Author Topic: A Call to Arms: Lonewolf's weapons thread.  (Read 14453 times)

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Lonewolf the Hunter

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #40 on: November 06, 2009, 12:54:31 AM »
My PC is still out but, if I think of anything I can stat easily, I will post it here, cool guns Johannixx
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Johannixx

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #41 on: November 11, 2009, 06:09:31 AM »
For all you WWI gamers out there...

US M1909 Bolo Knife:

Damage:  1d6
Critical:  19-20x2
Type:  Slashing or piercing
Weight:  2 lbs
Hands:  Light

Basically identical stats to a shortsword.  This 14"-bladed bolo knife was originally issued to machine gun and artillery crews for clearing fields of fire when emplacing guns, but found favor as a hand-to-hand weapon amongst the doughboys in the trenches.

Lonewolf the Hunter

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #42 on: January 24, 2010, 04:40:25 PM »
My computer is back from the dead, and so are my files expect more gear soon.
"No Plan ever survives contact with the enemy"
a bunch of generals and military historians

I like hiring Giff, they don't mind being paid in uzis.

BowenSilverclaw

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #43 on: January 24, 2010, 09:31:58 PM »
Looking forward to it :)
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

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Lonewolf the Hunter

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #44 on: January 26, 2010, 11:41:23 AM »
I present the Infantry weapons of FEAR 2 Project Origin. All descriptions come from the FEAR Wiki


Seegert ACM46 Pistol
The Seegert ACM46 is a pistol found in F.E.A.R. 2: Project Origin.
"The Seegert ACM46 9mm is a recoil operated, locked breech semi-automatic pistol with an impact resistant polymer frame and stainless steel slide. It comes as standard with tritium sights and an 18-round magazine. It is reasonably accurate and has commendable stopping power but limited effective range."
It's unclear precisely what 9mm round the ACM46 fires; given the shot power is comparable to rounds fired from an assault rifle and twice that of an SMG firing normal pistol rounds, though, it's unlikely to be 9x19mm Parabellum; it might instead be .357 SIG, or possibly an even more powerful round like 9x39mm Wincester Magnum or 9mm Mars.

Timeline: Monolith Type: Pistol
Technical specifications
Size: One-Handed, Damage Per Hit: Medium, Magazine Size: 18, Maximum Ammunition: 18 / 182, Fire Mode: Single shot, Ammunition Type: Unknown 9mm round, Operation: Recoil, Rate of Fire: Semi-Automatic, Accuracy: Medium,
Range: Short
-Dmg:2d8 (Ball).Crit:20. Range Inc: 40ft. RoF: S. Mag:18(box). SZ: Small. Wgt:3lb. Purchase DC/Res:18/Lic. PL5.Reload: Move Action

Andra FD-99 Submachine Gun
The Andra FD-99 is a submachine gun featured in F.E.A.R. 2: Project Origin.
"The Andra FD-99 is a lightweight, selective fire submachine gun (SMG) that fires from a closed bolt. The short barrel and folding stock make it ideal for close-quarters combat. It is a reliable, easily controlled weapon that fires a low recoil pistol cartridge. Comes equipped with a reflex sight and a high capacity magazine.
Use the Arsenal Selection Interface to toggle between 3-round burst and fully automatic fire."
The FD-99 is essentially an FN P90 with the grip moved back to where the thumbhole normally is.
While the FD-99 is claimed to have a "folding stock," in practice it appears to have a fixed stock. Whether this incorporates a collapsable extension of some kind is not clear; regardless, this would still not be described as folding.

Timeline: Monolith, Type: Submachine gun
Technical specifications
Size: Two-handed, Damage Per Hit: Low, Magazine Size: 50, Maximum Ammunition: 50 / 450, Fire Mode: 3-round burst / full auto, Ammunition Type: Unknown 5.7mm cartridge, Operation: Unknown, Rate of Fire: High, Accuracy: Medium, Range: Short
-Dmg:2d4(Ball).Crit:20. Range Inc: 50ft. RoF: A. Mag:50(box). SZ: Med. Wgt:5lb. Purchase DC/Res:21/Res. PL5.Reload: Full Round. Special: 3 Round Burst (-2 Attack, +2d4), Reflex Sight (+1 Attack), +2Attack vs. Armored targets, -2 attack when fired one handed. 

SHO Series-3 Combat Shotgun
The SHO Series-3 Combat Shotgun is a pump-action shotgun found in F.E.A.R. 2: Project Origin.
"The SHO Series-3 is a manually operated pump-action repeating 10-gauge combat shotgun. It has an eight-round tubular magazine and smooth bore modified choke barrel. While the Series-3 has limited range and penetration and modest rate of fire, it is devastating at close range."
The SHO Series-3 is a powerful short-ranged weapon, useful for dealing with enemies in confined spaces or those that like to attack from short range such as Specters and Abominations, though the wide spread and low rate of fire makes it unsuited to battling Replica Assassins. The more powerful of the two shotguns in the game, doing about a third more damage per shot than the Vollmer Ultra92 Automatic Shotgun, the SHO is the less accurate and slower-firing of the two, and must be reloaded a cartridge at a time, though this animation can be interrupted. It mounts a tritium illuminated iron sight which is useful only at short range, and is easily fired from the hip.

