electricity for Linked (-1/4)

Real Cost: 23

Weapon Familiarity: thrown weapons

Description: First used by the Franchise Army in street fights against the Commonwealth of Suns, this grenade creates a massive positive charge to attract a bolt of lightning from the sky or nearby sources of electricity. This weapon is primarily used to clear targets from fortified positions, and to create panic among the civilian population.

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  • 4 weeks later...
Re: 1000 Star HERO Weapons
"I don't know how it happened' date=' Mr. Secretary. Best guess is that we somehow ended up staging a mobile IRBM in the cosmetics department down at Warbucks. Sure looked cute and cheery blowing up Moscow!"[/quote'] Please mind the Rule about not making comments and the like in this thread, as outlined in the OP: http://www.herogames.com/forums/showthread.php/90128-1000-Star-HERO-Weapons?p=2346938#post2346938 The Species called "Psi-Volcan" always had an ability to project potentially deadly Bioelectric Current (Electricity Special Effect), but only on touch range. When the first came into contact with other beings, it were Slavers. Despite thier initial resistance the slavers quickly adapted to take and transport them savely, using ranged stun weapons to great effect. Then the Psi-Volcan adapted as well, turning thier natural defense into dangerous ranged waepons. Rules wise: These weapons are noteable for drawing Enduracne from the user, not having Beam or Charges Limitation and only having Inaccesible Foci. Do only work when the character ahs natural Electricity Projection powers and the damage depends on the Grounding of the Target. 0016: Psi-Volcan Pistol First atempt weapon. Edition: 6e Power Build: 8d6 Blast vs. ED (Electricity), OIF (-1/2), STR Minimum 6 (-1/4), Real Weapon (-1/4), Required Hands One-Handed (-0), Real Electricity (6E2 150, -1/4*), User must be able to channel Electricity based powers through Hand (-1/4) Real Cost: 16 Weapon Familiarity: ??? (It's a Glove you put over your hand. Propably unusual Energy Weapon) Description: A sort of "power glove" that is simply put over the hand. To fire it, one has to clench his fist and "release" the energy. *This weapon deals Damage as a Overhead Line/Light Industrial Current. The damage is 5d6, Stun Only vs. Insulated Targets and 3d6 Killing vs. Well Grounded ones.

 

To be fair that was the best spellling flame I ever got.

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  • 6 months later...

Not got to 1000 yet, so...

 

14 Cordyceps Biological Systems Pacification Spray: Mind Control 2d6 (Human class of minds), Attack Versus Alternate Defense (LS: disease of LS: sealed systems or any way of avoiding inhaling the spores; All Or Nothing; +0), Telepathic (Command automatically communicated on infection; +1/4), Persistent (+1/4), Reduced Endurance (0 END; +1/2), Constant (+1/2), Uncontrolled (The effect ends after 30 seconds, or if the spore cloud is dispersed or targeted with an AoE attack; +1/2), Cumulative (48 points; +1), Area Of Effect (32m Radius; +1 1/2), Mobile (6m per Phase; +1/2) (55 Active Points); OAF (CBS Spore Spray; -1), Mandatory Effect EGO +30 or Greater (Must Always Achieve [Particular Effect]; -1), Set Effect (Stand up, raise your hands and stay like that; -1/2), Limited Power Power loses about a fourth of its effectiveness (Dispelled by antimicrobial agents or high temperatures, dispersed by high wind; -1/4), Limited Range (The centre of the Spore Spray can not be more than 40 metres from the point of origin; -1/4) END 0

 

This device uses an interesting phenomenon: some fungi can create a taxic response in dedicated targets.  In essence, once infected with the spores, you are forced to stand up and raise your hands and stay like that until the effect wears off - which can be some time!

 

The spores work by entering through the respiratory system, crossing into the blood circulatory system then crossing through the blood/brain barrier where a particular part of the brain is targeted.  It is almost impossible to resist once you are infected and can force even the strongest willed to stand there immobile in an attitude of surrender.

 

The AoE is mobile, although the mobility is based on airflow more than anything else.  The actual movement of the AoE can not be controlled, unless you also have some way of controlling the airflow.  If the spore cloud is moved too quickly, it disperses and becomes useless.  In normal air the spore cloud, once released. only lives about a half a minute: this is a built in biological safety factor.  However, once breathed in the fungus lives until it reaches maximum effect, at which point eh specific chemical that it produces to force the taxic response builds to toxic levels (for the fungus) and kills it.

