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TerraMGP
TerraMGP's Scraps (8)

By Right: D20 Gear 1, Weapons and Armor

Game Shopping (Scrap)
by_right_d20_gear_1_weapons_and_armor.doc
Keywords armor 9616, scifi 4328, weapons 1358, game mechanics 79, tie in 1, d20 system 1
By Right: D20 Gear 1, Weapons and Armor
By TerraMGP

All calculations are made in Yggdrasil Corporate Credits. Coinage exchange and export taxes are not applied.

Armor:

Brokkr Arms ‘Freya’ Variable Battle Plate:

To call this armor extravagant would be a gross understatement. Freya Battle Plate was initially designed to accommodate only the wealthiest and most influential members of Yggdrasil Interplanetary and its allies.

Based on a decade of research and design, the Freya is an attempt to mix high-end protection, versatility and a considerable offensive punch while minimizing any compromising flaws. The resultant ‘happy medium’ is a complex system, literally tailor made to each recipient and using many of the best technologies Brokkr arms has to offer.

The core of this system is a simple body glove made of high impact rubber that acts almost like a catsuit. All other parts of the Battle Plate are built off of this suit, which contains specially impregnated ‘veins’ that wick away excess heat out into the suit and work to keep the wearer relatively cool. They also contain a section impregnated with a flexible receiver circuit allowing signals to travel to and from any sort of data jack or control implant the wearer may possess. This helps to fully offset the weight of the suit in combat and ensure any movements from the suit match the wearers own.

Bundles of high density synthetic muscle fiber are bonded to the base frame, designed to match and mimic the musculature of the wearer. This does add somewhat to the strength of the user, but is far more effective at both adding speed and as an additional defensive measure. Freya battle plate can make the wearer blindingly fast and agile, often fast enough to avoid the brunt of enemy fire or easily dodge incoming attacks. This combined with a powerful suite of battlefield analytics generally found in the helm or tied to the wearers implants gives an almost instinctive understanding of the battlefield.

This also allows the muscles to contract and spasm in ways that do not harm the user but can help dissipate most kinetic impacts. A properly calibrated set of battle plate can ‘shrug’ off blows thicker armor would simple buckle under and continue to function without much issue.

Finally the muscle bundles are attached to a backpack generator, with further plates of ceramic, metal and high impact plastics placed over much of the armor. The weight is negligible given the added strength provided by the muscles and the added protection helps to ensure a remarkable level of protection itself comparable to many heavier suits of traditional power armor.

It is the backpack, however, which is the true feature.

Small enough that it simply appears to be a thick bit of plating on the back and set with several redundant failsafes this compartmentalized bank of super capacitors and quantum entangled dynamo are almost absurdly powerful for armor of this size. The dynamo itself produces very little energy, however because it is powered by a quantum entangled axel and due to the banks of super capacitors that power the suit it is not only able to help retain a charge from a larger source for days but can gain some semblance of working order if  the suit is left inactive for a few days, even with the capacitors fully drained.

Needless to say each set of armor is a masterwork. Brokkr’s finest engineers and designers work endlessly to not only make this a powerful protective tool but a stunning work of art. To be assigned as lead designer on such a suit is a career highlight and it is impossible to receive such a piece without some manner of intense cosmetic personalization and customization. To even request such a thing could be an irreparable blow to the leads ego and could likely kill the project before it even got started.

Naturally most who would warrant such extravagance rarely make such a request. Indeed it isn’t uncommon for them to not only buy a full set of possible upgrades for their new suit, but indeed pay 100,000 additional credits or more getting all manner of personalization’s and customizations. All cosmetic in nature. After all it is only fitting that such individuals be granted the absolute best.

Type: Ultra-Heavy
Protection: 7
Penalty: 0
Traits: Brawler 2, Battle Computer 2, High Speed X4, Designer Fashion Statement, Power Assist 2, Power Enhancement 2, Reinforced 2, Jump Jets

Special: Contains an excess power supply that can run three additional pieces of gear and/or modifications.