Timeline: Monolith, Type: Combat Shotgun,
Technical specifications
Size: Two-handed, Damage Per Hit: Very high, Magazine Size: 8, Maximum
Ammunition: 8 / 72, Fire Mode: Single shot, Ammunition Type: 10-gauge shells,
Operation: Pump action, Rate of Fire: Low, Accuracy: Low, Range: Short
-Dmg:5d4(Ball).Crit:20. Range Inc: 20ft. RoF: single. Mag:8(int). SZ: Large. Wgt:12lb. Purchase DC/Res:16/Lic. PL5.Reload: Move action per 2 shells.

Vollmer Ultra92 Automatic Shotgun
The Vollmer Ultra92 is a 12-gauge automatic shotgun found in F.E.A.R. 2: Project Origin.
"The Vollmer Ultra92 is a gas operated, self loading automatic 12 gauge shotgun. It features a 12-round detachable box mag. For short to medium range firefights, the Ultra92 is a superior choice."

Timeline: Monolith, Type: Automatic Shotgun,
Technical specifications
Size: Two-handed, Damage Per Hit: High, Magazine Size: 12, Maximum Ammunition: 12 / 108, Fire Mode: Single shot, Ammunition Type: 12-gauge shells, Operation: Gas, Rate of Fire: Medium, Accuracy: Medium, Range: Medium
-Dmg:4d4(Ball).Crit:20. Range Inc: 40f. RoF: S. Mag:12(box). SZ: Large. Wgt:9lb. Purchase DC/Res:19/Res. PL5.Reload: Move Action

Patten PK470 Assault Rifle
The Patten PK470 is an assault rifle found in F.E.A.R. 2: Project Origin.
"The Patten PK470 is a gas operated, selective fire assault rifle that is celebrated for its ruggedness and dependability. It features an ACOG scope and 30-round magazine. It has superior range and excellent stopping power.
Use the Arsenal Selection Interface to toggle between semi-auto and fully automatic fire."
The PK470 Assault Rifle is more or less Becket's standard weapon throughout the game starting from just after it becomes available. A powerful, accurate and reliable rifle, the PK470 is useful at any range thanks to its optic sight; with single shots, Becket can take on even Replica Snipers, while at short range the withering fullauto fire will drive off all but the toughest enemies. In addition to being a strong weapon, Becket can carry a large reserve of ammunition, and that ammunition is plentiful soon after the weapon is first encountered.

Timeline: Monolith, Type: Assault Rifle
Technical specifications
Size: Two Handed, Damage Per Hit: Medium, Magazine Size: 30, Maximum Ammunition: 30 / 420, Fire Mode: Single / Full auto, Ammunition Type: Intermediate rifle rounds, Operation: Gas, Rate of Fire: Medium, Accuracy: High, Range: Long
-Dmg:2d8(Ball).Crit:20. Range Inc: 90ft. RoF: S/A. Mag:30(box). SZ: Large. Wgt:9lb. Purchase DC/Res:19/Res. PL5.Reload: Move Action Special: Acog Scope (Move Action +2 Attack on target may gain a bonus on only one enemy at a time)

RAAB KM50 Sniper Rifle
The RAAB KM50 is a large-calibre sniper rifle found in F.E.A.R. 2: Project Origin.
"The RAAB KM50 is a semi-automatic box magazine fed rifle chambered for .50 BMG. The weapon has a precision cryogenically stress-relieved barrel, a smooth match trigger and a 10x fixed scope suitable for extreme distances. Penetration is also exceptional with this weapon, making it ideal for armored targets. The slow rate of fire makes it most suited for situations in which the operator has time to evaluate and engage potential targets at stand-off ranges."
The RAAB KM50 is an anti-material sniper rifle based on the Accuracy International AS50 sniper rifle, and is a bolt-action, long ranged weapon fitted with a fixed x10 magnification scope which has a built-in rangefinder. The KM50 is one of the most powerful weapons in the game, able to kill regular enemies with a single headshot and even dispatch a Replica Heavy Armor with three such shots. It becomes even more potent when combined with the Slow-Mo ability, allowing dangerous foes to be picked off at long range before they can become a threat.

Timeline: Monolith, Type: Anti-material rifle
Technical specifications
Size: Two-handed, Damage Per Hit: High, Magazine Size: 6, Maximum Ammunition:
6 / 42, Fire Mode: Single shot, Ammunition Type: .50 BMG, Operation: Bolt action,
Rate of Fire: Low, Accuracy: High, Range: Long
-Dmg:2d12(Fire).Crit:20. Range Inc: 120ft. RoF: single. Mag:6(box). SZ: Large. Wgt:20lb. Purchase DC/Res:23/Res. PL5.Reload: Full Round Special: Features standard Scope.

