Weapons of Futuristic Destruction

October 12, 2017 | Author: DarkDeva | Category: Derivative Work, Copyright, License, Holography, Trademark
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A d20 Future source book that has lots of optional Starship Equipment and other...

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LPJ9784

WEAPONS OF FUTURISTIC DESTRUCTION

Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.

MECHA DEFENSE SYSTEMS Psycho-Polymer Coating (PL 8)

Psycho-Polymer Coating is coating that can be placed of any sized mecha that can be used to provide protection from the pilot of the mecha from mental and psionic assault. All pilots aboard gain a Power Resistance 15 to all psionic powers. See the Psionics section in the d20 Modern System Reference Document for more information. Equipment Slots: None Activation: None Range: Personal Target: You Duration: Persistent Saving Throw: None

Purchase DC: 15 + one-quarter the mecha’s base purchase DC. Restriction: Military (+3)

MECHA WEAPONS Bio-Terminator Ammunition (PL 7)

This specially modified ammunition contains a potent bio-toxin that overwhelms the circulatory system, causing blood vessels to violently erupt. Bio-terminator ammunition may only be used with any weapon that does ballistic damage. Any living individual hit with a weapon armed with bio-terminator ammunition must make DC 30 Fortitude save or is killed outright. Targets slain by the bio-explosive ammunition will then explode is a bloody red mist and all living creatures with in 10 feet of the slain target must make a DC 15 Reflex save or will be hit and affected

weapons of futuristic destruction by the Bio-terminator bio-toxin. Bio-terminator ammunition has no effect against creatures or objects that do not make Fortitude saves. Equipment Slots: None Activation: None Range: Personal Target: You Duration: Persistent Saving Throw: None Purchase DC: Per Weapon type Restriction: None

Nanofilament Cannon (PL 8)

Corrosion Missile (PL 8)

A corrosion missile is a weapon that is equipped with a very specific nanovirus that causes any metal it comes in contact with to corrode, falling to pieces and becoming useless immediately. The corrosion missile can destroy up to a 10-foot cube of metal virtually instantly. All mecha hit by a corrosion missile will reduce the Hardness of mecha superstructure by 5 points per missile per round until the mecha superstructure reaches 0 and is destroyed. Wooden, stone, and other nonmetallic equipment and weapons, like duraplastic armor, organic technology and ceramic composed plating for example, are unaffected. Equipment Slots: 1 for launcher, must be hand (or arm if Large), arm, or shoulders; 1 for each three-rocket pack. Activation: Attack action. Range: 200 feet. Area: 10-foot-radius burst. Duration: Instantaneous. Saving Throw: Fortitude negate (DC 25). Purchase DC: 40 for rocket launcher and 3 rockets, 24 per additional 3-rocket pack. Restriction: Military (+3).

Gravity Mine

When a Gravity Mine detonates it creates a high power gravimetric disruption field, causing its targets to move slow and stumble due to the increased gravity field. Gravity Mines are perfect to us to slow down the movement of a particular person or object. The gravity mine can affect anything up to a 10-foot radius of the gravity mine. All in the area of effect of the gravity mine must make DC 30 Fortitude save or be immobilized. Equipment Slots: 1 for each four- gravity mine pack. Activation: Attack action. Range: 200 feet. Area: 10-foot-radius burst. Duration: Instantaneous.

Saving Throw: Fortitude negate (DC 30). Purchase DC: 35 for four- gravity mine pack, 18 per additional four- gravity mine pack. Restriction: Military (+3).

This weapon fires a shell that releases a haywire of onemolecule thick razor sharp nanofilament. Due to the microscope size of the nanofilament, it can easily slip between molecules and cut the molecular bonds of any object destroying it. A Nanofilament Cannon will cover an area of 20 feet. Any target that is directly hit or covered by the nanofilament can make a DC 20 Reflex save. Any targets that fail their Reflex save must immediately make a DC 30 Fortitude save or are killed outright, no matter their armor or defenses. Those that make the Fortitude save will suffer a loss of 50% of their current hit points. Equipment Slots: 1 Activation: Attack action. Range: 150 feet. Area: 20-foot-radius burst. Duration: Instantaneous. Saving Throw: Reflex negate (DC 20). Purchase DC: 25 Restriction: Military (+3).

