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Gun multipower


Nyrath

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I was thinking about a marriage made in heaven, that of the Ranged Killing Attack and the Multipower Framework, the marvelous Multi-gun. Always a tempting item, a way of having an assortment of methods of defeating your foe, but on a budget. It is a pity that you are in big trouble if somebody snatches the focus away from you.

 

There are some good examples of this in science fiction literature. Perhaps they can be of some inspiration.

 

In Tactics of Mistake by Gordon R. Dickson one finds the "Dally Gun", short for "dial-a-gun." With proper adjustment it could deliver anything from a single .29 caliber pellet slug to an eight-ounce, seeker-type canister shell.

 

For over-the-top fun, it is hard to beat the ZF 1 Pod Weapons System from the movie The Fifth Element.

 

In the comic Calvin and Hobbes Spaceman Spiff's mertilizer AKA atomic napalm neutralizer has settings such as "Shake-n'-Bake", "Medium Well", "Deep Fat Fry" and "Liquefy".

 

In the comic Judge Dredd, the infamous Lawgiver has six types of shells:

  • Standard execution - A standard bullet, with identical effects to normal kinetic energy projectile weapons.
  • Heat Seeker or Hot Shot - A standard bullet propelled by the unstable element, 'Argon 886'. Heatseeker rounds lock onto the target's heat source, enabling the Judge to target fleeing perps, accurately fire in low-light situations and so forth.
  • Ricochet - A metal bullet coated with rubber. Ricochet rounds can bounce off solid surfaces while retaining enough kinetic energy to penetrate flesh. This enables the Judge to, for example, kill a perp that is using a human shield, bouncing their shot off a back wall and hitting the target from behind.
  • Incendiary - Capable of setting its target on fire. Less widely used due to practicalities of incinerating targets in built-up city areas, although useful against unconventional adversaries such as Judge Death.
  • Armour Piercing - Armour piercing rounds are extremely dense and contain a more powerful charge for higher muzzle velocity. Useful against cybernetic criminals and armoured opponents. When used against human targets, it can travel through multiple targets.
  • High-Explosive (Hi-Ex) - An round containing an amount of extremely concentrated high explosive. Judges must employ caution when using this extremely dangerous round; the blast caused by the exploding bullets can just as easily harm those firing as the target. Generally used rarely; against crowding attackers or large/dangerous foes.

 

In the novel LOGAN'S RUN by William Nolan and George Johnson the Sandmen were armed with a sort of revolver with six different loads. The gun can be reloaded with new cartridges which allow for extended use.

 

  • Tangler produces a large sticky web of material which entangles and immobilizes anything it comes into contact with; it can be dissolved by regular police with special gear. It is used for capturing fugitives alive
  • Ripper an antipersonnel round similar to a hollow-point or hydroshock round. It is quite lethal.
  • Needler a round that breaks up into dozens of deadly needles. A type of flechette round.
  • Nitro a round with a high explosive warhead.
  • Vapor a tear gas round.
  • Homer a heat-seeking "smart" bullet. It homes in on evading targets with a temperature of 98.6 degrees. The charge kills the target by electrically burning out every nerve in the body. The homer can be decoyed by another warm body stepping in front of it.

 

The blasters in Star Wars and the lasers in Space 1999 have a "kill" and a "stun" setting.

 

In Larry Niven's Ringworld, the crew carry "flashlight-lasers." From harmless illumination to deadly weapon with the flick of a lever. Niven also gave us "The Soft Weapon", which became the animated Star Trek episode "The Slaver Weapon."

 

But of course the true Swiss army knife of directed energy weapons is the Star Trek Phaser. Anyone who has tried to make this with the Hero System has been aghast at how expensive it turns out.