 

People who have had this done to them describe a profound sense of violation and panic, which is only increased by the betrayal of their own body.  Still, it is effective against opponents without biological filters or sealed breathing equipment, and leaves the opponents alive and pacified.

 

Treat a successful breakout roll as your body's own defences overcoming the spore invasion before it can take root, so to speak...

 

Sounds improbable?  Watch this:

 

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  • 1 month later...

049:  TL-418 Low Visibility Attack Blaster Pod.  Aka "Lethal Violence And Blaming Pawns"

330 pt. character automaton.

STR:  5 

DEX:  10

CON:  10  

INT:  4 

EGO: 10
PRE:  10

 

OCV:  10    

DCV:   3

OMCV: 0

DMCV: 3

SPD: 2

 

PD: 10 
ED: 9 

REC: 4
END  18

BODY: 10

STUN:  N/a

75

Powers:  Takes No Stun (doesn't lose powers) (60 pts), Does not Bleed (15 pts), RKA [3d6, IPE(Imperceivable to 2 senses "Fully invisible") (+1),  0 END (+1/2) AP (+1/2)]  (105pts), Images (Sight group, Radio group, Hearing group, -5 PER roll) (50 pts), Invisibility (Sight group, radar group) [0 END +1/2]  (45pts),  Flight (20m)

 

Complications:  Bad reputation (as a killing machine used to set up innocent people and start wars)  (Very Frequently, Extreme reaction 20 pts), Pyschological:  (No reasoning ability) (Common, Strong 20pts).   

 

This is the Republic's most controversial weapon.  Designed to provoke "Friendly fire" incidents between enemy troops this drone has the capabilty to fire on troops invisibly while making it appear the fire came from somewhere else.  While the armament is strong it can't take that much damage once it is detected and fired upon.  The usefulness of this for "False Flag" attacks has made it extremely unpopular with many anti-war political parties.  Some "stolen" drones were used by terrorists to create such attacks, but they were always detected by certain specialised equipment.  The number of times this has happened leads to one of 2 possible interpretations.  Either it is used a LOT more often to provoke these sorts of incidents or someone is going around making sure that every LVABP is followed by a team to detect it and defuse the situation.  

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50:  WIF-11  Wave Inversion Field aka the Field Shield

Reflection [75 Active points] (50 pts, Extra Time (Takes 1 turn to recharge, -1/2), OAF (-1) Energy attacks only) Active 50 Real 18 

END reserve [8 END 3 REC] (4 pts OAF -1)     Active 8 Real 4

Total cost 22.

 

A small silvery disc that set's up electromagnetic, gravitational and other fields then sends tachyons at the fields.  This allows the device to detect when any high energy discharge penetrates the field and responds to it before it can reach the user.  However for it to work the user must actually put the device in the way of the discharge.  It takes a while to recharge so it is not as useful against the latest automatic fire blasters.  

 

 

51:  Triglucojanitite (The good juice)

Aid [2d6+1 OCV, 2d6+1 DCV, 10pts (set effect) SPD] (40 base pts, Return rate -5 points a minute, first from OCV/DCV then from SPD +1/4, OAF -1, 4 charges -1, Side Effect (Major effect, [4 1/2d6  Major Transform (into juice addict) EGO-based, all or nothing -1/2] all the time -1 )

Base 40, Active 50, Real 12

 

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  • 4 weeks later...

53: Cascading Vibrationary Gun CVG-15 

6d6 EB (ED),  AP, OAF, 4 * 8 shot clips.    