Each of these equipment ‘slots’ may be replaced with a trait by paying the armors base cost times that traits multiplier. For example adding a third rank in reinforced would take up one slot and require a module costing 2,500 credits. Traits added this way are not permanent and may be swapped out by someone with the proper facilities an technical knowledge.

Upgrading the Fashion rank requires 90,000 credits or more but does not take up a slot.

Cost: 38,000 Credits

Brokkr Arms Starraven Light Plate:

A recent and technically effective effort to recreate most of the benefits seen in the Freya battle plate but on a smaller scale. The Starraven uses most of the same systems seen in the Freya only scaled down.

Whereas the Freya was a labor of love seeking to balance everything delicately between strength, protection and function, the Starraven attained similar performance by simply scaling everything down.

Armor and muscle bundles are all lighter though still remain largely functional. The balance between muscle capacity and the armor plate kept largely in tact though ‘quick and dirty’ calculations. This ensured that the overall agility remains comparable and the enhanced strength and melee skill is only slightly reduced.

Much of the weight reduction comes from the removal of the entanglement dynamo, replacing the space it occupied in the power pack with an additional super capacitor. Each of these is, however, of far lower quality than on the Freya and as such can only support two systems as opposed to three. This gives the Starraven far less flexibility, though considering its status as a more ‘mass market’ system this is hardly surprising.

While there is effort to get the basic musculature down for the wearer when constructing new Starraven armor this generally equates to putting measurements into a simple fabricator and getting a close approximation that fits on the suit. This, combined with the lighter and more utilitarian plates, does make the suit look far cheaper and further cuts down on the base costs.

Often times executives and other VIPs will buy Starraven armor for their troops, and it has also found its way on to some higher ranking mercs and military personnel. The far lower cost does have one added bonus however. The ability to cheaply mass produce modules means that things like optical camouflage, additional plating, improved computer systems and even limited flight jump packs can be placed on the Starravens without the need for personal attention by the original designer.

Starraven flight packs are one of the few stylized portions of the system where more than the minimum effort was invested, often taking the form of stylized raven wings with metal ‘feather’ plates overlapping the end of the thrusters.

Type: Very Heavy
Protection: 6
Penalty: 0
Traits: Battle Computer 2, High Speed X4, Power Assist 1, Power Enhancement 2, Reinforced 2, Jump Jets

Special: Contains an excess power supply that can run two additional pieces of gear and/or modifications.

Each of these equipment ‘slots’ may be replaced with a trait by paying the armors base cost times that traits multiplier. Fashion improvements do not take up an equipment slot.

Cost: 10,000 Credits

Rhineberg Type 3 Night Watch security suit:

An intimidating if rather basic mainstay of security forces and oppressive planetary governments everywhere. The Night Watch is perhaps the most standardized, bare bones suit of armor out on the mass market today.

The system consists of a vest containing a set of ceramic plates set in pockets to allow some freedom of movement. These plates can take laser fire and a moderate amount of ballistic damage before they shatter utterly. This is accompanied by slightly thicker plates along the shoulders and legs to help protect vitals at the cost of some mobility.

This is then covered by a moderately breathable ballistic fiber jumpsuit normally done in black. Many of the fibers in this suit work to adapt the appearance of their surroundings and can help make it harder to follow patrols or aid in setting up an ambush. The material also aids in negating shrapnel and has been impregnated further with ceramics as a way of baffling weaker energy weapons.

A tactical vest comes standard issue, generally worn on top of the suit itself and with a compartment for a small life support system. This simple and easily switched cylinder hooks to a hose that then hooks to one of several muzzle-forms of face concealing gas mask. These masks not only provide protection from the outside environment but also link to a small logistics computer which is contained in the thick steel and ceramic helmet that it affixes to. This serves not only as a means of keeping users linked and apprised of battlefield conditions, but also has the added bonus of turning the troops into a faceless, red eyed nightmare. The perfect way to help intimidate and further demoralize a bold thief or a rebellious population.