 


  •  
  • Stun render a living humanoid being unconscious by lighting up their neural system like a christmas tree.
  • Heat raise the temperature of objects, it was commonly used on wilderness planets to heat up a rock as a substitute for a campfire.
  • Disrupt "breaks down cohesion", I guess this means it causes the object to fall apart into gravel or turn into vapor.
  • Dematerialize turns the target into energy, presumably something like neutrinos; otherwise the energy release would obliterate everything within several kilometers of ground zero. Read: "disintegrator"
  • Overload turns the phaser into a hand grenade with the pin pulled, not surprising considering how much energy is in the phaser's power pack.

 

(above notes from http://www.projectrho.com/rocket/rocket3l.html#dally )

 

What's in YOUR gun multipower?

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Re: Gun multipower

 

Multipower: “Retributor Pistol”

70 Point Multipower Reserve, 12 Charges (x2 Clips)(+0), 31pts

OAF (-1), Real Weapon (-1/4)

Slot 1:(Ultra)AP Round. 3d6 RKA, Armor Piercing (+1/2), OAF (-1) 3pts

Real Weapon (-1/4), Beam (-1/4)

Slot 2:(Ultra)Shatter Round. 2d6 RKA, AOE Cone (7”), OAF (-1), 2pts

Real Weapon (-1/4), Incantations (-1/4)

Slot 3:(Ultra)Homer. 3d6 RKA, No Range Modifier (+1/2), OAF (-1), 2pts

Real Weapon (-1/4), Incantations (-1/4), Beam (-1/4)

Total Multipower Cost: 39 Points

 

Standard sidearm of the Terminus Soldiers, genetically engineered military force of the Earth Directorate Security Office of an alternate earth in Weldun's "City on the Edge" campaign.

 

 

Yes, they ARE superhumanly strong, to be able to ahndle the recoil.

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Re: Gun multipower

 

A similar device is the Weapons Gauntlet wielded (welded to?) the Pacifier Robots of Dr. Doom. It's a five-barreled gauntlet that contains a powerful adhesive sprayer, a flamethrower, a laser, a machine gun, and a stun gun. 'Course, as a gauntlet that'd be an OIF, not an OAF like a true gun.

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Re: Gun multipower

 

I designed this gun for my UK hero project it’s a multi role assault rifle similar to the oicw concept (or the colonial marines pulse rifle for that matter) but with an ammunition selection selected for paranormal threats.

 

The idea is that you have a two feed kinetic energy based weapon (I.E. a compact assault riffle) for suppressive fire; it has a dual fee magazine offering both a less lethal round and an armour penetrating option. This is mated to 25-mm grenade launcher used for tactical rounds which can be selected depending on anticipated foes.

 

It also has a computerised targeting scope with multiple imaging options.

 

The idea behind it is that each user should have the capability to handle most threats without having to call in a special weapons unit.

 

So you might use the infra red scope to detect a shape shifter in a room then use flash bang grenades to disorient the target before entering then hose him down with expanding foam sub-lethal rounds from the assault rifle section to contain him before finally using tangle web grenades to subdue him.

 

 

.....multirole weapon advanced targeting system, all slots OAF (-1), Limited Power loses about half of its effectiveness (only when shooter braces and/or sets; -1), Limited Power loses about a fourth of its effectiveness (real weapon; -1/4) - END=

1.....1) rangefinder: Absolute Range Sense (3 Active Points); OAF (-1), Limited Power loses about half of its effectiveness (only when shooter braces and/or sets; -1), Limited Power Power loses about a fourth of its effectiveness (real weapon; -1/4) - END=

1.....2) internal clock: Absolute Time Sense (3 Active Points); OAF (-1), Limited Power Power loses about half of its effectiveness (only when shooter bracesand/or sets; -1), Limited Power Power loses about a fourth of its effectiveness (real weapon; -1/4) - END=

1.....3) electronic compass: Bump Of Direction (3 Active Points); OAF (-1), Limited Power Power loses about half of its effectiveness (only when shooter braces and/or sets; -1), Limited Power Power loses about a fourth of its effectiveness (real weapon; -1/4) - END=

