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1000 Star HERO Weapons


The Main Man

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Inspired by the thread, "Something All Sci-Fi Gamers Should Have," in which a D20 product involving over one thousand science fiction weapons was brought up and discussed. In response, it was suggested that we meet that challenge by building 1000+ Sci-Fi weapons with HERO as a free resource for all HERO players. It looks like it's up to me to start this thread, so here goes. This thread is for posting the builds. Use the above link to discuss the building of the weapons in the original thread.

 

Follow the format I lay out, but don't be afraid to suggest a possibly superior format. Also, don't be afraid to take what one person builds and modify it into something else - this is HERO system after all. ;)

 

#0001 - Blaster Pistol: A classic, personal firearm for civilians, a typical sidearm for more heavily armed soldiers and criminals. Lightweight and easy to handle, it releases controlled bursts of pressurized ionized gas from miniature canisters.

 

Edition: 6e

Power Build: Blast 7d6 (vs. ED) (35 Active Points); OAF (-1), STR Minimum 6 (-1/4), Real Weapon (-1/4), Beam (-1/4), 12 Charges (-1/4), Required Hands One-Handed (-0)

Real Cost: 12 CP

Weight: 2.0 kg

Weapon Familiarity: Energy Weapons (Ion Blasters)

 

 

 

If you have any questions, comments, or suggestions, I refer all again to the above link to discuss it. Other than that, we have #1. Let the party begin. :smoke:

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Re: 1000 Star HERO Weapons

 

Do you need to have the STR min doesn't add or subtract when its bought as a blast? I thought that when using blast' date=' you couln't add or subtract to begin with.[/quote']

Hm. Seems like I slipped up on a change from 5e to 6e (in which that used to be the case). And now I learned something. Thanks for pointing that out.

 

That said, like I said, let's try to keep build discussion in the thread that inspired this in the first place. The link is in the first sentence.

 

Also...

 

#0002 - Blaster Rifle: The Blaster Pistol's bigger, stronger brother, the Blaster Rifle frequently is more regulated and controlled by governments because it packs such a deadlier punch.

 

Edition: 6e

Power Build: Blast 10d6 (vs. ED) (50 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), STR Minimum 11 (-1/2), Beam (-1/4), Real Weapon (-1/4), 16 Charges (-0)

Real Cost: 14 CP

Weight: 4 kg

Weapon Familiarity: Energy Weapons (Ion Blasters)

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Re: 1000 Star HERO Weapons

 

Okay, I'll play.

 

#0003 - Electric Saber: This is a light-weight metal "blade" that resembles an Olympic fencing blade. It delivers an electrical jolt when it strikes someone. It can be set to shock or stun. The built in power supply can sustain a charge for up to 20 minutes and can be plugged into a standard power outlet for recharging.. This is a favorite weapon on high-tech worlds in which personal duels are still common, and electric fencing (using Electric Sabers with no shock setting) has become a very popular sport.

 

Edition: 6e

Power Build:Multipower, 35-point reserve, all slots Constant (+1/2) (52 Active Points); all slots OAF (-1), STR Minimum 8 (STR Min. Cannot Add/Subtract Damage; -3/4), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4)

 

  1. Hand-To-Hand Attack +7d6 (35 Active Points); Hand-To-Hand Attack (-1/4), Real Weapon (-1/4)
  2. Killing Attack - Hand-To-Hand 2d6+1 (35 Active Points); Real Weapon (-1/4)

Real Cost: 19

Weight: 2kg

Weapon Familiarity: Blades

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Re: 1000 Star HERO Weapons

 

#0004 - Shock Gloves: Shock gloves are silvery gloves worn over the hand to deliver an electrical shock with hand strikes and grabs. Like other electric weapons, they have two settings, Shock and Stun, allowing the user to chose weather they wish to kill or subdue his opponent. The power supply is functionally identical (if smaller) to that in an Electric Saber

 

Edition: 6e

Power Build: Multipower, 15-point reserve, all slots Constant (+1/2) (22 Active Points); all slots OAF (-1), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4)

 

