Monday, February 10, 2014

Ray Guns! Artillery! Umbrellas?!?

Futurist's Guide to Gadgets: Weapons Catalog!
Day 3: Energy Weapons, Vehicle Weapons, Artillery, and Trick Umbrellas!

Energy Weapons                                                                                                             
If using the less realistic option, all of these weapons have a Minor Power Burnout linked to their attack powers that represents their ammunition. A Taser should have a Catastrophic Power Burnout.
Blaster Carbine [BODY: 5, Energy Blast: 10 (No AV, Lethal), Stun: 9 (No AV), R#2]
Blaster Pistol, Heavy [BODY: 5, Energy Blast: 8 (No AV, Lethal), Stun: 8 (No AV), R#2]
Blaster Pistol [BODY: 3, Energy Blast: 5 (No AV, Lethal), Stun: 7 (No AV), R#2]
Blaster Rifle [BODY: 7, Energy Blast: 12 (No AV, Lethal), Stun: 10 (No AV), R#2]
Cosmic Rod [BODY: 10, Attraction/Repulsion: 15, Energy Blast: 13 (No AV), Flame Project: 13 (No AV), Flight: 13, Gravity Decrease: 15, Reflection/Deflection: 7, Skin Armor: 3]
Cosmic Staff [BODY: 10, Strike: 1, Energy Blast: 13 (No AV), Flame Project: 13 (No AV), Flight: 13, Flash: 10]
Disruptor Pistol [BODY: 4, Disintegration: 8 (No AV, Lethal, Reduced Range (-1 AP)), Stun: 8 (No AV, Reduced Range (-1 AP)), R#3] This represents TOS technology. For earlier eras, decrease Disintegration by 1 AP. For future eras, increase Disintegration by 1 AP.
Disruptor Rifle [BODY: 5, Disintegration: 9 (No AV, Lethal, Reduced Range (-1 AP)), Stun: 9 (No AV, Reduced Range (-1 AP)), R#3] This represents TOS technology. For earlier eras, decrease Disintegration by 1 AP. For future eras, increase Disintegration by 1 AP.
Freeze Ray Gun [BODY: 4, Ice Production: 8 (No AV), R#4]
Glue Gun [BODY: 4, Glue: 6 (No AV, Full Force), R#3]
High Pressure Water Hose [BODY: 1, Water Jet: 8 (No AV), R#3 (Ammo)] Hose is 1-2 APS. long.
Ion Blaster [BODY: 4, Pulse: 6 (No AV, Reduced Range (-2 APs)), R#3]
Laser Pistol [BODY: 4, Heat Vision: 8 (No AV, Lethal), Stun: 8 (No AV), R#2]*
Laser Rifle [BODY: 4, Heat Vision: 8 (No AV, Lethal, Extended Range (+1 AP)), Stun: 8 (No AV, Extended Range (+1 AP)), R#2]*
Neural Blaster Rifle [BODY: 7, Stun: 18 (No AV), Mental Blast: 8 (No AV), R#3]
Neuralyzer [BODY: 2, Hypnotism: 6 (Diminishing, Reduced Range (-2 APs)), R#2]
OAN GREEN LANTERN POWER RING [BODY: 25, BODY: 12, INT: 10, Comprehend Languages: 20, Flight: 40, Force Manipulation: Wearer’s WILL (Time Limit with recharge item, 24 hours (15 APs)), Invulnerability: 18, Detect Green Lanterns: 40, Omni-Power: ½ Wearer’s WILL, Recall: 20, Regeneration: 4, Sealed Systems: 16, Skin Armor: 4 (Each AP of Skin Armor activated reduces Force Manipulation by 1 AP), Spirit Travel: 50] All powers are Power Linked to Force Manipulation. Thus, any limitation that affects Force Manipulation affects all other powers as well.