Armacham Type-12 Pulse Weapon
The Armacham Type-12 Pulse Weapon is the most powerful weapon found in F.E.A.R. 2: Project Origin.
"Armacham's Type-12 fires pulses of superheated coherent energy capable of evaporating the soft tissue of organisms within several meters of the burst. A major shortcoming of the current design is the DPF reactor's limited yield, severly limiting the number of times the weapon can be discharged before it is fully depleted. Pulses gradually decelerate due to atmospheric resistance and destablise violently after a short interval."
The Type-12 fires a glowing orb of energy that travels slowly forward, releasing arcs of electricity that damage anything foolish enough to stand near the projectile's flightpath. Even a single arc will turn any regular enemy into a charred skeleton, while several will bring down even a Replica Heavy Armor; in addition, the projectile eventually explodes dealing even more damage to anything nearby. The projectile is capable of travelling straight through enemies; this allows it to kill a whole line of normal enemies, but can be a disadvantage since it will eventually stop dealing damage to a heavily armoured target; to negate this, the bolt should be aimed downwards so it explodes at the target's feet. Should the bolt strike an impermiable surface such as a wall, it will simply bounce off and continue. Only an Elite Powered Armor can hope to survive even a single properly aimed shot from this weapon.

Timeline: Monolith, Type: Energy pulse weapon
Technical specifications
Size: Two-handed, Damage Per Hit: Extremely high, Magazine Size: 5, Maximum Ammunition: 5 / 5, Fire Mode: Single shot, Ammunition Type: Internal reactor, Rate of Fire: Low, Accuracy: High, Range: Medium
-Dmg:10d6(Electricity).Crit:20. Range Inc: 100ft. Burst Radius:10ft. Ref15. RoF: single. Mag:5(Cell). SZ: Large. Wgt:15lb. Purchase DC/Res:34/Illegal. PL6.Reload: Full Round
Special: Arc (the shot from the weapon travels in a straight line to the target anything in that line takes 10d6 points of damage, reflex DC 15 for half), Acog Scope (as Rifle)

Balzer LM10 Napalm Cannon
The Balzer LM10 Napalm Cannon is a flame projector found in F.E.A.R. 2: Project Origin.
"The Balzer LM10 fires bursts of ignited napalm, making it extremely useful in situations where indiscriminate firepower must be bought to bear on multiple hostiles. Collateral damage when using this weapon is unavoidable. A superior weapon for close-in engagements, though care must be taken to avoid operator injury."
A curious weapon, the Balzer LM10 is no ordinary flamethrower; rather than firing a constant stream of ignited fuel, it shoots a single coherent projectile, and has a deceptively long range for a weapon of its type. Any target struck by the projectile (which has a small splash damage radius) will be set on fire; for Becket, this will just mean slowly applied additional damage and an on-screen flame effect, but enemies will be totally incapacitated for a time while they attempt to extinguish the flames. This does not include Abominations, Remnants or Replica Heavy Armors, who will simply ignore the flames and continue attacking as normal. Worse, Replica Assassins and ATC Black Ops Pyros are outright immune to being set on fire.

Timeline: Monolith, Type: Napalm Cannon
Technical specifications
Size: Two-handed, Damage Per Hit: Medium, Magazine Size: 10, Maximum
Ammunition: 10 / 20, Fire Mode: Single shot, Ammunition Type: Napalm,
Operation: N/A, Rate of Fire: Low, Accuracy: Low, Range: Medium
-Dmg:3d6(Fire).Crit:20. Range Inc: 50ft. Burst Radius:15ft. Ref17. RoF: S. Mag:10(Cell). SZ: Large. Wgt:14lb. Purchase DC/Res:17/--. PL5.Reload: Full Round
Special: sets targets on fire, shots provide illumination equivalent to a flash light

Armacham HV Hammerhead
The Armacham HV Hammerhead is a heavy flechette driver found in F.E.A.R. 2: Project Origin.
"The Armacham HV Hammerhead is the successor to the HV Penetrator. Firing hardened 14mm depleted uranium spikes, the Hammerhead is devastatingly effective against armored targets. Its stability and high rate of fire are offset by its considerable weight."
The HV Hammerhead is a deadly weapon encountered in the latter part of the game, essentially being the Replica Heavy Armor's equivalent of a standard assault rifle. The Hammerhead is extremely accurate and fitted with an optic reflex sight for longer-ranged fire, along with a side-mounted illuminated ammo counter for use when firing from the hip. The rate of fire is rapid enough to suppress all but the toughest targets and bring down any regular enemy in a short burst of fire. The HV Hammerhead retains the HV Penetrator's signiture ability of pinning unfortunate targets to nearby surfaces, and the glowing flechettes remain visible for a while after being fired.

Timeline: Monolith, Type: Flechette driver
Technical specifications
Size: Two Handed, Damage Per Hit: Medium-high, Magazine Size: 25, Maximum Ammunition: 25 / 225, Fire Mode: Full auto, Ammunition Type: 14mm Flechettes,
Operation: Pneumatic (?), Rate of Fire: Medium, Accuracy: High, Range: Medium-high
-Dmg:2d10(Piercing).Crit:20. Range Inc: 120ft. RoF: S/A. Mag:25(Box). SZ: Large. Wgt:12lb. Purchase DC/Res:24/Mil. PL6.Reload:Move Action. Special: Reflex sight (As SMG), Pin any target that is forced to make a Massive Damage save, must make a reflex save [equal to damage taken], or fly back 10feet, if a solid object is within that distance they are pinned to it [Strength DC 20 and a full round action to free them selves])