  1. Hand-To-Hand Attack +3d6 (15 Active Points); STR Does Not Add (-1/2), Hand-To-Hand Attack (-1/4), Real Weapon (-1/4)
  2. Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR) (15 Active Points); STR Does Not Add (-1/2), Real Weapon (-1/4)

Real Cost: 12

Weight: 0.5kg

Weapon Familiarity: Fist Loads

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Re: 1000 Star HERO Weapons

 

#0005 - Sonic Knife: A sonic knife looks like a small tube, roughly 15 cm (6") long and 4 cm (1.5") in diameter. This is actually the weapon's handle. When activated, a powerful "blade" of focused sound is created at one end of the tube. The sound blade is about 20 cm (8") long, and is invisible. It emits a high-pitched whine, however. Unlike a regular knife, a sonic knife cannot be thrown.

Edition: 6e

Power Build: Killing Attack - Hand-To-Hand 1d6+1, Armor Piercing (+1/4), Constant (+1/2) (35 Active Points); OAF (-1), STR Minimum 4 (STR Min. Cannot Add/Subtract Damage; -3/4), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2), Real Weapon (-1/4)

Real Cost: 10

Weight: 0.5kg

Weapon Familiarity: Blades

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Re: 1000 Star HERO Weapons

 

#0006 - Sonic Sword: Nearly identical to the Sonic Knife, the slightly larger hit produces a longer blade of about 1m (3' 3").

Edition: 6e

Power Build: Killing Attack - Hand-To-Hand 2 1/2d6, Armor Piercing (+1/4), Constant (+1/2) (70 Active Points); OAF (-1), STR Minimum 6 (STR Min. Cannot Add/Subtract Damage; -3/4), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2), Real Weapon (-1/4)

Real Cost: 20

Weight: 0.75kg

Weapon Familiarity: Blades

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Re: 1000 Star HERO Weapons

 

#0007 - Stun Baton: This is a copper-colored tube 30 cm (12") long and 3 cm (1") in diameter, with an insulated grip. Like other electric weapons, it's two settings are shock and stun. This is a common weapon among police forces and security personnel on medium & heavy population worlds.

Edition: 6e

Power Build: Multipower, 20-point reserve, all slots Constant (+1/2) (52 Active Points); all slots OAF (-1), STR Minimum 6 (STR Min. Cannot Add/Subtract Damage; -3/4), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4)

 

  1. Hand-To-Hand Attack 4d6 (20 Active Points); Hand-To-Hand Attack (-1/4), Real Weapon (-1/4)
     
  2. Killing Attack - Hand-To-Hand 1d6+1 (20 Active Points); Real Weapon (-1/4)

Real Cost: 12

Weight: 1kg

Weapon Familiarity: Clubs

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Re: 1000 Star HERO Weapons

 

#0008 - Vibro Axe: A vibro-axe consists of a 60 cm (2') haft and a large saw-toothed ax head.

Edition: 6e

Power Build: Killing Attack - Hand-To-Hand 1 1/2d6, Armor Piercing (+1/4), Constant (+1/2) (44 Active Points); OAF (-1), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2), STR Minimum 12 (-1/2), Required Hands One-And-A-Half-Handed (-1/4)

Real Cost: 13

Weight: 2.5kg

Weapon Familiarity: Axes/Maces

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Re: 1000 Star HERO Weapons

 

#0008 - Vibro Knife: A vibro knife has a 20 cm (8") saw-toothed blade that functions in the same manner as a vibro axe.

Edition: 6e

Power Build: Killing Attack - Hand-To-Hand 1d6, Armor Piercing (+1/4), Constant (+1/2) (26 Active Points); OAF (-1), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2), STR Minimum 8 (-1/4)

Real Cost: 9

Weight: 1kg

Weapon Familiarity: Blades

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Re: 1000 Star HERO Weapons

 

#0009 - Vibro Sword: A vibro sword is similar to a vibro knife, except that the blade is 1 m (3'3") long.

