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PostPosted: Fri Apr 15, 2011 6:04 am 
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Posts: 11
i am running a game in this lovely setting and i have been giving afew magic weapons as treasure to the enchan players and tech weapons to my only techan player a medic grounder whos been missing out on some of the unsual powers of the magic items. so ive decieded to cook some fancy tech weapons for him and ill share them here

mage runner
small arms, one handed

[prof] +2 [dmg] 1d6 [rng] 15/30 360 [wt] 6 [clip] 6 [techlvl] 1 [properties] BCP, Off-hand sheilded

encounter power

standard action
[att] +2 [dmg] 1d10 +1 +5 vs construcs +1d8 on crit [rng] 10/20 [properties] uses 1 ammo round [special] uses shotgun rules for the attack

Shotgun: Shotguns impact with tremendous force at close range, but this stopping power diminishes rapidly. They are fairly distinct and few models are on the market. Critical: On a critical hit, the target is knocked prone. Special: Shotguns do +2 damage if fired at 2 squares or closer. At long range, they only deliver half damage.

i know the whole +5 to somthing isnt really cover by the canon of the setting but hey its a science fiction gun

ive also got a freeze ray im working on to

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every thing is better with dinosaurs. scifi, fantasy, horror, supers, westerns. it doesnt matter if it makes sence or not its just awesome seeing peoples faces when you place that t-rex modle on the table.


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PostPosted: Fri Apr 15, 2011 11:11 pm 
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It's not science fiction without a freeze ray.

Next book has nuclear weapons...

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“I despise stallions. I ride them as I ride an ugly noble women--smiles for appearances and politics only. Stallions. All personality with no depth. They prance like ponies and trot with arrogance. I always say, respect your mules most of all. A stallion may lead with the king and gather the eyes, but a mule will follow behind…and carry your kingdom.”
Tsarevick Kazaan
Amethyst D20
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http://www.diasexmachina.com


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PostPosted: Sat Apr 16, 2011 6:45 am 
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yeah ive read all the posts and im psyched for both evolution and ultramodern4. i hope these arent to game breaking im not that experienced in making 4e stuff let alone guns



cryo-static discharger

[prof] +3 [dmg] 1d8 cold [rng] 30/60 [wt] 15lb [cell] M20 [lvl] 17 [tch lvl] 4 [properties] two handed small-arms, Capacitor, if fired at on to any surface a burst 2 centered on the center square of diffcult terrain. if fired into water only the surface layer will freeze solid any targets caught in the blast will suffer 1d8 cold damage and will be immobilized until save ends. size of the zone will increase acording to capacitor level by 2 any targets in water will suffer damage equal to the capacitor level. if hit by an attack target is slowed and doesnt cause the difficult terrain

daily Hit: 2d8 + Intelligence modifier cold damage, and you create a zone of sudden cold in a burst 2 centered on the target and is immobilized
until the end of your next turn. The zone is difficult terrain, and any enemy that ends its turn in the zone takes 5 cold damage. this lastes untill the end of the encounter

[info text] this weapon once started life as a experimental heat sink but a curious side effect of the heat dissipation emerged when the deivice was powered to full. bolts of etense cold energy would blast from the center unit. freezing both the object the heat sink was attached to and the recepitant of the discharge solid. this was further refined into the so it wouldnt kill the user and was labled the cryo-static discharger but is commonly referred to as the freeze ray.



[edit] i got the idea for this from this episode of stargate atlantis http://www.gateworld.net/atlantis/s5/516.shtml

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every thing is better with dinosaurs. scifi, fantasy, horror, supers, westerns. it doesnt matter if it makes sence or not its just awesome seeing peoples faces when you place that t-rex modle on the table.


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PostPosted: Sun Apr 17, 2011 10:54 pm 
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Simple...effective. Good job.

Ok...here's a challenge.

Make me Zorg rifle...
Image

_________________
“I despise stallions. I ride them as I ride an ugly noble women--smiles for appearances and politics only. Stallions. All personality with no depth. They prance like ponies and trot with arrogance. I always say, respect your mules most of all. A stallion may lead with the king and gather the eyes, but a mule will follow behind…and carry your kingdom.”
Tsarevick Kazaan
Amethyst D20
Image
http://www.diasexmachina.com


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PostPosted: Mon Apr 18, 2011 10:07 am 
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Location: Texas
With or without replay function?

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"Appreciation is a wonderful thing: It makes what is excellent in others belong to us as well."
-Voltaire... who, if I'm reading most of the rest of his stuff properly, didn't actually appreciate much.


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PostPosted: Mon Apr 18, 2011 11:46 am 
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Posts: 101
[Prof] +2, [DMG] 2d4, [RNG] 20/40, [Price] (Too Much), [WT] Light, [Clip] 3000, [Cell]] M, [Level] 26, [TL] 6, [Properties] Caseless, Auto, Conceal

Encounter:
Replay Button, Heavy Auto
Free Action
Target: One creature you have hit on your last turn.
Effect: You gain a +10 to the next attack roll and can score a critical hit on a roll or 17 or greater.

