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An Adult Themed Table Top Roleplaying Game, New Horizons is fairly custom, or 'homebrew', compared to most established systems.
 
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 Close to Short Range Weapons List

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LionHunter




Posts : 18
Join date : 2019-08-18

Close to Short Range Weapons List Empty
PostSubject: Close to Short Range Weapons List   Close to Short Range Weapons List EmptyMon Aug 19, 2019 10:13 am

Side Arms:

Sidearms are small, last resort weaponry. They're easy to carry and relatively cheap. They may not have much of a punch; but in a firefight, they're much better than having nothing at all. Sidearms fit easily in one hand. Pistols require only one action to reload as opposed to one round.

S19 Eagle:
The eagle has been in use for around 300 years. Based on the old Desert Eagle designs, it allows for a compact, yet powerful, punch.
Type: Small Arm-Pistol-one handed
Weight: 10 lbs
Credits: Free - Standard issue to registered Adventurers and Military
Damage: 1d5 (Roll 1d6-1)
Magazine Size: 8 Shots
Magazine Cost: 20 Credits
Crit Range: 17-20

Cra'thik Spine Shooter:
The Cra'thik spine shooter was named after Hive Queen Cra'thik, who mastered the use of the pistol. Named due to the bullets resembling small spines.
Type: Small Arm-Pistol-one handed
Credits: 2,000
Magazine Size: 10 Shots
Magazine Cost: 20 Credits
Damage: 1d8
Weight: 15 lbs
Crit Range:  17-20

Grey “Death Ray”:
The most known thing about the Greys is their ability to make use of their dreaded particle weaponry. The “Death Ray” is the most commonly used weapon used by Grey military forces, and is quite feared despite its small size.
Type: Small Arm-Particle Pistol-one handed
Weight: 20 lbs
Credits: 10,000
Damage: 1d10
Battery Life: 6 Shots
Magazine Cost: 200 (Can be recharged)
Crit Range: 17-20
Note: Particle Weaponry damage hits both suit and person. It always causes ruptures.

Pulse Pistol:
The Pulse Pistol is a specialized weapon designed to fire high speed bursts as opposed to singular shots. The weapon itself is designed to charge plasma upon firing, making the shots triggered far more devastating and heated than they should be. The end result is a highly damaging weapon, although due to overheating not widely used.

The pistol was created to replace the standard pistol for Alliance military officers. The end result was effective, but due to heat problems it never made it within the Alliance to replace standard Eagles and Breathstealers. The weapon instead found a market among mercenaries and pirates. Instead of a battery or standard clips, this weapon uses specialized bullets that are filled with solidified plasma, that super heat upon firing.
Type: Small arm-Pistol-one handed
Credits: 4,000
Damage: 3d4
Magazine Size: 6 Shots before reloading
Magazine Cost: 400
Weight: 10 lbs
Crit Range: 18-20
Special: This weapon suffers a natural 1 result on a roll of a 1-3, on a Natural 1 it overheats. Until it is cooled down (1 Round), firing it again causes the gun to destruct, dealing weapon damage to the wielder.

SMG Side Arms


Hornet VI SMG:
The Hornet was designed by the Alliance to lay down a hail of bullets, and fit comfortably in one hand. After numerous attempts, the end result is an effective gun capable of ripping apart enemy armor and shielding with little difficulty. The drawback is that due to its 'spray and pray' type of fire, it loses major accuracy at higher ranges.
Named for the bullets it uses, which fire a spiral-like bullet with a sharp tip, the Hornet does well to compliment its namesake.
Type: Small arm-Pistol-one handed
Damage: 4d4
Special: This gun loses -3 to Accuracy at mid-range, and -5 at long range
Credits: 3,500
Shots Fired: Can be fired 4 times before reloading.
Clip Cost: 20 Credits
Weight: 15 lbs
Crit Range: 18-20 in short and melee range, 20 otherwise

Shadow Lance:
The Shadow Lance is an SMG with a curious feature. Rather than being built for short-range, it was specifically built to be deadly accurate at all ranges. While not as deadly as a standard sniper rifle, it can fit in one hand, and can be easily fired. To a marksman, this can prove far more lethal than the extreme range sniper rifles can offer.
Type: Small arm-Pistol-one handed
Damage: 4d4
Credits: 3,900
Weight: 25 lbs
Crit Range: 18-20 at melee and short-range, 20 beyond that
Shots Fired: Can be fired 5 times before reloading
Clip Cost: 50 Credits