Edition: 6e

Power Build: Killing Attack - Hand-To-Hand 1d6+1, Armor Piercing (+1/4), Constant (+1/2) (35 Active Points); OAF (-1), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2), STR Minimum 10 (-1/2)

Real Cost: 12

Weight: 2kg

Weapon Familiarity: Blades

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Re: 1000 Star HERO Weapons

 

#0010 - Infinity Rifle: On the first look a normal Blaster Rifle, but with a modified energy source. It has (effectively) unlimited ammunition, but there is a limit how often it can be fired in a short time.

Edition: 6e

Power Build:

Blast 10d6 (vs. ED) (50 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), STR Minimum 11 (-1/2), Beam (-1/4), Real Weapon (-1/4)

Endurance Reserve 20 END, 6 REC (7 Active Points); OAF (-1), Restricted use (only to power Rilfe, not other powers; -1/4)

Real Cost: 14 + 3

Weight: 4 kg

Weapon Familiarity: Energy Weapons

 

Examples inlcude: Mass Effect 1 Weapons and thier heatlimit. A "Sidearm" in most FPS, that has unlimited Ammunition but needs time to recharge.

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Re: 1000 Star HERO Weapons

 

0011: Banshee

Edition: 6e

Power Build:

RKA: 2D6K (30) Vs Energy Defense.

Armor Piercing (+1/4), Autofire-5(+1/2), 50 Charges (+1/2) Active: 68

OAF(-1), Beam (-1/4), STR Min (-1/4), Two-handed (-1/2), Real Weapon (-1/4).

Accuracy: +2 OCV (10), OAF(-1) 5pts

+2 PSL vs Range (4), OAF(-1) 2pts.

Real Cost: 28

Weight: 4.5kg

Weapon Familiarity: Energy Weapons (Beam/Laser)

Description:

Banshee: A high powered laser carbine. This weapon is capable of dishing out some serious punishment. Couple this with a 5 pulse per second fire rate, the Banshee is one of the premier battle-rifles in the field today. The only thing preventing this from being the primary weapon of the Federal Star Marines is its out-of-this-world price tag. The only real downside (not considering the price) is that its range characteristic is only half that of conventional laser rifles. Effective range is 500 meters.

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Re: 1000 Star HERO Weapons

 

0012: Hammer Electro-Mag Rifle

Edition: 6e

Power Build:

RKA: 2 1/2d6K (40) Vs Physical Defence

Penetrating (+1/2), 20 Charges (+1/4), Increased Maximum Range x4 (+1/2) (4000m), Half Range Modifier (+1/4) Active: 100

OAF Bulky(-1 1/2), Beam (-1/4), Str Min 15 (-3/4), 2-Handed (-1/2), Real Weapon (-1/4)

Real Cost: 24

Weight: 11 kg

Weapon Familiarity: Small Arms/Rifles

Description:

The Hammer: An early, high-powered coilgun weapon with a long and distinguished history. Originally deployed in the late Resource Wars period, this gun has been produced in varying numbers ever since; the latest variation reduces the weight by using modern composites, but does nothing for it's basic unwieldyness. The Hammer fires a slim metal rod at hypersonic speeds, making for a very flat and controllable trajectory. The round tends to vapourize on contact with solid objects, imparting massive energy dump into the target that even modern armour can only mitigate, not fully stop. While generations of snipers have sworn at this gun as they lugged it from place to place, they have only sworn by it when it comes time to "bring the Hammer down!"

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Re: 1000 Star HERO Weapons

 

0013: PC-5000

Edition: 6e

Power Build:

RKA: 6D6K (90) vs Energy Defense

Penetrating (+1/2), +1 StunX (+1/4) Active: 158

OAF(-1) Bulky (-1/2), Beam (-1/4), STR Min 18 (-3/4), 2-Handed (-1/2), Real Weapon (-1/4), 10 Charges (-1/4), Limited Range (-1/4) Burnout 15+ (-1/4)

Real Cost: 32

Weight: 22.7kg

Weapon Familiarity: Energy Weapons (Plasma)

Description:

The PC-5000, the PC meaning "Plasma Cannon" is The Universe's most powerful man-portable weapon system short of a Micro Nuke or Fusion grenade launcher. It is fully capable of taking out commercial grade space freighters with only one or two well-placed shots. Among mercs and soldiers-of-fortune, this weapon is affectionately known as "The BFG".