MISCELLANEOUS EQUIPMENT Nightmare Coating (PL 8)

The outer layer coating of the mecha is covered in a psycho-sensitive coating which picks up psychic energy from living creatures with in it range and detects the worst fears of the surrounding individuals and amplifies them ten-fold, sending them running in terror. Any enemy creature or mecha piloted by a living creature adjacent to a mecha with a nightmare coating will have to make a DC 25 Will Save or be Panicked. The Nightmare Coating has no effect against creatures or object that do not make Will saves. Equipment Slots: None. Activation: None. Range: Personal. Target: You. Duration: Persistent. Saving Throw: Will negate (DC 25) Purchase DC: 10 + one-quarter the mecha’s base purchase DC Restriction: Military (+3).

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weapons of futuristic destruction Psi-Disruptive Plating (PL 7)

Durable LCD video displays are built into the armor plating on the mecha’s chest, shoulders or into the helmet faceplate. A specially chosen series of high frequency strobe lights, subliminal messages and chaotic images flash across the screen to unnerve and distract opponents. Everyone within range of the effect must make a Will Save (DC 16) or be so distracted by the images that they suffer a –2 penalty to all attack rolls and skill checks made when within sight of the Mecha. Those who make the save are unaffected. Equipment Slots: One (torso, shoulders or helmet) Activation: None Range: 30 ft Target: All living beings within range Duration: Persistent Saving Throw: Will Save DC 16 negates Purchase DC: 26 Restriction: Military (+3)

Equipment Slots: 2 Activation: Free Action Range: 2,000 feet Target: 2,000 feet radius centered on the mecha Duration: Persistent Saving Throw: None Purchase DC: 20 + one-half the base purchase DC of the mecha Restriction: Military (+3)

STARSHIP ENGINES Electro-plasma Injector (PL 8)

Shimmer Field (PL 8)

A shimmer field is a complex programmable visual disruption holographic field. When the field is activated it breaks up the outline of the mecha, using an enhanced form of visually disruptive camouflage. To those looking at a mecha, it will appear to burst out into a cloud of tiny, multicolored fragments every time they moves and when the mecha remains stationary the fragments coalesce into a solid figure like the pieces of a multicolored jigsaw. The more active the mecha with this field is, the greater the visual disruption and wider dispersion of the disruption holographic field will appear. Any mecha with this system will cause those attacking to suffer a -2 to all rolls to hit while the shimmer field is operational, also the attackers must make a DC 15 Will save or become Dazed. Equipment Slots: 1 Activation: None. Range: Personal. Target: You. Duration: Persistent. Saving Throw: Will negate (DC 15) Purchase DC: 10 + one-quarter the mecha’s base purchase DC Restriction: Military (+3).

Teleport Inhibitor (PL 7)

the inhibitor. Each Teleport Inhibitor works by covering an area around the item with a range of 2,000 feet and preventing any one from teleporting with in the inhibitor range but they can teleport just outside the range of the inhibitor.

The Teleport Inhibitor is a device that works by generating a powerful continuous disruption field that affect targets and prevents any type of teleportation with in the range of

A Electro-plasma Injector normally working in conjunction with Electro-plasma Distribution Network making it possible for a starship to directly interject raw highly unstable electro-plasma in a starship’s engine core to provide it with a boost of power. The Electro-plasma Injector provides a speed boost to starship which they gain +1,500 feet (+3 squares) to the starship’s tactical speed. A starship can only use the Electro-plasma Injector three times before needing to wait 10D10 rounds to build up enough electro-plasma to use the Electro-plasma Injector again. Purchase DC: 15 + the base purchase DC of the modified starship engine. Restriction: None

STARSHIP ARMOR Molemech Constructed Armor (PL 8)

With the creation and mainstreaming of nanotechnology, scientists and engineers thought of new and interesting ways to make materials more structural sound, durable and resistance to various types of damage. With the use of nanobots and molecular mechanisms, better known as molemech, scientists and engineers have been able to construct incredibly dense materials that are used in the armor and construction of starships. In gaming terms, all items that use Molemech Constructed Armor have their Hardness increased by 50%, their Tactical Speed increased

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weapons of futuristic destruction by 500 feet (+1 square). But in contrast, the total weight of the starship is reduced by 25%.

reaches a destroyed status, the emergency force fields will no longer be active.

