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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.

 

I wonder if Gestures is right - maybe more of a Variable Disadvantage of either Recoverable Charge that requires a half-phase action and both hands, or Requires Skill Roll (fast-load Sonic Shotgun), but then is a zero-phase action and only requires one hand?

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I wonder if Gestures is right - maybe more of a Variable Disadvantage of either Recoverable Charge that requires a half-phase action and both hands, or Requires Skill Roll (fast-load Sonic Shotgun), but then is a zero-phase action and only requires one hand?

I think you are right.  A half-phase action to "re-cock" the weapon, but can be done as a zero-phase action with an application of the Fast-Draw skill (as long as one has the skill and a familiarity with this weapon)

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Isn't the point of a Recoverable Charge that it recovers after combat, not during it?

Define it as a high tech magazine/clip then.

 

Or define it as needing a full phase to fire.  Half-phase to cock, the half-phase to fire.  Use of the Fast Draw skill can reducing the cocking motion to 0 phase making the weapon a half-phase weapon.

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I appreciate the comments, but I think the way I built the weapon is valid, and I'm sticking with it.

Oh don't sweat our banter. it's not meant as a criticism on how you wrote it up. this being hero, whenever someone comes up with an interesting design, there is usually two or three pages on how it could be written up differently. no matter how it may sound in the conversation, on this message board, its a compliment as it mens you've sparked people's imaginations and interest.

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  • 1 month later...

N-Guns (aka Niceness Guns) (From the Bewitched episode Samantha's Secret Saucer)

 

astrodogs.jpg

 

Used by the canine-like people of the planet Parenthia, the N-Gun is quite possibly the least lethal weapon ever invented.  It discharges a beam of coherent energy resembling a shower of sparks, which stimulates the pleasure centers of the brain to induce a state of extreme euphoria in the target, rendering it incapable of committing a hostile action or even thinking a hostile thought. 

 

18pts     N-Gun (aka Niceness Gun): Mind Control 12D6 (60 Active Points) Only To Control/Inflict

                                                              Extreme Friendliness (-1) 16 Charges (-0)  Real Weapon (-1/4)

                                                              OAF (-1)

 

This video demonstrates the N-Gun in action--the scene is at 2:30--

 

http://www.youtube.com/watch?v=wycRZwD0_4I

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Looking back over this thread I noticed a severe lack or restraint devices.  Here is an early model that hopefully will be downsized as later refinements become possible that is known as SMUD (String Me Up, Danno):

 

3d6 Entangle: Backlash; No KB; Vuln-fire (Common); 16 Charges; OAF; STR Min 13; 2-Handed; Real Weapon

AC - 45; RC - 11

 

Basically this is an enhanced version of the silly string that people can get as a party gag, just upgraded to have real stopping power (if only they were able to get rid of that nasty prob with fire).

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Looking back over this thread I noticed a severe lack or restraint devices.  Here is an early model that hopefully will be downsized as later refinements become possible that is known as SMUD (String Me Up, Danno):

 

3d6 Entangle: Backlash; No KB; Vuln-fire (Common); 16 Charges; OAF; STR Min 13; 2-Handed; Real Weapon

AC - 45; RC - 11

 

Basically this is an enhanced version of the silly string that people can get as a party gag, just upgraded to have real stopping power (if only they were able to get rid of that nasty prob with fire).

Reminds me of the tangle guns in Alan Nourse's "Raiders from the Rings". You fire a pellet at the ground by a target's feet and it sprays out streamers of sticky tape. I think the tapes just stuck to other tapes, not the target so you could safely grab and carry off a tangled victim. A neutralizer device could be used to selectively deactive some of the tapes.

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Reminds me of the tangle guns in Alan Nourse's "Raiders from the Rings". You fire a pellet at the ground by a target's feet and it sprays out streamers of sticky tape. I think the tapes just stuck to other tapes, not the target so you could safely grab and carry off a tangled victim. A neutralizer device could be used to selectively deactive some of the tapes.