Encounter:
Rocket Launcher, Exp 1
Standard Action
Target: One square within range
Attack: Dex vs Ref
Hit: 4d6+10 damage
Miss: Half damage

Encounter:
Arrow Launcher, Exp 1/Poison
Standard Action
Target: One enemy
Attack: Dex vs AC
Hit: 3d10 + 10 damage
Special: Choose either Poison (ongoing 10 poison damage (save ends)) or Explosive (Exp 1) before firing this weapon

Encounter:
Net Launcher
Standard Action
Target: One Enemy sized large or smaller
Attack: Dex vs Ref
Hit: 3d6 damage and the target is restrained (save ends)

Encounter:
Flame Thrower, Fire
Standard Action
Target: one creature
Attack: Dex vs Ref
Hit: 6d6+5 fire damage and ongoing 10 fire damage
Special: Any creature granting the target cover take half damage.

Encounter:
Ice Cube System, Cold
Standard Action
Target: area burst 1 within 5
Attack Dex vs Ref
Hit: 6d4 + 10 cold damage and the target is restrained (save ends)
Aftereffect: The target is Slowed (save ends)

Weapon Information:

"Voila! The ZF-1. It's light. Handle's adjustable for easy carrying, good for righties and lefties. Breaks down into four parts, undetectable by x-ray, ideal for quick, discreet interventions. A word on firepower. Titanium recharger, three thousand round clip with bursts of three to three hundred, and with the Replay button - another Zorg invention - it's even easier. One shot... and Replay sends every following shot to the same location! and to finish the job, all the Zorg oldies-but-goldies. Rocket launcher... Arrow launcher, with exploding or poisonous gas heads... Very practical. Our famous net launcher...The always efficient flame-thrower... My favorite. And for the Grand Finale, the all new Ice Cube System!"


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PostPosted: Fri Apr 22, 2011 3:52 am 
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rules for killer pumps [high heels/stilettos]

must have dex is of 15 to be worn in combat

you gain a +2 bonus to Bluff checks, Diplomacy checks, Streetwise checks and Charisma ability checks, you can reroll on any of these checks, you can reroll it once and take the second even if its lower. These benefits apply only against humanoids.

When you shift at least 2 squares or move more than half your speed with one action, you must make an Acrobatics check . If you fail you are knocked prone after you shift or move.

When you are pushed, pulled or slid by an enemy you you have to make an Acrobatics check. If you fail you are slowed after you are pushed, pulled or slid.

Acrobatics DC 15. You cannot take 10 on either, and no creature can use Aid Another on you for this.

What? Don't judge me!

[edit] i got the idea from this http://www.youtube.com/watch?v=DvionZFGBqA

_________________
every thing is better with dinosaurs. scifi, fantasy, horror, supers, westerns. it doesnt matter if it makes sence or not its just awesome seeing peoples faces when you place that t-rex modle on the table.


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PostPosted: Tue Dec 13, 2011 7:50 am 
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Joined: Mon Apr 18, 2011 4:40 am
Posts: 101
I am working on a weapon for my Modern military game:

FN P180

This next generation weapons system is a multi-purpose personal defense weapon, it is built in a unique fashion that allows it to be used in two specific ways. The first is a compact SMG configuration that is small enough to almost be used as a Machine Pistol in the right hands. Though the real trick to this weapon is it's extended Rifle configuration, using extremely clever engineering this weapon can extend into a more traditional Assault Rifle configuration. By using a unique bit of engineering the barrel also extends by the extending action the barrel is constructed in a modular fashion and at its fully configured state is extended by a full 8 inches. Giving it the ability to load an additional modular clip in addition to giving it better range and more punch.
Special: This weapon can be used as a One Handed Small arm for the Cinematic Style Class Feature)

SMG Configuration - Two Handed Small Arm
[Prof] +2, [DMG] 1d6, [RNG] 15/30, [Price] N/A(Standard Issue), [WT] 4.5lbs, [Clip] 40, [Cell] M, [Level] 4, [TL] 1, [Properties] Caseless, BCP, Auto, Conceal

AR Configuration - Two Handed Small Arm
[Prof] +3, [DMG] 1d8, [RNG] 20/40, [Price] N/A(Standard Issue), [WT] 4.5lbs, [Clip] 80, [Cell] M, [Level] 4, [TL] 1, [Properties] Caseless, BCP, Auto


I built this weapon to give my group a standard firearm for my game to give them a standard weapon option for our game. They of course can use non-standard equipment since they are spec-ops but i think this weapon is a good start.

Though much like in Amethyst foundation I am not sure what the advantage of an AR is over a SMG. The SMG has a die reduction in damage but only a 10 round magazine increase. The only reason to use it in SMG configuration would be for my gunslinger so he can use the standard gun for his dual wielding.

Any feedback would be appreciated.

Edit: I am tempted to just make the SMG always one handed to justify it's reduced stats. otherwise the SMG portion is only useful to the Stalker.

In fact Here is a revision:

FN P180 (Machine Pistol/Compact AR)

MP Configuration - One Handed Handed Small Arm
[Prof] +2, [DMG] 1d6, [RNG] 15/30, [Price] N/A(Standard Issue), [WT] 3lbs, [Clip] 40, [Cell] M, [Level] 4, [TL] 1, [Properties] Caseless, BCP, Auto, Conceal

AR Configuration - Two Handed Small Arm
[Prof] +3, [DMG] 1d8, [RNG] 20/40, [Price] N/A(Standard Issue), [WT] 4.5lbs, [Clip] 80, [Cell] M, [Level] 4, [TL] 1, [Properties] Caseless, BCP, Auto


Attachments:
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