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Cool Guns for your Games


Remjin

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Re: Cool Guns for your Games

 

I thought it was for rappelling.

 

Cause, you know, right after I scarf down some hog, I like to jump out my office window.

 

I haven't checked all of them, but most of them actually say "Not for rappelling" (or climbing) on them since I'm sure someone was enough of an idiot to do so.

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Re: Cool Guns for your Games

 

I haven't checked all of them' date=' but most of them actually say "Not for rappelling" (or climbing) on them since I'm sure someone was enough of an idiot to do so.[/quote']

 

Ah yes. Remember there is no such thing as "idiot proof"; there is always a better idiot out there somewhere !

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Re: Cool Guns for your Games

 

Better far-out explosives for your Dark Champions games:

Hexanitrohexaazaisowurtzitane.

 

Something so violently explosive that to stabilize it, you store it mixed 1-to-1 with TNT.

 

I'll raise your Hexanitro based explosive and give you Octonitrocubane. More realistically, there is also FOX-7, which is less powerful but much more stable.

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Re: Cool Guns for your Games

 

I haven't checked all of them' date=' but most of them actually say "Not for rappelling" (or climbing) on them since I'm sure someone was enough of an idiot to do so.[/quote']

 

Ah yes. Remember there is no such thing as "idiot proof"; there is always a better idiot out there somewhere !

 

Yes, well I'm fairly sure 'carabiners' intended for novelty purposes don't meet the applicable safety standards and that it probably hasn't occurred to any number of people that just because something 'looks' real doesn't mean it 'is' real.

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Re: Cool Guns for your Games

 

Yes' date=' well I'm fairly sure 'carabiners' intended for novelty purposes don't meet the applicable safety standards and that it probably hasn't occurred to any number of people that just because something 'looks' real doesn't mean it 'is' real.[/quote']

 

And so one of the tenets of my philosophy.

 

"Stupid People Shouldn't"

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Re: Cool Guns for your Games

 

Yes' date=' well I'm fairly sure 'carabiners' intended for novelty purposes don't meet the applicable safety standards and that it probably hasn't occurred to any number of people that just because something 'looks' real doesn't mean it 'is' real.[/quote']

 

Hence the popularity of breast augmentation surgery.

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Re: Cool Guns for your Games

 

After some quick googling, it's mainly because 9x19mm is a rimless cartridge; you would have to load with half-moon clips to hold the rounds in the cylinder, whereupon using .38 or .357 looks like a lot less hassle. I get the impression that some 9x19mm revolvers exist, but I haven't found one in five minutes of searching the interwebz.

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Re: Cool Guns for your Games

 

After some quick googling, it's mainly because 9x19mm is a rimless cartridge; you would have to load with half-moon clips to hold the rounds in the cylinder, whereupon using .38 or .357 looks like a lot less hassle. I get the impression that some 9x19mm revolvers exist, but I haven't found one in five minutes of searching the interwebz.

 

Last time I was at a gun store, they had a 10mm Auto revolver . . . that's kind of cool, but I have a hard time imagining a practical reason to own one. Revolvers chambered for .45 ACP are also not very rare, but again, the only real reason I can see to own one is if you already have other .45s and don't want to bother with with another caliber of ammo.

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Re: Cool Guns for your Games

 

The mentions of 9mm and .45 ACP revolvers that I did find were geared toward LEOs that already had standardized on semiautomatic pistols and wanted revolvers in like caliber for backup use. Even then I have to wonder, though--why bother when the odds of you having to load one gun with rounds from the other is next to zero?

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Re: Cool Guns for your Games

 

I remembered today that I posted write-ups of three very outlandish guns in the Star Hero Forum many moons ago. Thought I might as well post them here as well, though they may be a bit silly for this thread.

 

Here are three guns from the Xbox 360 game - Bulletstorm.

 

They are very over the top and quite complex. But should be fun to use. Best for 'soft' or slightly humorous Sci-Fi.

 

Each weapon has a standard shot and a rarer charge shot. Some weapons have additional abilities which affect or complement their standard attacks.

 

The Flailgun.

 

This custom built weapon launches two grenades which have been attached to each end of a chain. If the chain hits a target then it wraps around them, holding them captive. The two grenades can then be detonated at the shooter's leisure, tearing their haples victim apart and killing anyone else who is too close by.