Shark FL-3 Laser
The Shark FL-3 Laser is an energy weapon found in F.E.A.R. 2: Project Origin.
"The 1.7 kW Shark FL-3 Laser employs Neodymium-doped glass amplified by solid-state, heat-capacity technology. The FL-3 cuts easily through armor, making it highly effective against hard targets. The Shark's size does reduce operator mobility, so this should be taken into account before the weapon is deployed."
Symptom: Overheat light is flashing.
Probable Cause: Cooling system failure.
Solutions: Shut off the device immediately!
If the warning light doesn't switch off in
15-30 seconds, seek cover as the weapon may
explode.
The Shark FL-3 is a powerful but rare anti-armour weapon acquired towards the end of the game. While the Shark's power for a single shot is extremely weak, the continuous beam applies this damage so quickly it soon stacks up; in addition, the Shark scythes through armour, dealing spectacular damage to tough enemies; even a Replica Heavy Armor can be killed with around a quarter of a magazine from the Shark. It would be an ideal weapon for fighting Powered Armour Units as it completely ignores their energy shields, but sadly is not available the times Becket has to deal with one on foot.

Timeline: Monolith, Type: Weapons-grade laser
Technical specifications
Size: Two-Handed, Damage Per Hit: Low, Magazine Size: 100, Maximum Ammunition: 100 / 100, Fire Mode: Continuous beam, Ammunition Type: Energy cells, Operation: Light amplification by stimulated emission of radiation, Rate of Fire: Very high, Accuracy: High, Range: Medium
-Dmg:3d4(Fire).Crit:20. Range Inc: 200ft line. Ref17. RoF: S. Mag:100(cell). SZ: Large. Wgt:16lb. Purchase DC/Res:24/Mil. PL6.Reload: Move Action Special: the wielder my may fire the weapon in “bursts” (Semi auto) depleting the battery one point per shot, or as a full round action, they may fire a single beam (+9d4 Damage, +4 Ref, -10 shots)

Explosive
AT-L4 Proximity Mine
The AT-L4 Proximity Mines appear in F.E.A.R. 2: Project Origin. They are set charges that detonate upon detection of hostile motion within a close radius. They work exactly the same as the AT-S Proximity Mine in F.E.A.R. First Encounter Assault Recon except they have a blue grow when deployed instead of the green from the first game.
The AT-L4 Proximity Mines is a thrown charge capaple of mass destruction similar to the AT-S Proximity Mine. It likely does more damage than the other grenades just like in the first game and should be used to set traps or against the strongest foes. The player can carry a total of 4 mines as well as only deploy 4 in total. If a 5th mine is deployed, the oldest deployed mine will disappear and can never be obtain back so make sure you don't deploy more than 4. However, the player can obtain 4 preset mines even though all 4 of his previous mines are deployed as long as he doesn't deploy a 5th one. Once deployed, the player may pick it back up if it hasn't exploded and re-deploy it eleswhere if he's unsatisfied.

Timeline: Both, Model: Unknown Type Proximity mine
Technical specifications
Size: Unknown, Damage Per Hit: Unknown. Maximum Ammunition: 4, Operation: Unknown
--Dmg:4d6(Conc).Crit:20. Range Inc: 10ft. Burst Radius:20ft. Ref17. RoF:--. Mag:--. SZ: Tiny. Wgt:1lb. Purchase DC(4)/Res:14/Mil. PL6. Reload:-- Special: Detonates when an enemy gets within 10 feet, can be safely picked up and moved by friendly PC’s/NPC’s

Andra SR5 Missile Launcher
The Andra SR5 is an anti-tank missile launcher found in F.E.A.R. 2: Project Origin.
"The Andra SR5 is a man portable missile launcher that can be deployed against hard targets and heavily armored opponents at a variety of ranges. A soft-launch signature limits the operator's exposure to infrared and visual detection, thus increasing survivability. The SR5 is ideal for engaging hard targets and groups of hostiles."
The Andra SR5 is a magazine-fed missile launcher capable of defeating even the toughest targets. Equipped with a fixed x8 maginification scope with built-in rangefinder, it is well-suited to long-range combat, and reasonable splash damage allows it to take on groups before they can get into effective firing range. It is the second most powerful weapon in the game, after the Armacham Type-12 Pulse Weapon, and has substantial armour-piercing capabilities that make it particularly effective against Powered Armour Units and Replica Heavy Armors.

Timeline: Monolith, Type: Missile Launcher
Technical specifications
Size: Two handed, Damage Per Hit: Very high, Magazine Size: 5, Maximum Ammunition: 5 / 10, Fire Mode: Single shot, Ammunition Type: Rockets, Rate of Fire: Low, Accuracy: High, Range: Long,
-Dmg:6d6(Slashing).Crit:--. Range Inc: 200ft. Burst Radius:10ft. Ref15. RoF: S. Mag:5(Box*). SZ: Large. Wgt:24lb. Purchase DC/Res:22/Mil. PL5.Reload: Full Round
Special: Standard Scope. *cannot chamber an Extra Round

R3 Incendiary Grenade
R3 Incendiary Grenades appear in F.E.A.R. 2: Project Origin. They are a special kind of grenades used to ignite enemies in a large area and cause some damage.
The R3 Incendiary Grenades were designed to dose enemies in flames. It has perhaps the largest area effect of all the other grenades and will usually temporarily disable enemies. Weaker enemies will die after one blast but stronger ones will take several of these grenades to kill them. Enemies that doesn't die right away from this attack will usually drop their primary weapon and roll on the ground to put the flames out. After the flames are put out, they will pull out their pistols and shoot you. For some odd reason, they usually will not pick up another primary weapon to shoot you. The R3 contains thickened polyphoric agent which ignites when it comes into contact with air and burns at around 1200 degrees Celsius. Though both ATC and Replica enemies can drop this type of grenade, they are never used against you. When thrown, it produces a neon red grow.