Badger SMG:
The badger was a feral, small species of mammal that existed on Earth before it was over-polluted. It was known as being fearless, and able to fend off much larger predators with sheer ferocity. The”'Badger” SMG does well to live to its reputation.
The Badger is a particle-based SMG that sprays high concentrated energy bolts rather than bullets. This can rip through enemies in a matter of a few seconds, all the while they never expect the damage from the small weapon.
Type: Small arm-Pistol-one handed
Damage: 5d4
Credits: 10,000
Special: Particle weapon, deals damage to both suit and wearer when fired. Suffers -3 at mid-range, and -5 accuracy at long range.
Shots Fired: Can be fired 4 times before the battery needs to recharge
Clip Cost: 1000, batteries can be recharged for free
Weight: 30 lbs
Crit Range: 18-20 in melee and short-range, otherwise 20

Kryslin Melter Gun:
The melter pistol is a common item among most Kryslin. While not overly effective, it yields high heat rounds that melt and burn target locations and people. It appears as similar to a standard Grey Death Ray, with a larger barrel and a fusion power central core. Fires extreme heat plasma shots
Type: Small arm-Pistol-one handed
2d4 Heat Damage
Shots Fired: 6 attacks, internal battery recharges after 1d4 rounds
Cost: Must be Salvaged
Weight:  20 lbs
Crit Range: 19-20


Last edited by LionHunter on Mon Aug 19, 2019 2:51 pm; edited 3 times in total
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LionHunter




Posts : 18
Join date : 2019-08-18

Close to Short Range Weapons List Empty
PostSubject: Melee Weapon List   Close to Short Range Weapons List EmptyMon Aug 19, 2019 11:55 am

Melee Weaponry (train in sidearms):

While most see melee weapons as archaic, a melee weapon generally has high damage output with the cost of having to be in melee to use it. While melee weapons can be broken, they have the benefit of not jamming in combat.

Combat Knife (One-Handed):
Standard issue, a combat knife is a last resort weapon or tool.
Melee-Knife
Credits: Free - Standard Issue
Damage: 1d4
Weight: 3 lbs
Crit Range: 17-20

Plasma Cutter (One-Handed):
A knife using plasma energy.  Cuts more efficiently, and heats as well. Can be used well as a tool, or for combat.
Melee-Knife
Credits: 1,400
Damage: 1d8
Weight: 10 lbs
Crit Range: 17-20

Sword (One-Handed):
A sword has been around in most cultures in some way, shape, or form.
Melee-Sword
Credits: 2,000
Damage: 2d6
Weight: 15 lbs
Crit Range: 18-20
Note: On a critical hit, the target can potentially lose a limb.

Hammer (One-Handed):
A hammer was initially used as a tool by most races, but was eventually turned for war purposes. Effective at repairs and cracking skulls.
Melee-Hammer
Credits: 2,500
Damage: 1d12
Weight:  18 lbs
Crit Range: 19-20
Note: On a critical hit, the target is rattled.

Axe (One-Handed):
The Axe, like the hammer, was developed as a tool for cutting wood. It was eventually weaponized to be able to cut limbs.
Melee-Axe
Credits: 1,200
Damage: 2d4
Weight: 15 lbs
Crit Range: 19-20
Note:  On a critical hit, causes bleeding at 1d4 per round.

Spear (Two-Handed):
The spear was the first true weapon, even if it was generally used for hunting. It consists of a long shaft with a sharp point.
Melee-Spear
Credits: 3,000
Damage: 2d8
Weight: 34 lbs
Crit Range: 18-20
Note: Spears gives a +1 to Defense

Sword (Two-Handed):
A two-handed sword, more destructive, if a bit heavier.
Melee-Sword
Cost: 3,000 Credits
Damage: 2d8
Weight: 45 lbs
Crit Range: 18-20
Note: On a critical Hit, swords can sever limbs

Mace (Two-Handed):
Fundamentally a large slab of metal capable of crushing skulls like grapes, the two-handed mace is large, intimidating, and effective
Melee: Mace
Cost: 4,000 Credits
2d10
Weight: 55 lbs
Crit Range: 20
Note: Take a -1 to accuracy when swinging this weapon.

Axe (Two-Handed):
When a smaller axe can't do the job, usually a larger axe can easily cleave a target in half.
Melee-Axe
Cost: 3,000 Credits
2d8
Weight: 50 lbs
Crit Range: 19-20
Note: On a critical hit, causes 1d4 bleed damage every round.
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LionHunter




Posts : 18
Join date : 2019-08-18

Close to Short Range Weapons List Empty
PostSubject: Re: Close to Short Range Weapons List   Close to Short Range Weapons List EmptyMon Aug 19, 2019 11:56 am

Hybrid Weapons:

These are weapons that share properties of two or more weapons, gaining the benefits of both. The damage from such weapons is averaged between the damage between the lowest and hardest hitting weapon. A hybrid between a two-handed weapon and one-handed weapon automatically becomes a two-handed weapon. Examples would include a Halberd, Reaper Scythe, and a Bikan (Ninja sword). It should be noted that guns can also be incorporated into the weapon design, although the gun aspect doesn't increase or decrease the hybrid weapon's damage, and exists as its own source of damage, based on the gun used at the time of the hybrid weapon's creation. Such hybrids that incorporate the gun design are rare, the most common known as a bayonet.