Standard Shot (Flailgun): (Total: 85 Active Cost, 15 Real Cost) Chain Entangle 2d6, 3 DEF (25 Active Points); Independent (-2), OAF (-1), 8 clips of 2 Charges (-3/4), Required Hands Two-Handed (-1/2), Limited Power Will Hit Throat, Arms or Legs. (-1/2), Real Weapon (-1/4) (Real Cost: 4) plus Blast Killing Attack - Ranged 2 1/2d6, Linked (Chain; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; +0), Explosion (+1/2) (60 Active Points); Independent (-2), OAF (-1), 8 clips of 2 Charges (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 11)

 

Notes. I suggest that there is no need to make a second attack roll to blow the target up, since the grenades are already attached to them, even if the shooter waits for a Phase or two before detonating the grenades.

 

The Flailgun's charge shot fires a superheated chain that rips/burns through anything in its path, before exploding as normal.

 

Charge Shot (Flailgun): (Total: 150 Active Cost, 23 Real Cost) Burning Chain, Killing Attack - Ranged 3d6, Area Of Effect (18" Line; +1) (90 Active Points); Independent (-2), 4 clips of 1 Charge (-1 1/4), OAF (-1), No Range (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 14) plus Blast Killing Attack - Ranged 2 1/2d6, Explosion (+1/2) (60 Active Points); Independent (-2), 4 clips of 1 Charge (-1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Linked (Burning Chain; -1/2), Real Weapon (-1/4) (Real Cost: 9)

 

It is possible, in game, to slice an enemy apart by firing the Flailgun's standard shot at a piece of cover which is next to them so that the wildly spinning chain lashes into them. This power simulates that special attack, it replaces the Chain attack but not the Blast attack.

 

Slicer: Killing Attack - Ranged 2 1/2d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Conditional Power Only Works When Standard Shot Strikes Cover Nearby Target (-1), Linked (Standard Shot (Flailgun); -1/2)

 

The Penetrator.

 

This crudely named weapon is a modified industrial drill. The gun launches motorised drill heads powered by small rockets. This weapon can punch through multiple targets and drill through all but the toughest armour.

 

Standard Shot (Penetrator): Killing Attack - Ranged 3d6+1, Armor Piercing (+1/2), Area Of Effect (30" Line; +1) (125 Active Points); Independent (-2), 8 clips of 1 Charge (-1), OAF (-1), No Range (-1/2), Conditional Power Must Attack Targets Rather Than Hexes. (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4)

 

Notes. While the Penetrator attacks target in a straight line it does not automatically hit every character within the affected hexes. This is because the attack is actually a Beam and the targets must be perfectly lined up if they are all to be hit. To simulate this, the player must roll to attack each affected character individually, although missing one character does not prevent attacks against other characters further down the line. This power could also be simulated with an Activation Roll or even built as some kind of Autofire.

 

The Penetrator's Charge Shot is a two part attack. The first attack is exactly like a Standard Shot. The second attack simply turns the drill towards a new target, effectively making a second AoE Line attack which begins wherever the first attack ended. The second attack can be used before the first attack has reached the end of its line.

 

Charge Shot (Penetrator): (Total: 250 Active Cost, 33 Real Cost) First Attack Killing Attack - Ranged 3d6+1, Armor Piercing (+1/2), Area Of Effect (30" Line; +1) (125 Active Points); Independent (-2), 4 clips of 1 Charge (-1 1/4), OAF (-1), No Range (-1/2), Conditional Power Must Attack Targets Rather Than Hexes. (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4) (Real Cost: 17) plus Second Attack Killing Attack - Ranged 3d6+1, Armor Piercing (+1/2), Area Of Effect (30" Line; +1) (125 Active Points); Independent (-2), 4 clips of 1 Charge (-1 1/4), OAF (-1), Limited Power Must Begin Where First Shot Ends (-1), Conditional Power Must Attack Targets Rather Than Hexes. (-1/2), Required Hands Two-Handed (-1/2), Linked (First Attack; -1/2), Real Weapon (-1/4) (Real Cost: 16)

 

Notes. The second attack is made against a different target and requires a second attack roll. GMs may state that the second attack must be made in the shooter's next phase, rather than in the same phase as the initial attack.

 

The Head Hunter.

