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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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 Heavy Weapon and Misc. List

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LionHunter




Posts : 18
Join date : 2019-08-18

Heavy Weapon and Misc. List Empty
PostSubject: Heavy Weapon and Misc. List   Heavy Weapon and Misc. List EmptyMon Aug 19, 2019 12:58 pm

Heavy Weaponry:

Heavy Weaponry is meant for one thing. Destruction. Chaos. Heavy weapons bring the highest amount of damage, but are quite cumbersome to carry around. The detriment is that Heavy Weapons do not start out as Particle Weapons, and must be upgraded into them, and require both hands to use. Heavy Weaponry generally carries a much bigger magazine size, at the cost of taking much longer to reload.

Heavy Machine Gun:
The Heavy Machine Gun is what amounts to as a large assault rifle, firing extremely hard-hitting rounds at high speeds. This 40 Caliber gun can easily cut an enemy assault in half if used right.
Credits: 5,000
Damage: 4d8
Critical Range: 18-20
Weight: 90 lbs
Magazine Size: 8 Shots before reloading
Magazine Cost: 100 Credits

Heavy Vulcan:
The Heavy Vulcan is what amounts to as an unattached ship gun, modified to be carried around and used by a lone soldier. The Heavy Vulcan uses a long barrel with 8 tubes that rotate rapidly and spray out a lethal spread of bullets. Too heavy to be wielded in one hand, its ammunition pack is linked to an ammo holder in a backpack.
While one of the more lethal ways to deal with a large group of individuals, it's not without its drawback. The most notable is that there is no way to make the weapon smaller and effective. In addition, you cannot move and fire the weapon at the same time.
Credits: 11,000 Credits
Critical Range: 18-20
Weight: 110 lbs
Damage: 7d6
Magazine Size:  20 Shots before reloading
Magazine Cost: 500
Special: Cannot move and fire on the same round, cannot be modded for a small weapon mod

Flamethrower
The Flamethrower fires highly destructive flames at a target location using phosphorous fuel. The resulting flame encases and cooks the target alive, while leaving a flaming residue on the target that continues to ignite.
Credits: 8,000
Critical Range: 18-20
Weight: 65 lbs
Range: Melee and Short Range
Damage: 3d10
Magazine Size: 15 Shots before reloading
Magazine Cost: 200 Credits
Note: Leaves flaming patches on the ground where used, as well as on enemies. Enemies caught continue to take 5 damage every round they stand in the fire, as well as 1d6 fire damage every round for enemies caught on fire, potentially causing panic. Friendly Fire possible. Only melee and short-range.

Rail Gun:
The Rail Gun uses experimental technology to fundamentally fire a large electromagnetic bullet at high velocity. The high damaging weapon is capable of taking out ships, vehicles, and people. Unlike most heavy weapons, this gun can be charged, focusing the bullet, before firing it out. The result makes it more singular and devastating the longer it's aimed and fired.
The Rail Gun consists of heavy stock, a large energy containment field held in a case around the same circumference as a standard basketball, and a massive meter and a half long barrel.  The weapon itself uses a charged bullet, and doesn't use solid munitions to fire.
Type: Two-Handed, Heavy Weapon
Credits: 12000
Damage: 3d6, +2d6 for every action used to charge.
Magazine Size: 3 Shots
Magazine Cost: 1000 Credits
Weight: 130 lbs
Crit Range: 20
Special: For every action used to charge, this weapon does 2d6 extra damage, and gains +1 to a critical range (Up to 10 actions). If 10 actions are used to fully charge this weapon, it gains 3x critical damage as well.