3.....4) targeting computer: +2 with Ranged Combat (10 Active Points); OAF (-1), Limited Power Power loses about half of its effectiveness (only when shooter braces and/or sets; -1), Limited Power Power loses about a fourth of its effectiveness (real weapon; -1/4) - END=

2.....5) gun cam: Eidetic Memory (5 Active Points); OAF (-1), Limited Power Power loses about half of its effectiveness (visual recording only; -1) - END=

3.....6) night sights: +4 PER with Sight Group (8 Active Points); OAF (-1), Limited Power Power loses about a third of its effectiveness (only to reduce darkness penalties; -1/2) - END=0

1.....7) Infrared Perception (Sight Group) (5 Active Points); OAF (-1), Limited Power Power loses about half of its effectiveness (only when shooter braces and/or sets; -1), Limited Power Power loses about a fourth of its effectiveness (real weapon; -1/4) - END=0

5.....8) telescopic: +10 versus Range Modifier for Sight Group (15 Active Points); OAF (-1), Limited Power Power loses about half of its effectiveness (only when shooter braces and/or sets; -1), Limited Power Power loses about a fourth of its effectiveness (real weapon; -1/4) - END=0

37.....dual feed 5.56 KE compact assault weapon: Multipower, 80-point reserve, all slots 4 clips of 32 Charges (+1/2) (120 Active Points); all slots OAF (-1), STR Minimum (-3/4), Real Weapon (-1/4), Beam (-1/4) - END=

2u.....1) expansion foam baton round: Energy Blast 8d6, 4 clips of 32 Charges (+0), Autofire (5 shots; +1/2) (60 Active Points); OAF (-1), STR Minimum (-3/4), Real Weapon (-1/4), Beam (-1/4) - END=[32]

2u.....2) advanced hybrid frangible rounds: Killing Attack - Ranged 2d6, 4 clips of 32 Charges (+0), +1 Increased STUN Multiplier (+1/4), Penetrating (+1/2), Autofire (5 shots; +1/2) (67 Active Points); OAF (-1), STR Minimum (-3/4), Real Weapon (-1/4), Beam (-1/4) - END=[32]

13.....under-barrel 25-mm grenade launcher: Multipower, 60-point reserve, (60 Active Points); all slots 1 Charge (-2), OAF (-1), Limited Range (-1/4), Real Weapon (-1/4) - END=

1u.....1) flash-bang: (Total: 60 Active Cost, 15 Real Cost) Energy Blast 3d6, Explosion (+1/2), No Normal Defense (any r PD; +1/2) (30 Active Points); 4 clips of 1 Charge (-1 1/4), OAF (-1), Real Weapon (-1/4), Limited Range (-1/4) (Real Cost: 8) plus Sight and Hearing Groups Flash 3d6, Explosion (+1/2) (30 Active Points); 4 clips of 1 Charge (-1 1/4), OAF (-1), Linked (Energy Blast; -1/2), Real Weapon (-1/4), Limited Range (-1/4) (Real Cost: 7) - END=[1]

1u.....2) Darkness to Sight Group 4" radius (40 Active Points); OAF (-1), Limited Power Power loses about a third of its effectiveness (dissipated by strong winds; -1/2), 4 clips of 1 Continuing Charge lasting 1 Minute (-1/4), Limited Range (-1/4), Real Weapon (-1/4) - END=[1 cc]

1u.....3) tangle-web canister(candyfloss): Entangle 4d6, 5 DEF (45 Active Points); 8 clips of 1 Charge (-1), OAF (-1), Limited Range (-1/4), Real Weapon (-1/4) - END=[1]

1u.....4) offensive frag: Killing Attack - Ranged 2d6, Explosion (+1/2) (45 Active Points); 4 clips of 1 Charge (-1 1/4), OAF (-1), Limited Range (-1/4), Real Weapon (-1/4) - END=[1]

 

POWERS Cost: 75

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Re: Gun multipower

 

Here's one I posted a while back as a solution to a rules conundrum.