Timeline: Both, Model: Unknown Type Grenade,
Technical specifications
Size: Unknown, Damage Per Hit: Unknown, Maximum Ammunition: 4,
Operation: Unknown
--Dmg:3d6(Fire).Crit:20. Range Inc: 20ft. Burst Radius:15ft. Ref16. RoF:-- Mag:--SZ: tiny. Wgt:1lb. Purchase DC(4)/Res:14/Mil. PL5 .Reload:-- Special: sets targets on fire.

XS Shock Grenade
XS Shock Grenades appear in F.E.A.R. 2: Project Origin. They are a special kind of grenades used to disable an enemy but not kill it.
The XS Shock Grenades were designed to temporarily disable enemies either by stunning organic targets and/or disrupt electrical systems such as the Powered Armors. When detonated, it releases an electromagnetic pulse as well as a concussive wave together. This is similar to the attack the Replica Assassins uses in F.E.A.R. 2: Project Origin. Though both ATC and Replica enemies can drop this type of grenade, they are never used against you. Perhaps the creators did not want you to be immobolized during a battle. When thrown, it produces a blue neon grow.

Timeline: Both, Model: Unknown Type Grenade
Technical specifications
Size: Unknown, Damage Per Hit: Unknown, Maximum Ammunition: 5
Operation: Unknown,
--Dmg:3d4 Non Lethal(Electricity).Crit:. Range Inc: 20ft. Burst Radius:20ft. Ref18. RoF:-- Mag:-- SZ: Tiny. Wgt:1lb. Purchase DC/Res:18/Lic. PL6 .Reload:--. Special: Stun 1d6 rounds
"No Plan ever survives contact with the enemy"
a bunch of generals and military historians

I like hiring Giff, they don't mind being paid in uzis.

AnimeSniper

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #45 on: January 27, 2010, 01:39:01 AM »
Entrencher
Classification: Weapon Gadget
Game: Fracture
The Entrencher is the minituarized version of larger Terran Deformation Technology capable of being carried by the common infantry soldier into combat.  The Entrencher has two settings capable of creating a three foot deformation of the localized native terran with each shot. Each shot, based on chosing setting, will either indent or raise the ground by three feet as is considered a Move Eqiuvalent Action.  With each consecutive shot the ground is further deformed by three creating needed foxholes/fire holes or raising the ground to clear debris.  Note to all military personnel the Entrencher will not deform any ground covered by concrete or similar material though deformation of loose soil nearby will raise it against building or other solid debris.

Mil: +3
« Last Edit: January 27, 2010, 01:45:47 AM by AnimeSniper »

Lonewolf the Hunter

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #46 on: January 31, 2010, 11:03:05 PM »
been wanting to stat this rifle for a while now:

The REC7 (formerly known as the M468) is the designation for an upgrade to the M16/M4. The REC7 is manufactured by Barrett Firearms Company, who are probably best known for producing the M82 .50 caliber sniper rifle.

(6.8x43mm) Dmg:2d8. Crit: 20. Dmg type: Ballistic. Range Increment: 80ft. RoF: S,A. Mag: 30(box). Wgt: 7.2lb. Size: L. Purchase DC: 18. Res: Res+2.
"No Plan ever survives contact with the enemy"
a bunch of generals and military historians

I like hiring Giff, they don't mind being paid in uzis.

Lonewolf the Hunter

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #47 on: February 02, 2010, 07:00:52 AM »
Here are the Weapons from the first Gears of war, as with the FEAR 2 weapons, all details are from the Gears Wiki.

Gears 1

Lancer Assault Rifle
Production information:
Manufacturer: Coalition of Ordered Governments
Type: Assault Rifle
Technical specifications
Size: Medium Damage Per Hit: Low (38 damage per bullet) Magazine Size:
60 rounds(50 in Gears 2) Maximum Ammunition: 660 rounds(550 in Gears 2)
Fire Mode: Automatic Rate of Fire: 15 rounds per second approx.
Accuracy: Medium Range: Medium
-Dmg:2d8 (Ball).Crit:20. Range Inc: 90ft. RoF: S,A. Mag:60(box). SZ: Large. Wgt:11lb. Purchase DC/Res:20/Res+2. PL6.Reload: Move Action 
--Chain Saw Bayonet: Dmg:2d6 (Slashing).Crit:19-20. Special: Move action to activate.
"Fire up your Lancers, Delta."
— Marcus Fenix, while training Benjamin Carmine.
The Lancer is the workhorse of the COG Army, being in service for 50 years. The Lancer has seen action in both the Pendulum Wars and the Locust-Human War.