Properties: Vary
Damage: Combine the two weapon damages, divide by half
Cost: The combined cost of the weapons used
Weight: Combine the two weapons, then divide by half
Crit Range: Combine the two weapons, then divide by half

Thrown Weapons:


Thrown weapons are a weapon that you throw rather than swing normally. Cheap, but low in damage, Weapon Masters can take on this weapon as their choice for mastery. The weapon can be thrown up to medium range. The weapons must be retrieved unless technology upgrades are applied that cause the weapon to return. When throwing against armored targets, roll a 1d6; on a 1 the weapon breaks. This is a specific request for 1 handed melee weapon variants. If a melee weapon is changed to a thrown weapon, it will be less useful in direct melee.

Properties: Thrown
Damage: 1d4 added when thrown - 1d4 taken away when used for melee
Cost: adds 500 to the cost of the melee weapon changed
Weight: 4 lbs - reduced from melee weapon
Crit Range: 18-20
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LionHunter




Posts : 18
Join date : 2019-08-18

Close to Short Range Weapons List Empty
PostSubject: Primary Weapon   Close to Short Range Weapons List EmptyMon Aug 19, 2019 12:10 pm

Shotgun:

The shotgun is a short-ranged weapon that dishes out a great deal of trauma. While ineffective at longer range, the shotgun is well situated for close combat and cornered scenarios.

Shrapnel Gun:
The Shrapnel gun is a cheap, yet effective shotgun that fires out metal scrap rather than traditional slugs. While less damaging than other shotguns, the shrapnel can easily cause bleeding and infections.
Credits: 2,500
Damage: 3d4 to up to medium range, -2 to die each rank beyond that
Note: On a critical hit, enemies take 1d4 bleed damage every round.
Critical Range: 20
Weight: 20 lbs
Magazine Size: 2 Shots
Magazine Cost: 10 Credits

Urban Suppressor:
Developed for city engagements, the Urban Suppressor is snub-nosed, allowing for quick turns at the cost of accuracy. Deadly in close range, although totally ineffective at long-range combat.
Credits: 3,000
Critical Range: 20
Weight: 23 lbs
Damage: 5d4 up to medium range, reduce damage die by -2 for each dice roll beyond that.
Magazine Size: 6 Shots
Magazine Cost: 30 Credits

Plasma Shotgun:
The Plasma Shotgun was developed along the same lines as other Pulse technology, firing a hail of highly charged particles at the enemy. While its spread dissipates the damage at longer ranges, the Plasma Shotgun's damage diminishes less so than the average shotgun, although it still proves far more devastating at short range. Like all Pulse Weapons, the weapon was scrapped by Alliance military due to backfiring issues, although it is still a fairly common weapon within the fringe and in the hands of outlaws.
The Plasma Shotgun consists of a single barrel design, with a shoulder stock, and cylinder revolver like a system of deployment. The chamber is designed to detonate the bullet, before charging the shotgun pellets with plasma, and fired out.
Type: Two Handed, Shotgun
Credits: 5,400
Damage: 5d4 Damage, no damage at extreme range
Magazine Size:  6 Shots before reloading
Magazine Cost: 500 Credits
Weight: 35 lbs
Crit Range: 20
Special: This weapon suffers a natural 1 result on a roll of a 1-3, on a Natural 1 it overheats. Until it is cooled down(1 Round), firing it again causes the gun to destruct, dealing weapon damage to the wielder. This weapon only loses 1 point of damage per die at long range, ineffective at extreme range.

Bora Bora:
Grey for 'Hubba Hubba', the Bora Bora was designed for heavy damage output at low range. Designed for Humans, the Bora Bora takes on the shape of a twin-barreled, light silver shotgun. Effective at short range, but rapidly dissipates at longer range to prevent collateral damage.
Credits: 8,000
Critical Range: 20
Weight: 40 lbs
Damage: 4d6 in up to medium range, reduce by -2 for each dice roll beyond that range
Magazine Size: 10 Shots before recharging
Magazine Cost: 1000 (Can be Recharged)
Note: Particle Weapons deal damage to the target's body armor and HP at the same time.
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