Bunker Buster:
A rocket launcher developed to seed into a building several feet before detonating, but just as effective against enemy infantry, the Bunker Buster fires a high explosive warhead that explodes to inflict massive damage.
Credits: 8,000 Credits
Critical Range: 20
Weight: 120 lbs
Damage: 4d10 (Double Damage to ships and structures)
Magazine Size: 1
Rocket Cost:  500 Per Rocket
Note: Splash Damage, Friendly Fire
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LionHunter




Posts : 18
Join date : 2019-08-18

Heavy Weapon and Misc. List Empty
PostSubject: Misc.   Heavy Weapon and Misc. List EmptyMon Aug 19, 2019 1:13 pm

These items make life easier for the adventurer. Either increased weapon payload, or simply devices for easier communication.

Trauma Shield:
A handheld shield that fits in one hand, holographic projectors allow for a lightweight, defensive option to use.
Weight: 5 lbs
HP 15
Shield HP: 10
Defense: +4
Cost: 500 Credits
Special Counts as Light Cover, attacks that hit the shield instead of the character.

Silencer:
Can be applied to any firearm other than heavy weaponry, silencers prevent noise from the shot. While it reduces Accuracy by -2, enemies are unaware of your presence.
Credits: 600

Universal Translator:
A device that can be built into computers, suits, etc. This translates known languages into an understandable form, while translating your own language into something the other creature can understand. Given time, it can eventually translate unknown languages as well.
Credits: 1000

Engineering Kit:
This kit carries tools and materials for Engineers to make repairs including a high-pressure nail gun, liquid metal epoxy, and an Engineering scanner addon for their computers. Repairs on mechanical structures and units are 1d6 increased, lasts the duration of the mission, but is expended at the end of it.
Credits: 900

Medical Kit:
This kit carries several tools that allow for quick patch up and fixes, including a pinpoint laser scalpel, Regenerator Spray, anti-venom hypo, and a medical scanner for addons.  Healing abilities increased by 1d6, lasts the duration of the mission, but is expended at the end.
Credits: 900

Energy Net:
An energy net is a device used to capture stunned creatures. Using an energy net on a stunned or unconscious enemy causes them to be restrained and unable to move.  Battery life lasts for 2 hours.
Credits: 300 each.
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LionHunter




Posts : 18
Join date : 2019-08-18

Heavy Weapon and Misc. List Empty
PostSubject: Ammo types   Heavy Weapon and Misc. List EmptyMon Aug 19, 2019 1:15 pm

Ammunition:

Finite ammunition that can be bought, or manufactured.
*Tweaking this, to make management easier: Ammo is infinite per mission, but is limited to the mission used. Think of it as a temporary Buff. You can bring multiple ammo types, but it will use up each ammo type. So, if you take AP rounds, Tracer Rounds, and Shock Rounds, you will have to re-buy all of them again, whether you use them or not. So prepare accordingly.

Armor-Piercing Rounds:
Armor-Piercing Rounds ignores the Defense bonus granted by suit or natural armor when attacking. In addition, deals 1d6 increased damage on unarmored foes.
Credits: 500

Hollow Tip Rounds:
When attacking unarmored individuals, this bullet explodes on impact, causing massive trauma. Unarmored enemies hit take 1d4 bleed damage every round.
Credits: 400

Tracer Rounds:
Bullets that leave a bright orange trail behind them. This allows you to see the bullet's trajectory much easier. Adds +2 to attack rolls the round after firing a tracer.
Credits: 500

Shock Rounds:
These bullets deal nonlethal damage, and act more as high-velocity tasers than bullets.  When fired, it presses against the target's skin, and delivers a high amount of electrical damage into them. Stuns the target for 1d6 rounds unless in armor. Versus Androids, shock bullets are considered lethal damage. Even when armored, roll a 1d20 and on a 1-5, the Android is stunned.
Credits: 600

Air Burst Rounds:
Nonlethal rounds that still cause damage. Passively silenced, Air Burst rounds never kill, but render the target unconscious instead of damage that would normally kill them.
Credits: 500

Tracking Rounds:
Fires a single round at a target. On a hit, it paints them, allowing them to be tracked. If you have a HUD display, it places their current location on it. Otherwise, they can be tracked remotely by computer.
Credits: 700