Gnasher Shotgun
Production information
Manufacturer Coalition of Ordered Governments Type Shotgun
Technical specifications
Size Small Damage Per Hit Very low to instant kill, depending on enemy and range (500 maximum pellet total damage) Magazine Size 8 shells Maximum Ammunition 39 shells Fire Mode Manual Lever Action Ammunition Type shotgun Shells Rate of Fire
Slow Accuracy Very accurate to extremely inaccurate, depending on range. Range Short range
-Dmg:4d6 (Ball).Crit:20. Range Inc: 10ft. RoF: S. Mag:8(Int). SZ: Small. Wgt:5lb. Purchase DC/Res:16/Lic. PL5.Reload: Full Round  Special: standard Shot gun rules.

The Gnasher Shotgun is a lever-action, short-barreled combat shotgun that is commonly deployed by the Coalition of Ordered Governments' Gears. It is comparatively small and easy to aim, making it exceptionally useful for close encounters. It possesses both phenomenal firepower and momentous Stopping Power, making it ideal for persuading enemies to keep their distance. Its lever-action design is intended to keep the weapon's size and weight down while making it easier to reload after shooting.
As a Shotgun, the Gnasher fires rounds loaded with buckshot - this results in a spray of ammunition over a cone-shaped trajectory. Because of this, the Gnasher is not particularly difficult to aim and is devastating at a range of 2 to 4 meters - often taking down man-sized targets in one single blast. At slightly longer ranges, it is still formidable, but not nearly as destructive. At longer ranges, the weapon's wide scatter pattern makes it rather ineffective.
Though designed and built by the COG, the Locust Horde has shown a particular liking for the Gnasher, and is well-known for salvaging and using it. Locust Grenadiers make extensive use of the weapon, as do Grenadier Elites. Some Drones make use of the shotgun as well, as do some Theron Guards and Palace Guards.

Longshot Sniper Rifle
Production information
Manufacturer Coalition of Ordered Governments Type Antipersonnel Sniper Rifle
Technical specifications
Size Large Damage Per Hit Very High (350 damage per bullet, instant Kill if headshot)
Magazine Size One Round Maximum Ammunition 24 Rounds Operation Manual Bolt Action Rate of Fire Slow Accuracy Very High Range Extreme
-Dmg:4d8 (Ball).Crit:20. Range Inc: 140ft. RoF: Single. Mag:1(Int). SZ: Large. Wgt:23lb. Purchase DC/Res:22/Lic. PL5.Reload: Move Action Special: Mounts a Standard Scope (x1.5 RI when used)

"You need a Longshot. Re-loading's a pain in the arse, but it'll stop a truck."
— Bernadette Mataki to Dillond Jonty, during a recon of the Stranded settlement on Vectes.

The Longshot Sniper Rifle is a high-caliber, single-shot, bolt-action sniper rifle. Created by the COG during the Pendulum Wars it is later used by the Locust Horde.

Snub Pistol
Production information
Manufacturer Coalition of Ordered Governments Type Pistol
Technical specifications
Size Small Damage Per Hit Medium (55 damage per bullet) Magazine Size 12 Rounds
Maximum Ammunition 72 Rounds(Gears 1) 132 Rounds(Gears 2) Fire Mode
Semi-Automatic Ammunition Type Medium Caliber pistol rounds (Kal .50)
Rate of Fire High Accuracy High Range All ranges
-Dmg:2d6 (Ball).Crit:20. Range Inc: 30ft. RoF: S. Mag:12(box). SZ: Small. Wgt:3lb. Purchase DC/Res:19/Lic+1. PL5.Reload: Move Action  Special; Integrated Scope (+2 Attack)

The Snub Pistol is the standard sidearm for the COG forces. It has an ammo capacity of twelve rounds and a semi-automatic firing mode. The Snub contains a moderate zoom setting in its integrated scope, which increases accuracy for longer ranges.

Bolo Grenade
Production information
Type Fragmentation Grenade (or Smoke Grenade in multiplayer)
Technical specifications
Size Small Damage Per Hit Large Magazine Size 1 Maximum Ammunition 4 Grenades (2 in Multiplayer) Rate of Fire Slow Accuracy Varies Range Medium
-Dmg:4d8 (Ball).Crit:20. Range Inc: 20ft. Burst: 5ft. Ref: 15 RoF: --. Mag:--. SZ: Tiny. Wgt:1lb. Purchase DC/Res:18/Mil. PL6.Reload: -- Special: Tag (Bolo Grenades have a delayed fuse alternate setting, activating/deactivating the fuse is a free action, the wielder then makes a melee touch attack against an object or creature and the grenade detonates 4 rounds later, attempting to remove the grenade triggers the explosion instantly   

The Bolo Grenade is the standard fragmentation grenade used by both the COG forces and the Locust Horde. The frag grenade is considered standard-issue COG equipment.
The Bolo Grenade is substantially different from any other previous fragmentation grenade, both in damage and as throwing method. The grenade's structure consists of an explosive attached to a chain-like extension that is swung around and released when enough momentum is gained to throw it. Its targeting system is also quite different since it actually maps out a predicted trajectory (the purple line) as well as a finishing point (the distinct purple circle at the end of the trajectory marking). The grenade's blast radius, however, is extremely small, and the grenade cannot damage foes behind a cover point no matter how close the grenade is to them. Therefore, the grenade needs to be thrown with pinpoint precision to damage, let alone kill, an enemy. It's great for flushing someone out of their cover point, however. Another important use for it is that it is capable of closing emergence holes.