 

6 Guns in 1 (Colt Peacemaker & Various Ammo)

 

27
6 Guns in 1 (Colt Peacemaker & Various Ammo)
: Multipower, 37-point reserve, all slots 8 clips of 6 Charges (+0), Limited Power Number of different ammo types in clips (speed loaders) are normally set before combat. Takes 1/2 phase to change ammo distribution of clips using Fast Draw. (+0) (37 Active Points); all slots OAF (-1), Limited Power x6 number of items is only to allow use of Rapid Fire with different ammo slots in combination with 6 Guns in 1 (It's like he's using 6 different guns at one time! part 1 & 2). (-1/4), Real Weapon (-1/4), Limited Power All slots can be Missle Deflected (even Explosive and Sparkler AOE slots which can't take Beam Limitation) (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) [Notes: (x6 number of items) <--- {This accounts for 15 of the 27 Real Points above} Number of rounds of each slot type for each clip must be defined at beginning of adventure.] - END=

1u 1)
Normal Bullets
: RKA 2d6, +1 Increased STUN Multiplier (+1/4) (37 Active Points) - END=0

1u 2)
Variable SFX Bullets
: RKA 2d6-1, Variable Special Effects (Limited Group of SFX; Cold Iron, Silver, Holy, etc...; +1/4), +1 Increased STUN Multiplier (+1/4) (37 Active Points) - END=0

1u 3)
Hollow Point Bullets
: RKA 2d6-1, +2 Increased STUN Multiplier (+1/2) (37 Active Points) - END=0

1u 4)
Armor Piercing Bullets
: RKA 2d6-1, Armor Piercing (+1/2) (37 Active Points) - END=0

1u 5)
Penetrating Bullets
: RKA 1d6, +2 Increased STUN Multiplier (+1/2), Penetrating (x2; +1) (37 Active Points) - END=0

1u 6)
Rubber Bullets
: EB 7d6+1 (37 Active Points); Limited Range (-1/4) - END=0

1u 7)
Explosive Bullets
: RKA 2d6-1, Explosion (+1/2) (37 Active Points) - END=0

1u 8)
Sparkler Bullets
: Sight and Hearing Groups Flash 4d6, Area Of Effect (One Hex; +1/2) (37 Active Points) - END=0

1u 9)
Expanding Foam Bullets
: Entangle 2d6, 3 DEF (Larger Wall (+1"), Stops A Given Sense Group Sight Group) (37 Active Points) - END=0

- END=

 

5
6 Guns in 1 (Instead of 6 guns)
: Invisible Power Effects, SFX Only (Fully Invisible; +1/2) for up to 15 Active Points of (x6 number of items, 15 active points) on 6 Guns in 1 (Colt Peacemaker & Various Ammo), Reduced Endurance (0 END; +1/2) (10 Active Points); OAF (-1) - END=0

- END=

 

3
6 Guns in 1 (It's like he's using 6 different guns at one time! part 1)
: Extra Limbs (6), Invisible Power Effects (Fully Invisible; +1) (10 Active Points); OAF (-1), Linked (Armor Piercing Bullets; Lesser Power can only be used when character uses greater Power at full value; -3/4), Limited Power Only to allow use x6 number of items and Rapid Fire with different ammo slots in combination with 6 Guns in 1 (It's like he's using 6 different guns at one time! part 1 & 2). (-1/2) - END=0

 

3
6 Guns in 1 (It's like he's using 6 different guns at one time! part 2)
: Penalty Skill Levels: +3 vs. Offhand Penalty with Colt Peacemaker Multiple Item (6) Multipowers with All Attacks (9 Active Points); OAF (-1), Linked (6 Guns in 1 (Instead of 6 guns); -1/2), Limited Power Only to allow use x6 number of items and Rapid Fire with different ammo slots in combination with 6 Guns in 1 (It's like he's using 6 different guns at one time! part 1 & 2). (-1/2) [Notes: Allows any remaining multipower 'slot' or bullet from an existing clip to be used first in any phase at no penalty. Use of Rapid Fire still imposes standard penalties for multiple shots fired. ] - END=0

Which was a potential solution to the question asked in the first post of that thread:

What is the best way to build this?