 

Now I remember Raiders from the Rings and their tangle guns, 

 

"A young adult novel in which the human race is divided into the Spacers and those who still remain on earth. There is a constant low-level war between the two groups, with the Spacers raiding earth for supplies and for women. " [Emphasis mine.]

 

In conclusion, this is why we can't have nice things.

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  • 1 month later...

Less of a weapon than a gadget:

<snip stats, reproduced below>

 

 

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.

 

"Less of a weapon than a gadget."

Only in unskilled hands (or rather feet).  

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)

1f Hard Kick:   +2d6 0 END (+1/2) Double Knockback (+1/2), HTH attack (-1/4), Feet only (-1/4), OIF (-1/2)

1f Hard Sweep:  2d6 EB, AF(+1/2), 0 END (+1/2),  OIF (-1/2), Requires loose hard objects around to launch with field (-1/2) 

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  • 3 weeks later...

Memory System:  

"Blanker grenade"

Darkness:  Sight Group, Radar Group, 10m radius (60pts), 4 * 1-minute charges (-1/4), OAF (-1) 27 pts.

 

Memory SIght Googles.

Clairsentience: Retrocognition, Retrocognition only (-1), OIF (-1/2), 0 END (+1/2) 24 pts.

 

This combination of devices was used extensively by Alphan anti-terrorist units in urban fights and retaking several refineries.  The blanker grenade effectively blinds everyone in a 10m radius.  The sight allows the soldiers to know where everything and everyone was when the darkness power went on allowing them to effectively shoot from memory. Since the terrorists didn't tend to move too much when the lights went out this was somewhat effective.  Against troops with actual training, particularly against sense-denial techniques, it was less effective.    

  

 

 

 

.   

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Magneto-Crystalisation Limpet:

Drain 4d6 PD + 4d6  ED, Delayed return rate (5pts/ 5 minutes) (+1/2), Active cost 120,  only against hard armors (-1/2),  OAF (-1), real weapon (-1/4),  2 charges (-1 1/2), limited power [destructible, the limpet itself attaches to the target and can be destroyed.  It's defence/body should vary by campaign depending on how much weaponry people have.  It is hard to destroy, as shown by the lower value of this limitation] (-1/2)  Real cost: 25 pts.

 

A large limpet-mine-like device.  It amplified and distorts magnetic and electrical fields to polarize any material, changing the crystal structure and bonds between atoms to making it more fragile.  Primarily designed to weaken tanks enough that squad support weapons can affect them.  

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  • 2 months later...

HIGH FREQUENCY BLADE

edition 5e

Powers:

Hand Killing Attack: 2D6k(30) armor piercing (+1/2) 0 end (+1/2) 60 active.

Limitations: OAF (-1) real weapon (-1/4) STR min (-1/2) real cost: 22

 

Description: The Masamune Arms "High Frequency Blade" is the latest high tech, master quality katana from their vaunted swordsmiths. The HFB is a metallurgical wonder, thanks to advances in nanotechnology, the crystalline structure of traditional alloys can be strengthened at the molecular level, essentially creating new alloys. The HFB is formed of Neo-Titanum, an alloy of titanium, iron and carbon which gives the blade an unprecedented material strength while still maintaining the flexibility necessary for high powered melee combat. The strength of Neo-Titanium is such that the blade will hold an edge almost indefinately, requiring sharpening infrequently. Tests have shown that the blade can be used in several fights, used for parrying and cutting through heavy armor and will still maintain it's nano-edge.

 

The HFB utilizes a electromagnetic field which alternates an electrical flow throughout the blade which causes the blade the resonate at a frequency of 50 mhz. This high frequency resonance allows the blade to essentially saw its way through molecules as it's "Nano-Edge" blade makes molecularly thin cuts. This allows the HFB to cut through even the toughest materials.

 

Be the ulimate "Cbyer-Samurai" with the Massamune Arms High Frequency Blade.