QWARDIAN YELLOW POWER RING [BODY: 20, BODY: 10, INT: 10, Comprehend Languages: 20, Flight: 40, Force Manipulation: Wearer’s WILL, Invulnerability: 18, Detect Other Power Rings: 40, Omni-Power: ½ Wearer’s WILL, Recall: 20, Regeneration: 4, Sealed Systems: 16, Skin Armor: 4 (Each AP of Skin Armor activated reduces Force Manipulation by 1 AP), R#3 (On a failed reliability roll, the ring loses power and must be recharged through conflict with a Green Lantern ring] All powers are Power Linked to Force Manipulation. Thus, any limitation that affects Force Manipulation affects all other powers as well. This is the original ring used by Sinestro and Guy Gardner.
Phaser Rifle [BODY: 5, Disintegration: 10 (No AV, Lethal, Reduced Range (-2 APs)), Stun: 10 (No AV, Reduced Range (-2 APs)), R#3] This represents TOS technology. For earlier eras, decrease Disintegration by 1 AP. For future eras, increase Disintegration by 1 AP.
Phaser Type 1 [BODY: 3, Disintegration: 7 (No AV, Lethal, Reduced Range (-2 APs)), Heat Vision: 7 (No AV, Lethal, Reduced Range (-2 APs)), Stun: 7 (No AV, Reduced Range (-2 APs)), R#3] This represents TOS technology. For earlier eras, decrease Disintegration by 1 AP. For future eras, increase Disintegration by 1 AP.
Phaser Type 2 [BODY: 4, Disintegration: 8 (No AV, Lethal, Reduced Range (-2 APs)), Heat Vision: 8, (No AV, Lethal, Reduced Range (-2 APs)), Stun: 8 (No AV, Reduced Range (-2 APs)), R#3] This represents TOS technology. For earlier eras, decrease Disintegration by 1 AP. For future eras, increase Disintegration by 1 AP.
Sonic Stunner [BODY: 4, Sonic Beam: 5 (Non-Lethal), R#4]
STARHEART GREEN LANTERN POWER RING [BODY: 24, BODY: 10, SPIRIT: 24, Animate Objects: 15, Dispersal: 10, Flight: 15, Force Manipulation: 24 (Continuous, Time Limit with recharge item, 24 hours (15 APs)), Invulnerability: 18, Omni-Power: 12, Sealed Systems: 15, Skin Armor: 4 (Each AP of Skin Armor activated reduces Force Manipulation by 1 AP)] All powers are Mystic Linked. All powers are Power Linked to Force Manipulation. Thus, any limitation that affects Force Manipulation affects all other powers as well. Misc.: The power of the Starheart is useless against wood. This is the original ring used by Green Lantern Alan Scott.
Star Sapphire Gem [BODY: 19, BODY: 7, Flight: 25, Force Manipulation: 19, Recall: 12, Sealed Systems: 19, Skin Armor: 8] All powers are Power Linked to Force Manipulation. Thus, any limitation that affects Force Manipulation affects all other powers as well.
Stunner [BODY: 4, Stun: 5 (No AV), R#3]
Taser [BODY: 2, Lightning: 3 (No AV, No Range), R#3] Some tasers use 0 AP wires to deliver their charge.
WEBSHOOTER [BODY: 4, Webbing: 12 (Serious Power Burnout), R#3] Also requires the Exotic Weapons subskill to use.
Wookie Bowcaster [BODY: 7, Energy Blast: 8 (No AV, Full Force), R#3]
 