Because the Night Watch armor is cheaper than many alternatives and favored by so many different suppliers it often comes sold at a bulk discount, though this is generally negotiated and will rarely be made for orders under 100 units.

Type: Heavy
Protection: 3
Penalty: -1
Traits: Life Support, Battle Computer 1, Active Camouflage

Special: Comes equipped with a tactical vest, Grants +1 to all ammo saves. Provides a place to hang all basic equipment and tools one might carry.

Cost: 2,000

Weapons:

Mk 7 Valkyrian Photon Blade:

This peculiar weapon is a rare and prized tool often seen in the hands of nobility or those who operate in highly specialized combat zones. The Mk 7 is the largest in the ‘Valkyrian’ line. A line of specially designed vibro-weapons that forms a blade of rapidly vibrating Photonic molecules set into a specific pattern pre programmed into the photon generator.

This blade, often custom-programmed by the wielder, moves at amazing speeds and maintains a strong, thin edge capable of cutting through almost any material with little resistance.

In the case of the Mk 7 the generator is often large and weighted to help give the sensation of blade weight when in combat. The generator, a boxy protrusion with a data port and small array of adjustment nobs, is set on a two foot long haft which generally contains the battery system and many components needed to precisely calculate and control the blade.

When linked to a wielders personal network or when using one of the small, hidden control studs littering the large haft, the weapon is capable of temporarily shifting into a secondary blade shape temporarily. Generally cunning wielders will use this to generate a blade that extends to the maximum 10 meter reach of the generator[. Allowing for one long distance swipe before the weapon resets back to its preset and sustainable blade length.

Such attacks are hard to control and flicker out quickly, but can make the difference between life and death when facing a foe with a ranged weapon.

Two handed
Damage: D20
Type: Slashing, Energy
Traits: Armor Defeating 8, Vicious, Additional damage type
Special: May make attacks against foes up to 10 Meters (5 spaces) away.

Cost: 2,500 Credits

Jennings-Colt Semi-auto Army:

Arguably the most archaic breed of fire arm still in any sort of commercial production and intended for use. The Semi-auto Army is an archaic design from the still solvent Jennings-Colt weapons manufacturer. This six chambered revolver features a lower-chamber barrel to offset some of the recoil and a simplified action that all but nullifies the odds of a jam or misfire. Even in locations where more modern external magazine weapons are prominent the Semi-auto Army is a valuable personal defense tool. It can be carried on almost any world and fitted with a wide array of ammunition types, requiring at most a simple swap of barrel and chamber.

Even explorers and mercenaries often carry one of these noble and venerable weapons if only to ensure they will not be left stranded when more complex and advanced fire arms experience mechanical failures.

Damage: D8
Type: Impact
Range: Medium
Ammo Save: 14
Traits: Armor Defeating 2

Special: May fit rounds that deal different damage types or have different effects. These rounds are purchased separately and any change beyond damage type should require a modification to the gun to accommodate.

Cost: 400 Credits

Brokkr Arms 12mm Sterling:

A powerful and well tested weapon that has seen action on countless worlds. Brokkr Arms, the weapons division of Yggdrasil Interplanetary, has seen fit to equip their standard troops with their most recent and effective mass market rifle.

Though not the first Gauss-based assault rifle on the market, the 12mm Sterling is currently the one of the most reliable and versatile. The magnetic rails are specially calibrated to throw different ammunition at the proper rate of fire without the need for manual adjustment, meaning that it can go from stunning slave-catch weapon to full on offensive tool or even to micro-explosive troop suppressing rounds with nothing more than a simple magazine change. This saves troops valuable time and effort in the midst of combat and ensures the rail velocity is always correct for the round even with a mixed magazine.