+Drain ED 1dD  AP (only if hit by at least one other CVG-15 type in last 2 segments. -1/2, only vs.CVG-15 type damage, -1)

+Drain ED +1d6 AP*2 (only if hit by at least two other CVG-15 type in last 2 segments. -3/4, only vs CVG-15 type damage, -1)

+Drain Power Defence 1d6 Penetrating * 2 (only if hit by at least three other CVG-15 type in last 2 segments. -1, only vs CVG-15 type damage, -1)

 

Real Cost: 38

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Molecular Disruption Device; AKA "Dr. Device"

 

The MD Device is a starship weapon of horrifically devastating effect.  At the focal point of two beams, a field is formed wherein matter loses its molecular bonds - disintegrating into its component atoms.  This field propagates as it encounters any matter; creating a cascading reaction that will destroy literally any matter it contacts - an entire spaceship, or an entire planet should it be used on a planetary body (as it was in Ender's Game, resulting in the genocide of the Formic species.)  Entire fleets can be destroyed with a single strike, should the craft be in close proximity of each other - the field generally encompasses several kilometers around the focal point, and propagates from any affected matter in a similar radius.

 

MD Device:  Killing Attack - Ranged 1d6 (Starship Class Weapon), Area Of Effect (4km Radius; +1/4), Costs Endurance Only To Activate (+1/4), Increased Maximum Range (300km; +1/4), Constant (+1/2), Sticky (+1/2), Uncontrolled (+1/2), No Range Modifier (+1/2), MegaScale (1m = 1 km; +1), Cannot alter scale (-1/4), Attack Versus Alternate Defense (ED -> Power Defense vs. Nuclear / Molecular effects; +1 1/2) (90 Active Points); OAF Bulky Fragile (-1 3/4), Required Multiple Users ([9-16] people; -1), Cannot Use Targeting (-1/2), Extra Time (Full Phase, Only to Activate, -1/4), Real Weapon (-1/4), No Knockback (-1/4)

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Neural Disruptor

 

This insidious weapon is one of the most feared anti-personnel sidearms known to mankind.  It fires an ionized bolt of energy that burns out the nervous system of the target - even a graze can result in permanent loss of feeling at the affected location.  A direct hit is almost always a death sentence; or worse - the target left with permanent and massive nerve damage.  A head shot even at very low power will result in permanent brain damage.  Closely related to stunner technology, but infinitely more dangerous.  Special armors can, however, completely negate the effect.

 

Neural Disruptor:  Drain BODY, DEX, INT 2d6, Cumulative (+1/2), Expanded Effect (x3 Characteristics or Powers simultaneously) (BODY, DEX, INT; +1), Delayed Return Rate (points return at the rate of 5 per Century; +4) (130 Active Points); OAF (-1), Attack Versus Alternate Defense (Power Defense; All Or Nothing; -1/2), Beam (-1/4), Real Weapon (-1/4), 16 Charges (-0)

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Tyranian Stim (From Gene Roddenberry's Genesis II)

 

Genesis-II-Tyranian-Stim-Weapon-1-1.jpg

 

22  Tyranian Stim: Multipower 60 pts, No Range (-1/2), 16 charges each slot (-0) Real Weapon (-1/4),

                               OAF (-1)

 

2f   Pain Setting:   Blast 6D6 AVAD (Power Defense, +1) No Range (-1/2), Real Weapon (-1/4), OAF (-1)

 

2f   Pleasure Setting: Drain END 6D6 No Range (-1/2), Real Weapon (-1/4), OAF (-1)

 

26 Points Total Cost

 

This non-lethal but potentially torturous device was used by the Tyranians, a race of mutated humans, to maintain control over their population of human slaves.  It uses hypersonic emissions to stimulate the nervous system, causing extreme pleasure or extreme pain.  The weapon is approximately eighteen inches long and consists of a metallic grip containing the power supply, and a transparent plastic casing containing the emitter unit.  An adjustment ring at the base of the emitter controls the power output; the weapon is then applied directly to contact with the target.  Usually one attack is sufficient to incapacitate a person--but most Tyranians liked to inflict further applications of the pain setting to "teach a lesson" to the victim.

 

More pictures of the Stim

 

http://www.yourprops.com/Tyranian-Stim-Weapon-1-original-movie-prop-weapon-Genesis-II-TV-1973-YP4941.html

 

Wikipedia entry for Genesis II

 

http://en.wikipedia.org/wiki/Genesis_II_(film)

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Sonic Shotgun (From the movie Minority Report)

 

norm-4716643ea84b9-Minority+Report+(2002

 

28  Sonic Shotgun: Blast 8D6 Double Knockback (+1/2) (60 Active Points) Reduced END (1/2 END, +1/4),

                                 Gestures (-1/4), OAF (-1), Real Weapon (-1/4)

 

Employed by most major police forces of the mid-21st century, this weapon utilizes sonic energy to generate a concussive effect intended to momentarily a fleeing perpetrator off his feet without inflicting severe injury.  The weapon is unique in that it has its own power supply in the form of a small generator equipped with a winding spring; turning the main body of the weapon at the point where it joins the grip winds the spring and primes the weapon for firing.  Pressing the trigger unwinds the spring, which turns the generator and provides power for the sonic discharge.*  While this is usually done two-handed, an expert with the sonic shotgun can prime the weapon and fire it one-handed.