The PC-5000 is an incredibly powerful Plasma Cannon capable of firing blasts on the order of 10^6 Joules of energy (that's 10 million Joules) which will blow large holes through all but the most well-protected military craft. It's a complete waste of energy to use this against personnel in anything less than Powered Assault Armor as it tends to atomize flesh and bone, the door behind them and the hovercar outside to boot. The main problem that this weapon system encounters is of course, how cumbersome they can be to lug around. All Plasma guns have a fairly heavy weight to them, but the PC-5000 takes this to the next level. The weapon is just over 1.5 meters in length and weighs over 22 kilograms. Because of this it is often bipod or tripod mounted. However Heavy-worlders, supersoldiers and Cyborgs don't have much of a problem firing these suckers from the hip. The next weakness is another problem with plasma technology in general; the stunted range characteristic. It has a maximum effective range of 150 meters. This is about 1/4 the effective range of Particle beam weaponry and 1/10 the effective range of many laser rifles.

The next disadvantage is because of it's massive power requirements and due to the electronics involved in accelerating and amplifying the fusion process of turning the fuel into pure energy and capturing it in a magnetic bottle makes the weapon relatively delicate and prone to malfunction when mishandled.

The final disadvantage is the fact that this weapon can cost well over a million credits. More than twice that on the black market.

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Re: 1000 Star HERO Weapons

 

0014: HRG-2400

Edition: 6e

Power Build:

Multipower 75 (OAF -1,can't choose which power to use -1/4, real weapon -1/4, AP +1/4, AF (3 shots) +1/4, 8 * 16 shot clips +1/2, Activecost: 112.5 Real Cost: 40

fixed slot: 3d6+1 RKA(pd) AP +1/4, AF (3 shots) +1/4, (against targets with >2rPD)Real Cost: 10

fixed slot: 10d6 Blast(pd) AP +1/4, AF (3 shots) +1/4, (no body damage, against targetswith <3 rPD ) Real Cost: 10

Armoursense: DetectResistent Physical Defence over 2 (5), 18- (+18), only to againstthings shot by Binarybeam and only to determine which power used, -3/2, OAF -1 Active cost: 25

Real cost: 7

 

Real Cost: 67

Weight: 10kg

Weapon Familiarity: Beam weapons (plamsa)

Description:

The HRG was designed to make hostage rescue easier. It shoots a tightly contained ball of plasma that expands on contact. Any surface of less than 3rPD causes a slower, less concentrated expansion that does only STUN damage. A harder surface causes a concentrated burst forward doing killing damage. Armored opponents are hopefully taken out with no danger to unarmoured civilians. The design had a fundamental flaw though, it didn't take into account the walls civilans might hide behind. Taking cover from a HRG can be deadly. The overconfidence that they would not kill civilians backfired. They were retired from standard issue many years ago but some units can request them because they're easy on the budget (being discountinued) and fairly effective. Getting parts is pretty hard though. Used most effectively by the Free Sirius Collective when the Sirian government started strapping prisoners to the outside of their APCs.

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Re: 1000 Star HERO Weapons

 

0015: Dismantling device A5

Edition: 6e

Power Build:

RKA: 4D6K (60) vs Energy Defense

Armor Piercing *3 (+13/4), Increased maximum range *2 (+1/2) Active: 135

OAF(-1) Bulky (-1/2), Beam (-1/4), 2-Handed (-1/2), Real Weapon (-1/4), 4* 4 Charge Clips (-1/4), Full turn between shots (-1/2), Concentration (1/2 DCV) (-1/2)

Real Cost: 30

Weight: 28kg including ammo

Weapon Familiarity: Shoulder mounted weapons

Description:

The "dismantling device" was designed to dismantle [edit corrected spelling] "rogue" nuclear weapons without all that "cut the blue wire/red wire)" stuff. The principle is quite simple a nuke needs highly symetrical geometry in it's initiating chages and explosive lenses. All you have to do is send a chunk of metal through it faster than the shockwave of the RDX* and the nuke is junk. Probably highly radioactive junk spread throughout the building but still junk. This was accomplished by a man-portable (barely) railgun with an awesome recoil kick and a horrible recharge time (a full 12 seconds). Due to it's power it doubles as bunker buster/door opener in case the people who stole the nuke put it in a fortress.