Smoke Grenade
Production information
Manufacturer Coalition of Ordered Governments Model Grenade Type Smoke Grenade
Cost Small
Technical specifications
Size height- 6 inches, radius - 3 inches Damage Per Hit None Magazine Size 1 per Grenade Maximum Ammunition Maximum 4 (only 2 on multiplayer Fire Mode Thrown Ammunition Type Grenade Operation Cover Rate of Fire Slow Accuracy
Varies Range 15 feet
-Dmg:--(--).Crit:20. Range Inc: 20ft. RoF:--. Mag:--. SZ: Tiny. Wgt:3lb. Purchase DC/Res:18/Lic+1. PL6. Reload:-- Special: Darkness 15ft radius

"Incoming smoke!"
— Dominic Santiago, in response to a Smoke Grenade being thrown his way.
Nearly universally looked down-upon and often ignored,
The Smoke Grenade is a non-lethal grenade used by the COG. Featured in Gears of War and Gears of War 2, the Smoke Grenade discharges a thick, white-gray smoke that obscures the vision of anyone inside the cloud or outside looking into the cloud. The Smoke Grenade also has affiliation lighting, and will light up red for a Locust user or blue for a Gear user.

Hammer of Dawn
Production information
Manufacturer Coalition of Ordered Governments, UIR Type Imulsion powered Laser Designator Cost High
Technical specifications
Size Small Damage Per Hit Instant Kill (except Berserkers, Seeders and the Lambent Brumak), melee is very weak Magazine Size Infinite until satellite moves out of range (20 seconds in Gears 2 multiplayer/Horde) Maximum Ammunition Infinite (4 burst in Gears of War 2 mutiplayer) Fire Mode 3 second charge, 7 second laser burst
Ammunition Type Imulsion powered satellite beam Operation Satellite Cannon
Rate of Fire Variable Accuracy Medium-High Range High Orbit
-Dmg:20d8 (Energy).Crit:--. Range Inc: 100ft (designator). RoF: Single. Mag:--. SZ: Med. Wgt:5lb. Purchase DC/Res:18/Lic. PL5.Reload: --

The Hammer of Dawn is a COG Imuslion-energized satellite, invented by the UIR and later stolen by the COG. It was first used as a strategic weapon but forced to become a tactical weapon in the Locust-Human war.
The Hammer of Dawn was a COG weapon stolen from the UIR, developed approximately 3 years before Emergence Day.
The Hammer of Dawn consists of two separate elements: an orbital satellite equipped with an Imulsion-powered directed particle energy weapon and a hand-held laser designator to be carried by COG ground forces.

Chain Gun
Production information
Manufacturer Coalition of Ordered Governments Type Mounted Heavy Machinegun
Technical specifications
Size Extremely Large (Vehicular Mount or Emplacement Only) Damage Per Hit
High Magazine Size Unlimited Maximum Ammunition Unlimited Fire Mode
Fully Automatic Ammunition Type High-Caliber Machine Gun Ammunition
Operation Electrically-Cycled Rate of Fire Very High Accuracy Low/Medium
Range Short-Medium/High
-Dmg:4d12 (Ball).Crit:20. Range Inc: 120ft. RoF: A. Mag: Linked. SZ: Huge. Wgt:83lb. Purchase DC/Res:22/Mil+3. PL5.Reload: N/A Special: auto Fire 100 rounds (20x20 Ref 20 for half), Burst 50 (+4d12, -4 Attack).

The COG Chain Gun is a modern heavy machine gun employing the Gatling-gun principle, in which six revolving barrels rotate around the firing axis. This arrangement allows the individual barrels to cool between shots. The Chain Gun's action is driven by an electric motor, unlike the hand-crank system of the Mulcher. This feeds ammunition in and rotates the firing mechanism. As it rotates, the barrels close into the bolt for firing, then withdraw to extract the spent cartridge case and feed in a fresh round. The entire process happens very quickly; when the Chain Gun is fired, the sounds of the individual shots blur into a continuous, rippling roar.

Troika Heavy Machine Gun
Production information:
Manufacturer: Locust Horde Type: Mounted Heavy Machine Gun
Technical specifications:
Size: Extremely Large  Damage Per Hit: High  Magazine Size: Unlimited
Maximum Ammunition: Unlimited  Ammunition Type: Large Caliber
Rate of Fire: Extremely High  Accuracy: Low/Medium Range: Short-Medium/High
-Dmg:6d8 (Ball).Crit:20. Range Inc: 100ft. RoF: A. Mag: Linked. SZ: Small. Wgt:103lb. Purchase DC/Res:23/Mil+3. PL5.Reload: N/A  Special: Auto; 200 rounds (20x20 area, Ref 25 for half damage), Burst 100 rounds (-4 attack, +6d8)

The Troika Heavy Machine Gun is a mounted heavy machine gun designed and used by the Locust.  As with most Locust weapons, little is known of the Troika's origins or engineering, but some information has been confirmed through field usage. The weapon itself is a modified form of the minigun, equipped with two rotary ammunition drums and active cooling to allow virtually continuous firing.