Much of the weapon is taken up by the rail system. The sharp, angular sides of the weapon contain the magnetic rails themselves and the odd long-barreled bullpup configuration is intended to allow both stock and replicable battery pack to merge as one single, flowing piece. This leaves little room for tactical rails or attachments, and indeed the list of tactical options is relatively limited compared to many other weapon systems. This tends to suit the main users of this weapon system well enough as Yggdrasil often holds its mercenaries to rather strict combat doctrine, putting them under the command of a more experienced combat veteran or specialized slaver. As such understanding the function of a teams gear is often more vital than personal customizations.

Damage: D8/D4 Explosive

Type: Impact/Volt (Shocking)/Slashing (Explosive, 2M radius)

Range: Medium

Ammo Save: 16

Traits: Armor Defeating 2, Autofire 2, Damage Selector 2, Extra Capacity 4, Damage Type 2, Shocking, Explosive 1

Cost: 3,400 Credits

Vibro-spike Bayonet mount:

A six-inch vibro-spike that hooks over the barrel via a metal collar. Draws battery power to vibrate for armor cutting or deliver a shock pulse when touching a foe

Damage: D6

Type: Penetrating/Volt (Shocking

Traits: Armor Defeating 6, Shocking, Additional damage type, Damage Select

Cost: 35 Credits

Holo-enabled Reflex Scope:

A simple reflex scope and range finder that can feed into a HUD

+2 attack rolls

Cost: 1000 Credits

Grenade Impeller:

A simple single-shot grenade impeller. Does not factor in the cost of grenades, which determine damage type, damage scale and any other secondary traits

Damage: -

Range: Long

Type: -

Traits: Explosive 3, Reduced Capacity 6

Cost: 750+

Shen-Chui Gauntlets:

Custom-made and highly prized no two sets of these weapons are alike. These powerful and beautiful gauntlets are all custom-commissioned and made to fit one wearer exclusively, often as an integral part of power armor or some other larger system.

The monks who create the Shen-Chui reside on a small, self sustaining temple satellite orbiting a dying world once thought to hold life. They use the act of creating these weapons as an esoteric form of meditation and often trade their works for supplies or considerations that keep their orbital home functioning.

Though each pair of Shen-Chui is unique the monks who craft them do have a few common themes about them. First and foremost the recipient of these gauntlets must provide a detailed and exacting demonstration of their combat skill and fighting styles. This not only proves to the monks that the recipient is worthy but also allows the weapons to be tailored to a fighting style. Additionally many of the component parts are often hand-created even when a machine would be better suited to the task. Everything from hand-woven fabric circuitry or meticulously calibrated energy projectors all the way to flourishes like hand braided chords, long intricate Nianzhu, or hand hammered brass plating just to name a few.

The example given below is for a Tiger-style practitioner who serves as her Mistress’ bodyguard and right-hand warrior. It is by no means the only configuration these weapons may take and indeed is perhaps one of the less esoteric examples.

This particular set includes extendable vibro-claws, high end power generators, bronze plate shock pads on the back of the knuckle and palm, and long Nianzhu strings that generate and project powerful energy blasts.

Melee:

Light One-handed
Damage: D8
Type: Slashing, impact, Puncture/Volt (Shocking)
Traits: Armor Defeating 7, Additional Damage 3, Damage Selector 1, Double, Shocking, Concealable

Ranged:

Damage: D6
Type: Energy/Volt (Shocking)
Range: Long
Ammo Save: 20
Traits: Extra Capacity 4, Damage type 1, Damage Selector 1, Shocking, Armor Defeating 2, Overload 2, Melee Attachment, Long Range 2

Cost: 900 Credits Each

Pacifier Light Stunner:

An odd weapon favored by slavers and law enforcement alike. The Pacifier uses a specialized Maser to guide a high voltage low amp electrical discharge in a steady beam to the foe. This beam is able to easily penetrate light armor and basic clothing, but has little impact on anything substantial or military-grade. This, combined with the short range, makes the weapon less than ideal for military applications or taking on hardened foes. However the ability to use the pacifier in a non-lethal capacity combined with a shockingly efficient battery life means that law enforcement officials and others seeking to incapacitate targets may use it freely and at length without worry of collateral damage.