 

I have a character who is an old west style gun slinger.

 

Right now he uses a normal six-shooter as his weapon.

 

I want to give him multiple kinds of bullets: normal, sliver, armor piercing, explosive, etc...

 

I was planning on simply giving him a multipower where each slot is a different kind of bullet:

 

Colt Peacemaker: Multipower, OAF (-1), Real Weapon (-1/4), 60 point reserve (30 real points)

1u 1) Normal Bullets: RKA 2d6-1, 4 6-charge clips (-1/4) (25 active points)

1u 2) Silver Bullets: RKA 2d6-1, 4 6-charge clips (-1/4) (25 active points)

2u 3) Armor Piercing Bullet: RKA 2d6, Armor Piercing (+1/2) 2 6-charge clips (-1/2) (45 active points)

 

And so on...

 

The problems I have run into are thus:

 

1) I want to be able to change 1 bullet at a time without the active cost of the powers going over 60 points.

 

2) I want to be able to use the blaze away or rapid fire combat actions. If I buy the gun as a multipower thought, I can only use 1 kind of bullet in a single phase. What I want though is to be able to blaze away or rapid fire with multiple types of bullets (even if the type of bullet is meaningless to the encounter).

 

EX: I am running low on ammo. I have 2 normal bullets left and 2 silver bullets. I want to use rapid fire to hit 3 agents.

 

 

 

3) Even if I buy the gun with 1,000 charges that are not divided into clips, I want to only be able to fire 6 shots in a single phase, or 6 shots before needing to reload the gun.

 

Thanks for the help.

 

Be seeing you.

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Re: Gun multipower

 

You might check out a Char I posted named Trickshot, he's gotta Multi power that requires guns, but the Powers are all based on super marksmanship, so the guns are nothing special. Just a differant way to look at it.

 

Way back I posted a "Big bag of guns" Multi, where each slot was a seperate weapon of some sort....lots of ways to build this one for sure...

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Re: Gun multipower

 

Surbrook has several good examples on his site.

 

Here's one:

 

GENE STARWIND (from OUTLAW STAR)

 

49 Caster Pistol: Multipower, 210-point reserve, No Conscious Control (Only Effects

cannot be controlled; Gene can never be sure what charges and advantages/slots, if any,

will be available; -1); all slots 8 Charges (Recovers Under Limited Circumstances; very

difficult to obtain new shells; -1), OAF (-1), Extra Time (Delayed Phase, -1/4)

9u 1) Magic Spell I: EB 12d6, Variable Special Effects (Any SFX; +1/2), Variable

Advantage (+1 Advantages; +2); OAF (-1), Extra Time (Delayed Phase, -1/4)

9u 2) Magic Shell II: RKA 4d6, Variable Special Effects (Any SFX; +1/2), Variable

Advantage (+1 Advantages; +2); OAF (-1), Extra Time (Delayed Phase, -1/4)

9u 3) Anti-Magic Shell: Dispel 55d6, any magic power one at a time (+1/4); OAF (-1), Extra

Time (Delayed Phase, -1/4)

1u 4) Singularity: Extra-Dimensional Movement (one location in space), Ranged (+1/2),

Usable As Attack (+1); Side Effects, Side Effect occurs automatically whenever Power is

used (3d6 BODY Drain; -1), OAF (-1), Extra Time (Delayed Phase, -1/4)

 

Gene also carries what is called a "Caster Pistol" (or "Caster Gun") are rare antique weapon that fired enchanted shells with spells placed in them. There are 20 different Caster shells in existence, and Gene states he's never seen a number 4, 9, or 13 at one point. He uses (by name) a 3, 5, 10, 11, 12, and a 19, and does get his hands on some number 4, 9, and 13 shells. He also fires a lot of shells without stating what number they are. In general Caster Gun shells look to generate powerful energy bolts, and in one case the shot from a Caster virtually vaporizes a group of 5 or 6 men, leaving just a bloody smear.