Dragon Fire Rounds:
These rounds contain high phosphorus amounts that can cause targets hit by this to catch on fire. When firing, roll a second attack. If the second attack hits, the target is set on fire, taking 1d6 damage per round, and panics.
Credits: 600

EMP Rounds:
These rounds explode on impact, causing a small electromagnetic discharge. Against synthetics or robotics, or even computer systems, this immediately causes system shutdown for 1d6 rounds. Cybernetic systems and upgrades are treated the same way.
Credits: 500
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LionHunter




Posts : 18
Join date : 2019-08-18

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PostSubject: Poisons   Heavy Weapon and Misc. List EmptyMon Aug 19, 2019 1:25 pm

Poisons:

One time use items that can be applied to bullets, food, ect. Poisons can deal damage or invoke paralysis or hallucinations in the target. Rare to find, usually only black market contacts sell it, although poisons can be harvested.
Note: Exotic poisons still fall under this category. The only difference is they are much harder to cure.

Searing Pain:
Poisons that cause searing agony and muscle/tissue inflammation. Enemies hit by this take 1d6 damage each round, and must roll a 1d20. On a 10 or below, the target becomes stunned from the pain for one round.
Cost: 500 Per dose
Note: When applied to a bullet, only applies to the attack. If applied to a melee weapon, the poison lasts until the end of combat.

Paralysis Poison:
Rather than damage, paralytic poisons cause the target's muscles to be slowed, twist, and contract involuntarily. Each round the poison goes into effect, the target loses -2 to Accuracy and Defense. Should either stat hit 0, they are rendered unable to move or act for the duration of the poison (an hour minimum).
Cost: 700 per dose.
Note: When applied to a bullet, only applies to the attack. If applied to a melee weapon, the poison lasts until the end of combat.

Hallucinogenic Poison:
Some poisons work on the target’s mind. He or she sees things that are not there, has a warped perception of what's going on, or perhaps everything is simply foggy. When making an attack, using psionics, or using tech, they have to roll twice and take the lower result. If making an attack, if the lower result is a 1, they instead attack a squadmate.
Cost: 500 per dose
Note: When applied to a bullet, only applies to the attack. If applied to a melee weapon, the poison lasts until the end of combat.
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LionHunter




Posts : 18
Join date : 2019-08-18

Heavy Weapon and Misc. List Empty
PostSubject: Gernades   Heavy Weapon and Misc. List EmptyMon Aug 19, 2019 1:26 pm

Grenades:

Grenades are personal explosives that can be carried easily, and thrown or placed.
*Another Tweak here: These will also act the same as ammo. Useable 1 time per combat, but infinite per mission. They will need to be bought again after the mission, to be brought on the next mission.

Fragmentation Grenade:
'Frag' grenades are cheap, but effective, grenades that are thrown; causing an explosion and debris to be scattered about.
Damage: 2d6
Cost: 300 Each
Note: Aoe, Friendly Fire possible
Weight: 1 lbs each

Semtex Grenade:
More commonly known as 'sticky' grenades. Semtex grenades employ either an adhesive, or plasma, to a target which prevents removal, before exploding.
Damage: 2d6, add 1d8 to the target stuck
Cost: 600 Each
Note: Aoe, Friendly Fire possible
Weight: 1 lbs each

Crawler Mine:
Crawler mines resemble metal plates in the ground. At least, until an enemy gets close, in which case they then get up, crawl over to them and detonate. Recognizes friendlies from enemies.
Damage: 2d8
Cost: 800
Note: Aoe
Weight: 4 lbs each

EMP Grenade:
Emits an electromagnetic pulse in a small area. This fries tech for 1d6 rounds, including synthetics and Androids. Particle weaponry hit by this also shuts down as well. A well placed EMP grenade can turn the table, but can also work against you as well.
Damage: None
Cost: 900
Note: Aoe, friendly fire possible
weight: 1 lbs each
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