On many worlds the Pacifier is the only weapon issued to officers, as the risk of death or dismemberment from discharge of these weapons is minimal at best. Some units even have a special detector that registers RF-enabled bionic prosthetics and adjusts the voltage to minimize the chance of artificial organ failure or limb damage. Naturally these units are rarely used by slavers, who would likely see people with such shoddy prosthetics as more trouble than the pay is worth.

Damage: D4
Type: Energy, Volt (Shocking)
Range: Point Blank
Ammo Save: 20
Traits: Shocking, Additional Energy Type, Automatic 5, Extra Capacity 8, Armor Defeating 3

Cost: 500 Credits

Riottech Stun Baton:

One of the most simplistic and easily attained self defense weapons on the market. The Riottech is just one example from a long line of weapons produced by nearly every arms manufacturer or megacorp in space.

An easily fabricated carbon fiber rod, the Riottech measures .6 meters in length and is studded with long polished discharge studs. A weighted slide collar rests at the base of the weapon and can be slid along the length to shift the center of gravity based on personal preference. The weapon produces a rough charge on impact that has enough power to leave the target dazed though is not strong enough to slip past more than typical every day clothing.

A veritable rainbow of these weapons exist on the open market, with features ranging from a more refined armor-defeating charge system, to a gyroscopically aided internal balance shift or fluidic weight adjustment, to something as simple as collapsible versions that can be easily stored in ones pocket.

Regardless, most of these weapons share the same core traits. They are cheap, reliable, rugged and provide plenty of deterrence against the average every day thug.

Damage: D8

Type: Bludgeoning, Volt

Traits: Shocking, Additional damage type, Armor Defeating 1

Cost: 35 Credits

Rhineberg Avenger 23 Gyrojet:

Though made by two competing companies with a rather bitter rivalry, the Avenger series of pistols has found itself a foregone companion to the Sterling in merc troupes and planetary defense forces across space. In large part due to the simple fact that both weapons tend to have many similar performance characteristics.

The Avenger series is a line of Gyrojet pistols that fire 12mm caseless two-stage rounds from a sickle magazine mounted fore of the trigger guard. Each round has a first stage that sends the round out of the barrel like a traditional fire arm, using a small electrical charge to set off the cap.

Gas vents and a multi-spring firing pin absorb much of the recoil and send it down though the grip itself. This reduces much of the recoil and gives the Avenger a characteristic more akin to typical gyro jet weapons while simultaneously reducing the problems of low muzzle velocity at close ranges.

The typical round for an Avenger is a simple 12mm parabolic slug. This slug has far less penetrating power than the 12mm Piketip rail rounds used in the Sterling, but the combination of typical three round burst fire and raw power of the rocket propelled rounds tends to do more damage against hardier foes and those with less conventional forms of armor designed to defeat piercing rounds.

The typical ‘stun’ rounds are low velocity cobalt-shelled hit-and-shock which deliver a high amount of electrical charge upon impact. For explosives the Avenger is normally outfitted with binary chemical-plasma explosives set with a combination impact/timer fuse.

The biggest complaint with regards to these weapons tends to be the three round burst only mode. This was in fact a cost cutting measure designed to give maximum punch while reducing the complexity of the action. Other incarnations of the Avenger exist with different profiles, and it is actually quite easy to change out the firing pin assembly granting a longer range and greater firing stability by reducing the weapon to two-round or even single shot mode.

Pistol
Damage: D8/D4
Type: Impact/Volt (Shocking)/Piercing (explosive)
Range: Medium
Ammo Save: 15
Traits: Damage Selector, Autofire 2, Extra Capacity 7, Shocking, Extra Damage type 2, Armor Defeating 3, Explosive 2
Special: Can switch between D8 slug, D8 stunning and D4 explosive rounds by switching out magazine

Cost: 2000

Kosumi N-11 G:

Though not exactly popular, the niche market of conversion weapons has persisted since its inception a century ago. Created with heavy re-enforcement and simplified mechanisms these weapons are capable of acting both as melee tool and functional ranged weapon.