 

* Rapid Detonation Explosive, an explosive whose explosion velocity is very fast.

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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.

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Re: 1000 Star HERO Weapons

 

0017: Psi-Volcan Rifle A much Stronger Weapon. Was especially designed for (and with direct input from) the newly created profession whose translation is propably "Warriors".

Edition: 6e

Power Build:

11d6 Blast vs. ED (Electricity), OIF (2 Gloves, -1/2), Required Hands Two-Handed (-1/2), STR Minimum 11 (-1/2), Real Electricity (6E2 150, -1/4*), User must be able to channel Electricity based powers through Hand (-1/4)

Real Cost: 18

Weapon Familiarity: ??? (It's two Gloves you put over your hand. Propably unusual Energy Weapon)

Description: Two gloves. In order to fire the user has to put his hands together in position similar to a prayer. These weapons and thier wielders were dubbed "Praying Monks" by those outsiders who first witnessed thier use.

 

*Deals Damage as Heavy Industrial Current: 7D6 (with Body) vs. Insualted Targets, 4d6 Killing vs. Well grounded ones.

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Re: 1000 Star HERO Weapons

 

0018: Psi-Volcan Endurance Rifle As Powerfull as the Rifles were, they had a significant Drawback towards human weapons: The Fire Rate was limited by the endurance of the user and heavy firefights woudl result in warriors beign unable to flee or pursue because of exhaustion.

This variant tries to remidy that by adding exchangeable a battery as a "buffer". It also allows non-combatants to quickly recharge weapons for the warriors or warrior to carry multipel charged packs.

Ironically that has lead to a somewhat increased demand for Psi-Volcan Slaves as "mobile recharge stations" for Weapons that were captured or replicated from this design and are now in use by non-PV's.

Edition: 6e

Power Build:

11d6 Blast vs. ED (Electricity), OIF (2 Gloves, -1/2*), Required Hands Two-Handed (-1/2), STR Minimum 11 (-1/2), Real Electricity (6E2 150, -1/4)

plus

Endurance Reserve 24 END (6 AP), OAF (Battery Pack, -1/2), Restricted use (only to power Rilfe, not other powers; -1/4)

plus

Endurance Reserve 24 REC (16 AP), OAF (Battery Packs, -1/2), Only Recovers if user is able to channel Electricity based powers through Hand (-1/4), User Must spend endurance equal to what is recovered over course of turn (-2*)

Real Cost: 20 (Damage) + 3 (Reserve END) + 4 (Reserve REC)

Weapon Familiarity: ??? (It's two Gloves you put over your hand. Propably unusual Energy Weapon)

Description: As the Rifle above, but with an additional Energy pack on the "left hand" glove.

 

*Mostly guesswork. But it fits having Cost Endurance (-1/2; 2 END) with x4 Endurance (-1 1/2; 8 END) over the course of three Phases on the 16 AP.

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Re: 1000 Star HERO Weapons

 

0019: Psi-Volcan Grenade Similar to the grenades other species use, but actually a stored charge of Psi-Volcron energy instead of explosives. It is thus "rechargeable". It can also be used as "Electro Club" or "Electro Rock", focussing all it's power into an attack against one person. It even has a rather unusual function: Replenishing the Biocurrent/Endurance of a Psi-Volcron.