 

 

The multipower listed is an attempt to simplify Gene's pistol (or any Caster for that matter). Attacks look to be either EBs or RKAs, with such advantages as Area of Effect, Armor Piercing, Double Knockback, Explosion, Indirect, NND, and so on. A Caster shot fired at another Caster will cause both shots to cancel each other, as will as Caster shot fired at a Tao magic spell. Shells numbered 4 and 13 look to create the singularity effect, and are nearly impossible to find. In fact, shells of any kind are difficult to find, and reloads depend what you can find and how much you are willing to pay. At no point in the series did Gene have more than 7 shells on hand, and once, one of those shells proved to be a dud.

 

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Re: Gun multipower

 

I also have the...

 

C-60 VARIABLE MASER PISTOL

The C-60 is the standard sidearm for XSWAT Officers. It has two settings: the "normal" setting fires a maser (microwave-guided laser, a.k.a. millimeter-wave beam) powerful enough to injure or kill most normal humans. The high-power setting (colloquially referred to as the "creature setting" among XSWAT) drains two charges per shot instead of one, and is powerful enough to damage even power armor with a lucky shot. The C-60 has a lithium battery clip that holds 12 charges.

 

16 C-60 Variable Maser Gun: Multipower, 40-point reserve; 12 Charges (-1/4) all slots

Beam (-1/4), OAF (-1)

1u 1) Basic Setting: RKA 1 1/2d6; Beam (-1/4), OAF (-1)

1u 2) Creature Setting: RKA 2 1/2d6; Beam (-1/4), OAF (-1), Requires 2 Charges Per

Use (-1 1/4)

4 C-60 Variable Maser Gun Inherent Accuracy: +1 OCV, +1 Range Modifier; OAF (-1)

22 Total Cost

 

From our Shadows Angelus game.

 

This is a knockoff of the standard blaster pistol used by the AMP in Silent Mobius.

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Re: Gun multipower

 

Still working on stats for it (expect to post them later on), but there *was* the Glovatrix out of SWAT Kats. Functions I remember off-hand include:

 

Blade launchers

Net launchers

Mini-missiles

Brass knuckles

Lethal electric charge

Possibly a Flamethrower

Swingline/grapnel

 

Checking for other functions before statting it out.

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Re: Gun multipower

 

A Friends character from a campaign that ended about a year ago had this--the mysterious Omni-Weapon, supplied by a 'trustworthy' contact that later had a more ominous figure behind it. capaable or morphing from pistol to rifle to support weapon for the following functions:

 

60 Omni-Weapon: Multipower, 90-point reserve, all slots OIF (-1/2)

5u 1) Bio-Electric Charge: EB 12d6, (1/2 END; +1/4), Area Of Effect Nonselective (One Hex; +1/4); Doesn't work in water

(-1/4)

 

4u 2) Grenade!: Energy Blast 12d6, Explosion (+1/2); Can Be Missile Deflected (-1/4), 12 Charges (-1/4)

 

4u 3) Flash Grenade: Sight and Hearing Groups Flash 11d6, Explosion (+1/2); 12 Charges (-1/4), Can Be Missile

Deflected (-1/4)

4u 4) Thunder Rounds: RKA 6d6; 8 Charges (-1/2), Beam (-1/4)

 

4u 5) Gas Grenade: EB 6d6, NND ([standard]; Life Support Self Contained; +1), Area Of Effect (6" Radius; +1); (Limited as

real Gas; -1/4), 12 Charges (-1/4)

 