 

Slow-motion clip of the Sonic Shotgun in action--

 

https://www.youtube.com/watch?v=2VpLRpcL9CA

 

 

*This is the basis for the Gestures Limitation.

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Molecular Disruption Device; AKA "Dr. Device"

 

The MD Device is a starship weapon of horrifically devastating effect.  At the focal point of two beams, a field is formed wherein matter loses its molecular bonds - disintegrating into its component atoms.  This field propagates as it encounters any matter; creating a cascading reaction that will destroy literally any matter it contacts - an entire spaceship, or an entire planet should it be used on a planetary body (as it was in Ender's Game, resulting in the genocide of the Formic species.)  Entire fleets can be destroyed with a single strike, should the craft be in close proximity of each other - the field generally encompasses several kilometers around the focal point, and propagates from any affected matter in a similar radius.

 

MD Device:  Killing Attack - Ranged 1d6 (Starship Class Weapon), Area Of Effect (4km Radius; +1/4), Costs Endurance Only To Activate (+1/4), Increased Maximum Range (300km; +1/4), Constant (+1/2), Sticky (+1/2), Uncontrolled (+1/2), No Range Modifier (+1/2), MegaScale (1m = 1 km; +1), Cannot alter scale (-1/4), Attack Versus Alternate Defense (ED -> Power Defense vs. Nuclear / Molecular effects; +1 1/2) (90 Active Points); OAF Bulky Fragile (-1 3/4), Required Multiple Users ([9-16] people; -1), Cannot Use Targeting (-1/2), Extra Time (Full Phase, Only to Activate, -1/4), Real Weapon (-1/4), No Knockback (-1/4)

Does this writeup require "continuous" to function properly, or does "constant" replace that?

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Does this writeup require "continuous" to function properly, or does "constant" replace that?

 

I had made it Constant, Uncontrolled, Sticky - I figured (perhaps incorrectly) that was the correct 6E build, given that "Continuous" did not even appear as an option in HD?

 

Checking again, I did omit "Does BODY" for the AVAD.  But I cannot find "Continuous" as an option.

 

Fixed for "Does BODY":

 

MD Device:  Killing Attack - Ranged 1d6 (Starship Class Weapon), Area Of Effect (4m Radius; +1/4), Costs Endurance Only To Activate (+1/4), Increased Maximum Range (300m; +1/4), Constant (+1/2), Sticky (+1/2), Uncontrolled (+1/2), No Range Modifier (+1/2), MegaScale (1m = 1 km; +1), Cannot alter scale (-1/4), Attack Versus Alternate Defense (ED -> Power Defense Specifically vs. Molecular / Nuclear effects; All Or Nothing; +1), Does BODY (+1) (97 Active Points); OAF Bulky (-1 1/2), Required Multiple Users ([9-16] people; -1), Cannot Use Targeting (-1/2), Extra Time (Full Phase, Only to Activate, -1/4), No Knockback (-1/4), Real Weapon (-1/4)

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Less of a weapon than a gadget:

 

20 Grav-Boots: Multipower 30 pts (30 pts) OIF (-1/2)

1f Locking: Clinging +30 STR, (20 AP); OIF (-1/2)

1f Jumping: Leaping 10m, 0 END (+1/2) (15 AP); OIF (-1/2)

1f Gravity Skates: Flight 20m, 0 END (+1/2) (30 AP); Gliding (-1), Only In Contact with Surface (-1/4), OIF (-1/2)

 

These boots have a Gravitic Attracter and Repulser built into them, allowing the user to either lock onto surfaces or push off with great power. By setting the Repulser to 3 cm and the Attracter to 5 cm, the wearer can "skate" along a surface faster than typically can be ran.

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