*On page 123 of the Third Edition Rulebook Laser weapons have an EV of 4. However, Adam Strange’s laser pistol has an EV of 8, which seems more indicative of comic books, so that value was used.


Vehicle Weapons and Artillery                                                                                           
ATOMIC BOMB [BODY: 8, Bomb: 18 (Full Force), Flash: 12 (Full Force, Explosive Radius), Pulse: 15 (Full Force, Explosive Radius), R#2] Flash and Pulse are linked to Bomb.
BALLISTA [BODY: 7, Projectile Weapons: 8 (Diminishing, No AV, Lethal, Full Force), Ammo: 1, R#3]
BLASTER CANNON, HEAVY** [BODY: 9, Energy Blast: 13 (No AV, Lethal, Full Force), R#4]
BLASTER CANNON, LIGHT** [BODY: 9, Energy Blast: 11 (No AV, Lethal, Full Force), R#4]
BLASTER CANNON, MEDIUM** [BODY: 9, Energy Blast: 12 (No AV, Lethal, Full Force), R#4]
BOMB [BODY: 6, Bomb: 12 (Full Force), R#2]
CANNON, HEAVY* [BODY: 6, Bomb: 10 (No AV, Full Force, Extended Range (+2 APs)), Ammo: 1, R#2]
CANNON, LIGHT* [BODY: 6, Bomb: 8 (No AV, Full Force, Reduced Range (-1 AP)), Ammo: 1, R#3]
CANNON, MEDIUM* [BODY: 6, Bomb: 9 (No AV, Full Force, Reduced Range (-2 APs)), Ammo: 1, R#2]
CATAPULT or TREBUCHET [BODY: 7, Projectile Weapons: 8 (No AV, Lethal, Full Force), Ammo: 1, R#3]
CONCUSSION MISSILE [BODY: 3, Flight: 23, Bomb: 15 (No AV, Full Force), Radar Sense: 10 (Lidar), R#3]
CRUISE MISSILE* [BODY: 3, Flight: 12, Bomb: 15 (Full Force), Radar: 10, R#2]
DEATH STAR SUPERLASER* [BODY: 18, Energy Blast: 100 (Lethal), R#2] It can only be used once every minute (4 APs). The AV of the superlaser is reduced to 15 against capital starships and to 1 against smaller vehicles.
DEPTH CHARGE [BODY: 5, Bomb: 9 (No AV, Full Force), R#3]
DISRUPTOR BANK*** [BODY: 8, Energy Blast: 14 (No AV, Lethal), R#3] This represents TOS technology. For earlier eras, decrease Energy Blast by 1 AP. For future eras, increase Energy Blast by 2 APs.
FIRE BOMB [BODY: 4, Flame Projection: 10 (Explosive Radius, Lethal, Full Force), R#4]
GAMMA BOMB [BODY: 8, Bomb: 18 (Full Force), Mutation: 20 (Full Force), R#4] Mutation is linked to Bomb.
GRAPPLE SHOT [BODY: 6, Snare: 10 (No AV), Ammo: 1, R#2] Grapple line is 6 APs long. This weapon always does Bashing damage.
ICBM [BODY: 10, Flight: 12, Bomb: 32 (Full Force), Flash: 15 (Full Force, Explosive Radius), Pulse: 20 (Full Force, Explosive Radius), Radar Sense: 10, R#2] Flash and Pulse are linked to Bomb.
ION CANNON*** [BODY: 9, Pulse: 15 (No AV), R#3]
LASER CANNON, HEAVY** [BODY: 6, Heat Vision: 12 (No AV, Lethal), R#3]
LASER CANNON, LIGHT** [BODY: 6, Heat Vision: 10 (No AV, Lethal), R#3]
LASER CANNON, MEDIUM** [BODY: 6, Heat Vision: 11 (No AV, Lethal), R#3]
MISSILE [BODY: 2, Flight: 12, Bomb: 13 (No AV, Full Force), Radar Sense: 8]
PARTICLE CANNON** [BODY: 7, Projectile Weapons: 11 (No AV, Lethal, Full Force), R#2]
PHASER BANK*** [BODY: 7, Energy Blast: 14 (No AV), Stun: 14, R#2] This represents TOS technology. For earlier eras, decrease Energy Blast and Stun by 1 AP. For future eras, increase Energy Blast and Stun by 1 AP each.
PHOTON TORPEDO* [BODY: 6, Flight: 27, Bomb: 14 (No AV, Full Force), Radar (Lidar): 9, R#2] This represents TOS technology. For earlier eras, decrease Bomb and Flight by 1 AP each. For future eras, increase Bomb and Vehicles by 1 AP each.
PROTON TORPEDO* [BODY: 2, Flight: 26, Bomb: 12 (No AV, Full Force), Radar (Lidar): 8, R#2]
ROMULAN PLASMA TORPEDO* [BODY: 8, Flight: 26, Bomb: 24 (No AV, Diminishing, Full Force), Magma: 24 (No AV, Diminishing, Explosive Radius, Full Force), Radar (Lidar): 8, R#3] Magma is Power linked to Bomb. Due to its Diminishing limitation, this weapon only has a range of 24 APs.
SEISMIC CHARGE [BODY: 4, Bomb: 15 (Full Force), R#3]
SONIC CANNON*** [BODY: 6, Sonic Beam: 10 (No AV, Lethal, Full Force), R#2]
TORPEDO [BODY: 6, Bomb: 11 (No AV, Full Force), Swimming: 6, Sonar: 6, R#3]
TRACTOR BEAM [BODY: 6, Attraction/Repulsion: 28 (No AV, Reduced Range (-2 APs)), R#2]
TURBOLASER BATTERY, HEAVY** [BODY: 10, Energy Blast: 18 (No AV, Lethal, Full Force), R#4] Turbolasers are meant to be fired at Capital Scale targets. Anything smaller than this receives a +2 CS to OV.
TURBOLASER BATTERY, LIGHT** [BODY: 10, Energy Blast: 14 (No AV, Lethal, Full Force), R#3] Turbolasers are meant to be fired at Capital Scale targets. Anything smaller than this receives a +2 CS to OV.
TURBOLASER BATTERY, MEDIUM** [BODY: 10, Energy Blast: 16 (No AV, Lethal, Full Force), R#3] Turbolasers are meant to be fired at Capital Scale targets. Anything smaller than this receives a +2 CS to OV.