2u 6) Acid attack: RKA 1d6+1, Uncontrolled (+1/2), Penetrating (+1/2), Continuous (+1); 3 Continuing Charges

lasting 1 Minute each (-1/2), (Not vs Water, Fire; -1/4), Beam (-1/4)

 

4u 7) Stun Round: Energy Blast 12d6, STUN Only (+0), Armor Piercing x1 (+1/2); 12 Charges (-1/4), Beam (-1/4)

 

5u 8) Armor Piercing Fletchette Rounds : RKA 2d6, Autofire (3 shots; +1/4), 4 clips of 15 Charges (+1/4), +2 STUN

Multiplier (+1/2), Armor Piercing x1 (+1/2), Penetrating (+1/2); Beam (-1/4)

 

3u 9) Glue Grenade: Entangle 9d6, 9 DEF; Vulnerable - Cold Based Attacks (Uncommon; -1/4), Cannot Form Barriers (-1/4),

12 Charges (-1/4), Can Be Missile Deflected (-1/4), Beam (-1/4)

 

5u 10) N-Ray Charges: Energy Blast 3 1/2d6, 64 Charges (+1/2), Affects Desolidified (+1/2), Invisible to Sight Group (+

1/2),NND - Force Field (Standard; +1), Autofire (3 shots; +1/4), Non-Standard Attack Power (+1); Beam (-1/4)

 

Not part of the multipower, but had to be mentioned

 

8 SABOT Round: Find Weakness 14- with with Thunder Round (25

Active Points); 4 Charges (-1), OIF (-1/2), (May only reach

one level of find weakness; -1/2)

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Re: Gun multipower

 

You might check out a Char I posted named Trickshot, he's gotta Multi power that requires guns, but the Powers are all based on super marksmanship, so the guns are nothing special. Just a differant way to look at it.

 

Way back I posted a "Big bag of guns" Multi, where each slot was a seperate weapon of some sort....lots of ways to build this one for sure...

 

The thread way Blazing six guns!...I can't seem to find the "Big bag of guns" I'll scrach around at home and repost if I can...

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Re: Gun multipower

 

Well, here is my oft-repeated Multi-rifle. Good for high-end super-soldiers and the like.