One of the more notable examples of these weapons is the Kosumi. Not a corporate produced tool as with many others, the Kosumi is in fact an ‘open license’ weapon produced by a wide array of gunsmiths, Generally for collectors or to fill the armories of PDFs.

At a glance it is easy to understand why the Kosumi has never had a company seek to buy or hold its license. Fed from a single solid block of superdense metal, this anti material rifle fires slivers of the shaped block down range though magnetic impulsion with enough force to slip though heavy tank armor and even cancel personal shielding in some cases. This alone is an impressive feat, but comes with several drawbacks.

First is the rate of fire. While the ammunition block can last for months at a time in a war zone, the Kosumi relies on heavy super capacitors for each shot. These Capacitors charge from the long life battery that makes up the guns main body and while the charge happens quickly, it still requires capacitors to be manually rotated out between shots in many cases. At times there may be enough power stored up for additional shots without the need to reload, but this is more often than not the exception rather than the rule.

This flaw can be offset by attaching the Kosumi to a power armor generator with sufficient additional charge or to an external generator of some sort. The problem with this is that the weapon system is already prohibitively expensive compared to what most military companies are used to, and often times such entities would prefer to spend more and get a weapon capable of dealing far more damage.

However there are advantages to the Kosumi that give it a proper Niche.

First and foremost the weapon is capable of fitting different forms of ammunition. Unlike many other weapons this is a long and difficult process which involves replacing the current ammo block with another. The most notable example of this would be a synthetic glass-like organic material impregnated with ferric particles and a heavy dose of tranquilizer. This ammunition only has 3.5ths the penetrating power of the normal ammunition but is able to put targets down harmlessly.

Second, and more impressively, is the simple fact that the Kosumi has no real maximum range, or at least not one that can be easily estimated.

The entire idea of the weapon is to act as a force multiplier by ensuring  that foes would be taken down long before they got into range. This is due to both the aerodynamic shaping of the block used and the intense magnetic system that pushes the slivers to many times the speed of sound. As a result armies making ground assaults or attempting to invade using light, fast moving carrier craft can often be eliminated from miles away given a good vantage.

This, combined with the vibrospear secondary mode, has earned the Kosumi a small but honored role among many smaller outfits who cannot afford the true big guns of their larger kin along with lone mercs and warriors with the money to spend on suitable companion armor sets.

Ranged:

Heavy Weapon
Damage: D10
Type: Slashing
Range: Line of sight
Ammo Save: 12
Traits: Long Range 2, Armor Defeating 5, melee Attachment

Special: Gains +4 to Ammo save when hooked to a dedicated power emplacement or a sufficiently powerful armor generator.

Melee:

Two-handed
Damage: D12
Type: Slashing, Piercing, heat

Traits: Armor Defeating 5, Additional damage type 2

Special: May shift between melee and ranged form as a free action. As a melee weapon it gains 4 meters reach and acts as a spear.

Cost: 7,000

Scope Attachment:

A highly complex computerized targeting array linked to a suite of sensors built into the gun itself

Effect: +3 to ranged attack rolls

Cost: 3750

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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**SUPER MINOR SPOILER WARNING**

Some of this stuff MAY, MAY spoil and/or show up in 'By Right'. If you don't want to spoil what is going on, be safe and don't read ahead for now. At least until I've gone though a few more stories.

You have been warned.

Ok so that out of the way, this is... something odd. Basically it is some of the gear you HAVE seen and some you may or may not see in these stories. I won't spoil what game system it uses now since I am curious to see if anyone guesses. If I do another one of these later, I may just tell outright, presuming nobody guesses first.

Questions, comments and constructive criticism adored.

Keywords
armor 9,616, scifi 4,328, weapons 1,358, game mechanics 79, tie in 1, d20 system 1
Details
Type: Writing - Document
Published: 9 years, 1 month ago
Rating: General

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