Edition: 6e

Power Build:

14 Multipower, 50-point Reserve, all Slots 1 Recoverable Charge (difficulty to recover: Recovered by retriving and investing 5 END; Recharge Requires Eletrcitiy Special Effect[Hard to Recover]; -1 1/2), OAF (Grenade; -1)

2u Area Setting: 8d6 Blast, Area of Effect (16m Radius, Explosion; +1/4), 50 AP, Range Based on STR (-1/4), Real Electricity (6E2 150, -1/4**), Common Limitations (-2 1/2); 17 Real

1u Shock-Club Setting: 10d6 Blast, 50 AP, Linked (hitting target with HTH or thrown attack this weapon; -1/2), Real Electricity (6E2 150, -1/4***), Common Limitations (-2 1/2); 15 Real

1u Healing Setting: Healing 1d6 (Endurance, Standart Effect 2****), 10 AP; Only work on Electricity Users(-1/4), Common Limitations (-2 1/2); 3 Real

Real Cost: 18

Weapon Familiarity: Thrown Grenades (Area Mode), Club or Thrown Rocks (Shock-Club), none (Healing mode)

Description: Looks somewhat like a Model 24 grenade from WW2, but it has multiple settings selected by rotating the shaft while holding the "Emitter".

 

*Concussion Grenades in 6E2 209 seem to be built with 8d6 Blast, Radius 32m, Explosion. Frag-Grenades with 2d6 K, Radius 32m, Explosion. However with that combination Damage is 0 beyond 16m (12m for the Frag), making an entire +1/4 of Advantage useless.

**uses same damage as Pistols. If targets with different insulation are effected, better throw the dice for each "insulation type" seperately and substract the highest dice from the specific throw.

***Slightly less than "Heavy Industrial Current"

****End counts as Defensive Characteristic, but also only cost 1 CP/5 END. So 2 points of effect will heal 5 END.

 

Note: Healing can be improoved, but it should stay equal to the energy invested during recharge. So 75 Heal, 75 reacharge is the max with the current writeup.

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Re: 1000 Star HERO Weapons

 

20. PBR-1000 Plasma Blast Rifle: What it says on the tin. Expels bursts of superheated plasma to melt through targets. Can leave significant holes unlike a laser or ion beam, making it mildly effective at blasting past barriers.

Edition: 6e

Power Build: PBR-1000 Plasma Burst Rifle: RKA 3d6 (vs. ED) (56 Active Points); OAF (-1), STR Minimum 14 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), 32 Charges (+1/4)

Real Cost: 16 CP

Weight: 4.6kg

Weapon Familiarity: Energy Weapons

 

21. PBR-1002 Plasma Burst Rifle: Similar to the PBR-1000, but with the additional feature of being able to crank its firepower up a notch, if at the risk of burning out.

Edition: 6e

Power Build: RKA 3d6 (vs. ED) (67 Active Points); OAF (-1), STR Minimum 15 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), 32 Boostable Charges (+1/2)

Real Cost: 19 CP

Weight: 4.8kg

Weapon Familiarity: Energy Weapons

 

22. PBR-1006 Plasma Autoblast Rifle: Similar to the PBR-1000, but able to fire small blasts with but the pull of the trigger.

Edition: 6e

Power Build: RKA 3d6 (vs. ED), Autofire (3 shots; +1/4) (67 Active Points); OAF (-1), STR Minimum 15 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), 32 Charges (+1/4)

Real Cost: 19 CP

Weight: 4.8kg

Weapon Familiarity: Energy Weapons

 

23. PBR-1018 Plasma Autoburst Rifle: As PBR-1000, but fires small bursts that can be cranked up. Good fun.

Edition: 6e

Power Build: PBR-1000 Plasma Burst Rifle: RKA 3d6 (vs. ED), Autofire (3 shots; +1/4) (90 Active Points); OAF (-1), STR Minimum 16 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), 64 Boostable Charges (+3/4)

Real Cost: 26 CP

Weight: 5.0kg

Weapon Familiarity: Energy Weapons

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Re: 1000 Star HERO Weapons

 

24 - RKF 7000 [PSI Slayer] Exactly what the moniker claims. This blaster will shoot a psionic blast that damages a target's mind directly.

 

Edition - 6e

Power Build - 4d6 Mental Blast: 32 Charges (+1/4); Uses OCV (+1/4); Norm Range (-1/4); OAF (-1); Real Weapon (-1/4); 1.5 Hand Weapon (-1/4); Subject to Range MOds (-1/4)

Real Cost - 20 CP

Weight - 3.5 kg

Weapon Fam - Energy Weapons

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