 

Perhaps the most complex of the three guns. The Head Hunter is an extremely advanced sniper rifle. Each bullet is equipped with a guidance system that the shooter, (whose perception of time is slowed down by cybernetic implants that automatically insert themselves whenever the gun is picked up), can use to steer it towards the target. With its sophisticated targeting AI, that can detect targets within a 360 Degree arc of the shooter, and powerful scope the Head Hunter makes sniping ridiculously easy, as long as you have the dexterity required to use its manual guidance system.

 

Standard Shot (Head Hunter): (Total: 56 Active Cost, 9 Real Cost) Killing Attack - Ranged 3d6, Indirect (Same origin, always fired away from attacker; +1/4) (56 Active Points); Independent (-2), 8 clips of 1 Charge (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 9)

 

Targeting AI: Detect Viable Targets 15- (Sight Group), (20 Point Active Cost, 5 Point Real Cost). Increased Arc Of Perception (360 Degrees), Telescopic: +1 (20 Active Points); Independent (-2), OAF (-1)

Scope + Range Finder: (16 Point Active Cost, 4 Real Cost). Penalty Skill Levels: +8 vs. Range Modifier with Head Hunter, Independent (-2), OAF (-1).

 

Guidance System: (Total: 20 Active Cost, 4 Real Cost) +4 with Head Hunter, Independent (-2), OAF (-1), Requires A Dex Roll (-1/2), Real Weapon (-1/4) plus Penalty Skill Levels: +6 vs. Hit Location modifiers with Head Hunter, Requires A Dex Roll (-1/2), Real Weapon (-1/4).

 

Notes. I suggest that a player, (or GM), should declare that they are attacking a particular target and note whether or not they are attacking a particular Hit Location and then make their attack roll as normal. If the attack roll fails then the player can make a Dex roll to try and apply the extra CSLs and PSLs to the attack, thereby hopefully allowing the attack to succeed. In background terms the Guidance System can be used to steer a bullet, which is about to miss the target, onto the correct course.

 

The Head Hunter's Charge Shot is a complex multiple power attack. The initial attack is identical to a standard shot and can use the scope, targeting AI and guidance system as usual. However, once the bullet hits home it lodges in the target and allows the shooter to move his victim's flailing body wherever he wills. Once the target has been manouevred to the shooter's satisfaction he can detonate the explosive charge within the bullet, blowing the victim apart and killing anyone nearby in a similar manner to the Flailgun's standard shot.

 

Charge Shot (Head Hunter): (Total: 146 Active Cost, 22 Real Cost) Bullet Killing Attack - Ranged 3d6, Indirect (Same origin, always fired away from attacker; +1/4) (56 Active Points); Independent (-2), 4 clips of 1 Charge (-1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 9) plus Movement Telekinesis (20 STR) (30 Active Points); Independent (-2), 4 clips of 1 Charge (-1 1/4), OAF (-1), Limited Power Only For Grabs (-1), Linked (Bullet; -1/2), Required Hands Two-Handed (-1/2), Conditional Power Must Attack Same Target As Bullet (-1/2), Real Weapon (-1/4) (Real Cost: 4) plus Explosive Charge Killing Attack - Ranged 2 1/2d6, Linked (Movement; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; +0), Explosion (+1/2) (60 Active Points); Independent (-2), 4 clips of 1 Charge (-1 1/4), OAF (-1), Conditional Power Must Strike Same Target As Movement (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 9).

 

Notes I suggest that only one attack roll is necessary for the whole attack. Once the bullet is inside the target there is no need to roll again to 'grab' him with it, nor is there any need to make an attack roll to detonate a bull

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Re: Cool Guns for your Games

 

"It's an energy weapon with an impossibly compact power cell that does not require a lot of heat dissipation. Cheap, simple, good for concealed carry...especially with the shiny medallion on the grip painted over with black nail polish. Coming soon to a mugging near you!"

 

Still, you could use the gun's looks as the basis of a near-future slugthrower revolver.

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Re: Cool Guns for your Games

 

Revolvers, eh?

 

gunporn-dan-wesson-ppc.jpg

Revolver_Finished_Wireframe_by_The_5png.jpg

Revolver_Brotherguard_Highpoly_by_The_5.jpg

 

okay, looks like a race gun built on a Smith and Wesson? the second looks nice, but I have never seen anything to indicate that top break actions can really handle POWERFUL cartridges. They have a lot of advantages in terms of loading in a hurry, etc, but... Otherwise it could be more or less equated with a tricked out Raging Judge, perhaps in .45-70. The third one is odd. Two barrels, an integral bayonet, and chambered for 44-90 or some such?

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