Purchase DC: 40% of total cost Restriction: Licensed (+1).

Purchase DC: 5% of total cost Restriction: Licensed (+1).

Picomech Constructed Armor (PL 9)

Redundant Systems (PL 5)

As nanotechnology became common place, scientists and engineers found new was of dealing with even smaller sized objects and materials. From these new technologies picotechnology evolved from and became more mainstream. Scientists and engineers constructed even smaller material and objects with the use of picobots making even more densely compacted and constructed materials while making them with virtually no change in their weight. In gaming terms, all armor that uses Picomech Constructed Armor have their Hardness is doubled, their Tactical Speed increased by 500 feet (+1 square). But in contrast, the total weight of the starship is reduced by 50%.

The starship contains a limited backup power source and redundant relays allowing it to recover from disabling conditions more quickly then a normal starship. When a starship would normally be destroyed (reduced to 0 or fewer hit points), the redundant systems attempt to reroute power and repair the damage to the starship. This system automatically restores 10% of the starships total hit points (Repair check DC 30). If the roll fails, the redundant systems have damaged beyond repair and most be repurchased and replaced. Purchase DC: 28 Restriction: Military (+3)

STARSHIP WEAPONS

Purchase DC: 75% of total cost Restriction: Restricted (+2).

Anti-Graviton Missile (PL 7)

STARSHIP DEFENSE SYSTEMS Deceptive Sensory Profile

Starships with this system emit a very deceptive sensor signature to sensor and scanning systems. This can be due to a various amount of reasons from its hull configuration to misleading system output to special shield systems which makes it unusually difficult to detect. All the DCs of all sensor tests performed on a starship with this system are increased by +10. Purchase DC: 15 Restriction: Restricted (+2).

Emergency Force Fields (PL 8)

When a starship suffers and devastating breach of their hull, the emergency force fields, which act like bulkheads, will form into place to prevent all of the starship from venting all its’ atmosphere and oxygen in to space. This is a last ditch effort to give the crew members some addition moments to reach their escape pods and escape from a extremely damaged starship or space station. In gaming terms, when a starship reaches 0 hit points it considered to be breaking apart, but still can take half actions only and loses 1 hit point every other round. Once the starship

When a missile with an anti-graviton warhead hits a starship or space station it will saturate the target with intense amount of anti-gravitons. This large amount of ant-gravitons will cause havoc, counteract and nullify the use of gravity based engines like Induction Engine or Gravitic Redirector for 2d20+5 rounds. After the time limit of the effect of the anti-graviton warhead has expired, the effected gravity based engine may operate as normal. Purchase DC: 40 Restriction: Licensed (+1)

Particle Disruption Warhead (PL 8)

Missiles armed with a particle disruption warhead after detonation will cause a it target to be saturated with a disruptive energy field that effects particle based engines like Ion Engines or Particle Impulse Engine with devastating effects. In gaming term, any target hit with this warhead, the target’s engine will overload and cause damage to the target directly. Targets will be affected by the engine overload for D8+2 rounds causing variable damage dependant on the size of the starship. Ultralight: 6D6 hit points of damages per round. Light Ship: 8D8 hit points of damages per round. Mediumweight: 10D10 hit points of damages per round.

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weapons of futuristic destruction Heavy: 12D12 hit points of damages per round. Superheavy: 20D20 hit points of damages per round.

