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Starcraft: Tentative Weapons Workshop
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Revan
Sith'ari, Chosen Heart of the Force

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Post Posted: Sun Jun 03, 2007 1:09 am    Post subject: Starcraft: Tentative Weapons Workshop Reply with quote
Offhand design ideas for Terran Weapons:

Personal Weapons (can be used without augmentation/armor).

Pistol
Your basic everyday sidearm. Occasionally used by civilians as personal defense weapons, and as a symbol of rank for officers and security personnel.
-Damage Profile: 2d6, x3
-Range Increment: 30 ft.
-Ammo Capacity: 5-10 rounds
-Rate of Fire: semi-auto.

Submachine Gun
Used as a weapon by police and unarmored Colonial Marshals, and those not expecting to take on heavily armored targets.
-Damage Profile: 2d6, x3
-Range Increment: 50 ft.
-Ammo Capacity 20-50 rds, depending on make and model.

Shotgun
A simple, inexpensive, and easily available weapon still used colonists, hunters, and those without the cash to get anything bigger.
-Damage Profile: 2d10, 19-20/x2
-Range Increment: 40 ft.
-Ammo Capacity: 2-20 rounds, possibly breach or magazine fed.
-Rate of Fire: Single (civilian or pump-action) Semi (Combat shotgun) and/or Automatic (Assault Shotguns)
-Special: Range Increments instead apply a -4 to damage values instead of -2 to hit.

Rifle
A precision marksman's tool or a hunter's best friend. Good accuracy and damage at range.
-Damage Profile: 2d8, x3 (2d10 Military)
-Increment: 80 ft.
-Ammo Cap: 1-5 rounds.
-Rate of Fire: Single (Bolt Action and/or Breach-loading).

Assault Rifle
Roughly 21st Century tech combat rifle, now obsolete except against unarmored targets.
-Damage: 2d8, x3
-Increment: 70 ft.
-Ammo Cap: 20-50 rounds.
-Rate of Fire: Semi and Auto.

Marine Gauss Rifle (Powered Armor)
The good :consored:. Can be used without penalty in a Marine Battlesuit. Without the Battlesuit, the attacker must make a STR check DC 20 (25 if shooter is not braced against something) or be knocked prone, and takes a -4 penalty to hit. Throws a cluster of high-density or depleted uranium slugs through the use of powerful electromagnets.
-Damage: 2d12, x3
-Increment: 100 ft.
-Ammo Cap: 100 rounds.
-Rate of Fire: EDIT! Auto only, 5 or 10 round burst only. A normal pull of the trigger fires 5 rounds, unless you go for an area Autofire attack, which fires 10 rounds. To increase the damage, take the burst fire feat. Burst fire with the Gauss rifle is 4d12,-2 to hit, or 2d12 only at +2 to hit.

Ghost ICWS (Individual Combat Weapon System)
A precision implement of destruction with a modular combat system ala the ill fated 20th Century OICWS project. The core of the system is a high-powered sniper rifle. With a flick of a switch, it can fire at full-auto, or use special sub-munitions. Extremely expensive and rare, these are only issued to Terran Ghosts and other Spec-Ops units.
-Damage: 2d12 (Sniper Mode), 2d8 (Autofire), Special (Munitions and Lockdown Shell)
-Increment: 150 ft (Sniper Mode), 90 ft (Assault Rifle), 70 ft (Munitions)
-Ammo: Marksman -10, AR -30, Munitions 1.
-Rate of Fire: Marksman -Single, AR- Semi, A, Munitions -Single
-Special: Always considered a Mastercraft +2 Weapon, or +3 in Marksman Mode. Marksman mode takes a -6 to hit any target within 50 feet.
-Should the Ghost gun be a powered weapon?
-EDIT: The ICWS also includes a built in painting laser for designating targets for smartbombs, cruise missiles, artillery, and tac nukes. Touch attack, range increment, 150 ft.

Flamers, Grenades, and Lockdown shell still pending.
Thoughts, ideas, crits, comments? All of this still has no manual reference and will be subject to much revision.

-Used many of the ideas from Ultramodern Firearms, Weapons Locker, and D20 Future.
-Estimated Tech Level is between PL 5-6. Terrans do not use many energy weapons as their Applied Physics has not yet reached the stage where energy weapons are viable personal weapons, but they are in use in Vehicle scale units like the Wraith and Battlecruiser.
-I'm still tinkering with d20 Future's gadget system to see what can be integrated into certain weapons.
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BJ
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Post Posted: Sun Jun 17, 2007 2:16 pm    Post subject: Reply with quote
Although I'm not much of a gun fanatic, I'm really looking at the Gauss Rifle with fascination... This looks strong! Hmmm...

Maybe being a Terran Marine isn't that bad after all... Cool

Can't offer anything as of yet, though. Just keep going Revan. The weapons are much appreciated...
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BJ
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Post Posted: Mon Jan 28, 2008 7:04 am    Post subject: Reply with quote
Tell me, Revan, if i got the Gauss Rifle concept correctly. (round is ammo measurement, not a unit of game time)
*It's automatic only, meaning it shoots either 5 or 10 rounds only.
*A 5-round shot is taken with a -4 penalty. With the burst-fire feat, though, damage becomes 4d12 instead of 2d12.
*A 10-round shot is autofire, and targets a 10-ft burst. (AC10, -4TH without the Advanced Firearms Proficiency feat, Reflex save for half)

If this is so, then we are bypassing the d20 rule saying that an autofire weapon can't target an individual without the burst-fire feat. This is fine by me: A marine should be able to focus-fire whenever he wants, even a low-level one.
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Revan
Sith'ari, Chosen Heart of the Force

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Post Posted: Mon Jan 28, 2008 9:55 pm    Post subject: Reply with quote
Basically, it's always in automatic fire mode. A single pull of the trigger releases a stream of bullets (simplified to five to ten bullets for game use).