* If using the less realistic option, all of these weapons have a Catastrophic Power Burnout linked to their attack powers that represents their ammunition.
 ** If using the less realistic option, all of these weapons have a Serious Power Burnout linked to their attack powers that represents their ammunition.
 *** If using the less realistic option, all of these weapons have a Minor Power Burnout linked to their attack powers that represents their ammunition.



Trick Umbrellas                                                                                 
Acid Umbrella [BODY: 4, Acid: 7 (No AV, Range of 0 APs), R#2] Also requires the Energy Weapons subskill.
Bullet Proof Umbrella [BODY: 5, Force Shield: 5 (No Range)]
Flame Thrower Umbrella [BODY: 4, Flame Project: 7 (No AV, Lethal), R#3] Also requires the Heavy Weapons subskill.
Heli-Umbrella [BODY: 5, Flight: 3, R#3] Requires the Air and Exotic Vehicles subskills.
Lightning Bolt Umbrella [BODY: 4, Lightning: 7 (No AV), R#2] Also requires the Energy Weapons subskill.
Multi-Blade Umbrella [BODY: Body: 4, Claws: 5, R#2] Also requires the Melee Weapons subskill.
Nerve Gas Umbrella [BODY: 3, Poison Touch: 7 (Gas Effect, Full Force), Ammo: 1, R#3] Also requires the Missile Weapons subskill.
Para-Umbrella [BODY: 4, Gliding: 2, R#2] Requires the Air and Exotic Vehicles subskills.
Rifle Umbrella [BODY: 4, Projectile Weapons: 6 (No AV, Lethal, Extended Range (+1 AP)), Ammo: 8, R#2] Also requires the Firearms subskill.
Sleep Gas Umbrella [BODY: 3, Sleep: 5 (Gas Effect, Full Force), Ammo: 1, R#3] Also requires the Missile Weapons subskill.
Smoke Umbrella [BODY: 3, Fog: 5, Ammo: 1, R#3] Also requires the Missile Weapons subskill.
Sword Umbrella [BODY: 4, Claws: 3] Also requires the Melee Weapons subskill.
Tear Gas Umbrella [BODY: 3, Sensory Block: 5 (Gas Effect, Only affects vision, Full Force), Ammo: 1, R#3] Also requires the Missile Weapons subskill.


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