Decontamination Airlock (PL 7)

Due to internal effect of this warhead, the target will not be able to use any of its defensive or protective systems to reduce the amount of damage done. After the effective time limit of the particle disruptive warhead effect has expired, the particle based engine may operate as normal. Purchase DC: 40 Restriction: Licensed (+1)

Warship Design (PL 6)

This type of starship was built with the concept of it being used from combat and battle against other starship, space station or other various stellar anomalies. In comparison to other starships of its same size and classification, warship designed starships are very deadly due to their additional firepower. In gaming terms, all starships with this design have 25% more weapons then a normally starship of the same make and size. Purchase DC: 40% of total cost Restriction: Military (+3)

STARSHIP MISCELLANEOUS Cutting Airlock (PL 7)

This ring-shaped tube, constructed of lightweight, collapsible neutronite with a high-speed spinning monomolecular razor edge that can cut through just about most materials, is securely mounted to the starship’s hull adjacent to an exterior airlock. As a full round action, a starship may deploy the cutting airlock in order to dock with a nearby starship or space station (ultralight ships may only dock with ships in the same square while all other ships may only dock with ships and stations in an adjacent square). The cutting airlock will take 2d6+4 rounds to cut through a starship’s hull and equalize pressure between the two ships so that crew and cargo may move between the two ships. The cutting airlock can cut through starship’s hulls with up to a hardness of 40 and starships with hull hardness higher than 40 cannot be cut through. If the ships are in flight while docked each pilot must make a successful Pilot check (DC 15) once every ten round. If the check fails then the ships have drifted too far apart and the tube snaps and both ships are exposed to the effects of the vacuum of space (see the future SRD). This type of airlock can be used in conjunction with any other one. Purchase DC: 5% of total cost Restriction: Licensed (+1).

This ring-shaped tube, constructed of lightweight, collapsible neutronite is securely mounted to the starship’s hull adjacent to an exterior airlock. As a full round action, a starship may deploy this tube in order to dock with a nearby starship or space station (ultralight ships may only dock with ships in the same square while all other ships may only dock with ships and stations in an adjacent square). The decontamination airlock will take 3d6+1 rounds to connect with another starship airlock, equalize pressure between the two ships so that crew and cargo may move between the two ships and scan for any foreign or alien biological material or virus. Any and all foreign or alien biological material or virus (GM’s decision) will have to make a Fortitude Save DC 35 of be destroyed or killed. Without this chamber, there would be the peril that new unknown diseases could spread throughout the ship. If the ships are in flight while docked each pilot must make a successful Pilot check (DC 15) once every ten round. If the check fails then the ships have drifted too far apart and the tube snaps and both ships are exposed to the effects of the vacuum of space (see the future SRD). This type of airlock can be used in conjunction with any other one. Purchase DC: 5% of total cost Restriction: Licensed (+1).

Emergency Solid Light Hologram System (PL 8)

The Emergency Solid Light Hologram System is an exceptionally are a sophisticated holograms developed in PL8 societies to help in particular situations where certain personnel are not readily available. Emergency Solid Light Holograms are programmed with either of the two following distinctive settings; Medical or Security. • Medical: Emergency Solid Light Hologram System with a medical setting is used in situation when the medical staff is not available or they have been incapacitated. The solid light holographic medical staff can perform as easily as a normal staff. In gaming terms, the solid light holographic medical staff provides any that use it with the feat, Surgery, no matter if they have the prerequisites for it or not. In addition, the users of this system gain a +10 to any rolls dealing with anything related or relating to medicine, medical or surgery. • Security: Emergency Solid Light Hologram System with a security setting will be able to create solid light holographic security personnel who will defend and help repel all hostile boarders or invaders to the star-

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weapons of futuristic destruction ship. In gaming terms, the amount of the starships crew is considered to be doubled with the solid light holographic security. Any damage or effects that are done to the crew is taken off of the amount solid light holographic security first then the regular crew. When the solid light holographic security crew is reduced to zero, the any future attacks or effects are deal with as normal. Purchase DC: 15% of total cost Restriction: Restricted (+2).

Security Hatches (PL 6)

All hatches on a starship with this modification are considered to be equipped with an intricate locking device (DC 35) and can normally only be open by specifically stated individuals of the crew. Purchase DC: 5 Restriction: None

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Future: Another 13 Starship Devices Copyright 2006 Philip Reed, published by Ronin Arts.

Modern System Reference Document Copyright 2002-2003, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Weapons of Futuristic Destruction, Copyright 2006 Louis Porter Jr. Design, Inc. Future Player’s Companion: Tomorrows’ Hero, Copyright 2005 The Game Mechanics, Inc.; Authors: Gary Astleford, Neil Spicer, Rodney Thompson, & JD Wiker

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