 

But wait! There's more! Order now and we will throw in a Nano-sheath scabbard for free. the "Nano-sheath" is a scabbard made of high tensile carbon fiber, light and tough for the extreme conditions found on the battlefield of today. When your HFB is sheathed, a colony of nanites are released which are programmed to perform complete care and maintence on your weapon. The blade is sharpened, oiled and any micro flaws will be completely repaired by the nanites. Keep your HFB in optimum fighting condition with the Nano-sheath. available in sharkskin or mahogany styles.

 

Hero notes:

This is a fancy vibro blade. it is in katana form, which is a base 5dc (1 1/2d6k) add +1DC for the vibro option and armor piercing. the strength minimum is 13, standard for a katana. with the base damage of 2d6k and the armor piercing advantage, this weapon has no trouble cutting through all but heavy body armor, making this a favored backup weapon for cyborgs and powered armor troops strong enough to boost the damage.

 

Any edged or piercing melee weapon could be converted to a high frequency form in which case add +1 dc to the weapons damage and add the AP advantage.

 

 

The High Frequency Blade in action being wielded by a next generation combat cyborg.

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F.I.S.T.

Force Interface Strength Transfer

 

The Force Interface Strength Transfer, or FIST was initially created as a cybernetic augmentation for heavy cyborgs. Due to the prevalence of heavy combat armors on the battlefield of the 24th century, martial arts and melee weapons seemed to be relegated to the slums of sports competitions, no longer practical for the true warrior who's arena was the actual battlefield.

This all changed when FIST entered the fray. A FIST system consists of a gauntlet (or cybernetic prosthesis which replace the forearms and hands) connected to a backpack mounted unit which powers the FIST. It creates a field which multiplies the momentum of punches or melee attacks. FIST systems are rated by their multiplier. The original FIST, called simply the Power Fist, was a X2 force multiplier. More recent systems average at x8 force multiples. This changed things, allowing cyborg and powered armor troops to add enough energy to their blows to crush even heavy armors. Now, Martial Arts oriented heavy troops are once again masters of the battlefield.

 

FIST: Death Fist

 

System: 5e

 

Mechanics:

+20 to Strength. (20)

 

0 Endurance (+1/2) 30 Active.

 

OIF(-1/2), Restrainable (-1/4), limited power: STR only to increase the damage of STR based attacks (-1/2) 12 points.

 

The Death Fist is the 4th generation upgrade of the original Power Fist made by Orion Arms. It is rated as a x16 Force multiplier system and as such is one of the most powerful FISTs on the market today. Gauntlets come in cybernetic, powered armor and heavy armor versions.

 

Game notes:

A FIST adds a bonus directly to the characters Strength score, but only counts for increasing the damage the character does with punches and melee attacks. It does not add to lifting strength, nor does it increase the damage of grapling based squeeezes or crushing attacks.

 

Since it adds directly to Strength instead of being written up as Hand Attack damage, this adds to the damage of punches (or kicks for foot mounted versions) and of melee weapons. More importantly, it counts as BASE DAMAGE for the purpose of a characters unarmed damage. For example, a Cyborg that begins with a Strength of 20, who adds the Death Fist as a cybernetic modification, has an effective STR of 40 for purposes of punching damage or a base of 8d6N damage! Normally the maximum the damage a STR 20 character can achieve through bonuses. Now the Base with a maximum of 16d6N! Additionally, the character would have a 40 STR for dealing damage with melee weapons, so our Death Fist enquipped borg wielding a Massamune Arms High Frequency Blade (2d6K AP) at 13 STRmin, would gain a bonus of +5 DC just from STR alone and do 3 1/2d6K before any other bonuses are applied.

 

FIST is considered an OIF, even if it is a cybernetic system, because the power system can be identified and attacked independently of the cyborg itself. Some newer systems have miniaturized the field generation equiplent, in which case remove the OIF limitation. Older models may be considered bulky when equipped on heavy armor or cyborgs, but Powered Armor never takes that limitation.

 

Such a system could be applied directly to melee weapons, but the cables attached to immplement the transfer field would be vulnerable to attack. In which case add the bonus as BASE damage to the damage of the melee weapon itself, but such system would not augment punches and kicks, so these systems are rare.

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