[b]Multi-Rifle[/b]
Cost	END	Power
34	-	Multipower, 135 point reserve; OAF (Rifle; -1), 2-Handed Weapon (-½), STR Min (15, STR Does Not Add/Subtract Damage; -1¼), Real Weapon (-¼).
1u	4	1)[i]Light Stun[/i] – EB 4d6; NND (not vs. ED Force Field; +1); 40a; Common Limitations (-3).
1u	5	2)[i]Light Stun, Tight Beam Setting[/i] – EB 4d6; AVLD (Forcefield ED; +1½); 50a; Common Limitations (-3).
1u	6	3)[i]Light Stun, Wide-Beam Setting[/i] – EB 4d6; NND (not vs. ED Force Field; +1), AoE (4” Radius; +1); 60a; Common Limitations (-3).
1u	6	4)[i]Medium Stun[/i] – EB 6d6; NND (not vs. ED Force Field; +1); 60a; Common Limitations (-3).
2u	7	5)[i]Medium Stun, Tight Beam Setting[/i] – EB 6d6; AVLD (Forcefield ED; +1½); 75a; Common Limitations (-3).
2u	9	6)[i]Medium Stun, Wide-Beam Setting[/i] – EB 6d6; NND (not vs. ED Force Field; +1), AoE (6” Radius; +1); 90a; Common Limitations (-3).
2u	8	7)[i]Heavy Stun[/i] – EB 8d6; NND (not vs. ED Force Field; +1); 80a; Common Limitations (-3).
2u	10	8)[i]Heavy Stun, Tight Beam Setting[/i] – EB 8d6; AVLD (Forcefield ED; +1½); 100a; Common Limitations (-3).
3u	12	9)[i]Heavy Stun, Wide-Beam Setting[/i] – EB 8d6; NND (not vs. ED Force Field; +1), AoE (8” Radius; +1); 120a; Common Limitations (-3).
1u	8	10)[i]Light Blast[/i] – EB 6d6; Autofire (5 shots; +½); 45a; Common Limitations (-3), 2x END (-½).
1u	8	11)[i]Light Blast, Tight-Beam Setting[/i] – RKA 2d6; Autofire (5 shots; +½); 45a; Common Limitations (-3), 2x END (-½).
1u	14	12)[i]Light Blast, Wide-Beam Setting[/i] – EB 6d6; AoE (6” Radius; +1¼); 67a; Common Limitations (-3), 2x END (-½).
1u	14	13)[i]Medium Blast[/i] – EB 9d6; Autofire (5 shots; +½); 67a; Common Limitations (-3), 2x END (-½).
1u	14	14)[i]Medium Blast, Tight-Beam Setting[/i] – RKA 3d6; Autofire (5 shots; +½); 67a; Common Limitations (-3), 2x END (-½).
2u	20	15)[i]Medium Blast, Wide-Beam Setting[/i] – EB 9d6; AoE (10” Radius; +1¼); 101a; Common Limitations (-3), 2x END (-½).
2u	18	16)[i]Heavy Blast[/i] – EB 12d6; Autofire (5 shots; +½); 90a; Common Limitations (-3), 2x END (-½).
2u	18	17)[i]Heavy Blast, Tight-Beam Setting[/i] – RKA 4d6; Autofire (5 shots; +½); 90a; Common Limitations (-3), 2x END (-½).
3u	26	18)[i]Heavy Blast, Wide-Beam Setting[/i] – EB 12d6; AoE (12” Radius; +1¼); 135a; Common Limitations (-3), 2x END (-½).
4u	36	19)[i]Plasma Bolt[/i] – RKA 4d6; Armour Piercing x2 (+1); 120; Common Limitations (-3), 3x END (-1).
53	-	[b]Fusion Chamber[/b] – END Reserve (500 END); 50a; OAF (Rifle; -1), Real Weapon (-¼) 
		[u]and[/u] END Reserve (100 REC); 100a; OAF Rifle (-1), 1 Fuel Charge (1 minute [500 END], difficult to obtain [Deuterium/Tritium], 2 “clips”, 2 full phases reloading time; -1), Real Weapon (-¼)
11	0	[b]Rifle Butt[/b] – HA +5d6; 0 END (+½); 37a; OAF (Rifle; -1), 2-Handed Weapon (-½), STR Min (15; -¾), Real Weapon (-¼).
130

 

Of course, the Specter uses a modified Taurus Model 44 revolver, which uses an explosive capacitor to project a polaron blast from it's treated barrel. As polaron blasts actually impart significant kinetic energy into their targets (ie. they do knockback), his pistol can also feed a bullet into the barrel just ahead of the cylinder. Despite the shorter effective barrel length, the round actually has a slightly higher muzzle velocity due to the smother acceleration that the polaron energy provides.

 

[b][u]Cost[/u]   [u]POWERS[/u][/b]
11     [b][i]Modified Taurus Model 44 Revolver[/i][/b]: Multipower, 45-point reserve,  (45 Active Points); all slots OAF (Revolver; -1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), 2 clips of 6 Charges (Increased Reloading Time; -3/4), Real Weapon (-1/4) - END=
1u     1)  [b][i]Polaron Shot[/i][/b]: Energy Blast 9d6 (45 Active Points); OAF (Revolver; -1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Limited Power (Cannot be Spread, Must Be Used At Full Power; -1/4), Real Weapon (-1/4) - END=0
1u     2)  [b][i]Bullet Shot[/i][/b]: Killing Attack - Ranged 2d6+1, +1 Increased STUN Multiplier (+1/4) (44 Active Points); OAF (Revolver; -1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-1/4), Real Weapon (-1/4) - END=0

[b]POWERS Cost: 13[/b]

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