*attempting to incorporate SWSE style autofire here:

-Unarmored medium-sized user always applies a -4 penalty to hit
-A normal attack uses up five rounds, but is resolved as a normal attack in terms of damage.
-A user with the Advanced Firearms Proficiency may make an autofire attack (as per d20 modern rules), but if the enemy makes his saving throw but the attack roll beats Def10, then the attack still deals half damage. This attack uses up 10 bullets.
-A user with the Burst Fire feat may use the Burst Fire feat as written or may optionally make a normal attack at +2 to hit, dealing normal damage and using up 5 bullets.
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BJ
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Post Posted: Tue Jan 29, 2008 7:07 am    Post subject: Reply with quote
Ah, so that +2TH came from SWSE? kewl... Cool
I'm also thinking of making the autofire save DC BAB-based, instead of having it fixed at 15. That just won't be any fun at higher levels if I keep the RAW.
Thanks, Rev! I will make these "official homebrew" soon. I just want to grasp the modern combat concept 1st (firearms are so different from the bows and crossbows I'm accustomed to at DnD)...
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Revan
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Post Posted: Tue Jan 29, 2008 10:38 pm    Post subject: Reply with quote
BJ wrote:
Ah, so that +2TH came from SWSE? kewl... Cool
I'm also thinking of making the autofire save DC BAB-based, instead of having it fixed at 15. That just won't be any fun at higher levels if I keep the RAW.


Well, to give credit where credit is due, the +2 TH idea comes from selenadawn's Ghost in the Shell d20 conversion.

The basic idea for the RAW Burst Fire feat in d20 Modern is that you want all of those bullets to hit the target for maximum damage, which is hard to do when the gun is rocking at full auto-fire, therefore, penalties to hit and bonus to damage.

The selenadawn optional burst fire rule models the kind of burst fire where you don't necessarily want all the bullets to hit, so much as hit the target with at least one of those bullets. This isn't the "autofire-area" kind of wild spray, instead this is a more controlled three to five round burst that has a better chance of putting at least one bullet on target, which is modeled as providing a +2 TH, and no bonus damage.

As for the autofire area attack, a few things:
If you want to go with RAW:
1) Ultramodern Firearms has a feat that ups the DC by 5.
2) The Spec Ops prestige class in the UA web expansion has a class feature that increases weapon area attack saves to DC 20 (wording wise, seems to stack with the UF feat, iirc)

Tweak options:
-Adopt something like Saga Ed's area attack system. What you could do is that even if your opponent saves, then you still deal half damage. Note that you still have to hit at least DC 10 on the attack roll before your opponent saves. If this seems too powerful, you may provide this option if autofire hits DC 15 (In other words, if you hit DC 10, RAW, if DC 15, Saga-Ed style)
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BJ
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Post Posted: Fri Feb 01, 2008 7:44 am    Post subject: Reply with quote
Revan wrote:
1) Ultramodern Firearms has a feat that ups the DC by 5.


Can you give the name of the feat? Pre-requisites?

I'm thinking of fixing these weapon saves to 10+half wielder's BAB. Plus those feats. Or maybe full BAB. Hmm...
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Revan
Sith'ari, Chosen Heart of the Force

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Posts: 1552
Location: Korriban
Post Posted: Fri Feb 01, 2008 10:20 am    Post subject: Reply with quote
BJ wrote:
Revan wrote:
1) Ultramodern Firearms has a feat that ups the DC by 5.


Can you give the name of the feat? Pre-requisites?

I'm thinking of fixing these weapon saves to 10+half wielder's BAB. Plus those feats. Or maybe full BAB. Hmm...


Improved Autofire.
Prereq: Personal Firearms, Advanced Firearms.

I can lend you Ultramodern Firearms and or D20 Weapons Locker if you want ideas on how to model weapons and explosives.

Interesting idea, btw, on scaling save DCs. I don't know, do the math, see if its fair and not particularly broken as levels increase.
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BJ
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Post Posted: Sun Feb 03, 2008 8:02 pm    Post subject: Reply with quote
I don't think it is. At full BAB, the highest a character could do by level 20 is DC30. Something a good fast hero build will be able to avoid roughly 60% of the time (tell me if anyone wants to see a breakdown of the numbers).

That, however, doesn't factor in either the Improved Autofire or the Spec Ops AdC. (I can't find the Class on UA btw). So, either I employ the BAB add to saves rule (a simple reversal of SWSE autofire) or allow the feat and AdC. I'm more inclined towards the former, as it doesn't limit class choices.

Btw, Rev, do you have the time to compute purchase DC's for these items?
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Revan
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Post Posted: Tue Feb 12, 2008 10:14 pm    Post subject: Reply with quote
Not right now for the DCs. The Spec Ops prestige class isn't in Urban Arcana itself, it's in the Web Enhancement.
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