Hammerburst
Production information:
Manufacturer: Locust Horde Type: Assault Rifle
Technical specifications
Size: Medium Damage Per Hit: Medium Magazine Size: 78 rounds Maximum Ammunition: 780 rounds Fire Mode:6-round burst Operation: gas operated rotating bolt Accuracy: High Range:Medium-Long
-Dmg:2d6 (Ball).Crit:20. Range Inc: 70ft. RoF: S. Mag:78(box). SZ: Large. Wgt:5lb. Purchase DC/Res:19/Res+2. PL6.Reload: Move Action  Special: 3 round burst (-2 Attack, +2d6 damage)

The Hammerburst Assault Rifle is the early Locust standard-issue assault rifle featured in Gears of War . Regarded as the Locust counterpart to the COG Lancer Assault Rifle, the Hammerburst has a 6-round burst fire mode and a 78-round magazine. Currently, the Hammerburst has largely been replaced by the new Hammerburst model, the Hammerburst II.

Boltok Pistol
Production information:
Manufacturer: Locust Horde Model: Model 1 Type: Magnum revolver
Technical specifications
Size: Small Damage Per Hit: High Magazine Size: 6 rounds Fire Mode:
Semi-automatic, but can't be fired quickly due to high power and recoil.
Ammunition Type: Large Caliber pistol rounds Operation: double action revolving cylinder Accuracy: Low-Medium Range: Short-Long
-Dmg:2d8 (Ball).Crit:20. Range Inc: 40ft. RoF: S. Mag:6(Cyl). SZ: Med. Wgt:3lb. Purchase DC/Res:18/Lic. PL5.Reload: Full Round

The Boltok Pistol is the standard-issue sidearm of the Locust, specifically the Drones. It is a high-caliber revolver with a 6-round capacity. It is heavier, slower to fire, and holds half as much ammunition as the COG-issue Snub Pistol, but does unequivocally more damage per shot and has exceptional stopping power. In this regard, it continues the Locust weapon-design philosophy of creating weapons with an emphasis towards brute force.
In single-player, the Boltok can be found used by Drones, Theron Guards and Palace Guards with at least moderate frequency. In Gears of War 2, they are frequently used by the Bolter, a Pistol-specialized Locust Drone with good maneuverability and high accuracy.

Boomshot
Production information:
Manufacturer: Locust Horde Type: Grenade Launcher
Technical specifications:
 Size: Large Damage Per Hit: Medium to High splash damage, kills instantly with direct hit (Max damage 525) Magazine Size: 1 Grenade Maximum Ammunition:
12 Grenades Fire Mode: Single Shot Ammunition Type: Cluster Grenades Rate of Fire: slow Accuracy: Medium Range: Short to Mid, projectile begins to drop at moderate ranges
-Dmg:4d8 (Ball).Crit:20. Range Inc: 40ft. Burst: 10ft Ref: 15 RoF: Single. Mag:1(box). SZ: Large. Wgt:3lb. Purchase DC/Res:15/Mil+3. PL5.Reload: Full Round

"BOOOOOOOOM!"
— Locust Boomer, before firing a shot
The Boomshot Grenade Launcher is a single-shot grenade launcher primarily used by Locust Boomers in Gears of War and Gears of War 2. The Boomshot fires a delayed-fuse high-explosive shell that creates a large explosion upon impact, followed by the detonation of about three to five small "bomblets" that create a series of secondary explosions (comparable to a cluster bomb). The shell is loaded into the Boomshot via a drum magazine. While Boomers are exclusively equipped with the Boomshot, Drones and Gears are also capable of using the Boomshot.

Torque Bow
Production information:
Manufacturer: Locust Type: Rotating Projectile Ejection Bow
Technical specifications:
Size: Medium Damage Per Hit: Very High (if not, instant kill) Magazine Size:
1 Arrow Maximum Ammunition: 12 Arrows Ammunition Type: Immulsion-Tipped Explosive Arrow Operation: Charged with Torque mechanism then released to launch arrow Rate of Fire: Slow Accuracy: High Range: Medium to Long
-Dmg:2d6 (Piercing).Crit:20. Range Inc: 60ft. RoF: Single. Mag:1(Int). SZ: Large. Wgt:8lb. Purchase DC/Res:22/Mil+3. PL5.Reload: Full Round  Special: Improved range (The shooter can “Charge” the weapon for upto 4 rounds, after which it fires on its own, each round adds 20ft to the Range Increment), Laser Sight (+2 Attack), Fuse (1d4 rounds after firing the Bolt from a Torque Bow detonates, dealing 6d6 points of fire damage to all within 5 feet, the target struck always takes full damage, but adjacent targets can make a DC 17 Reflex save for half).   

The Torque Bow is a deadly weapon that is wielded exclusively by the elite Locust warriors, the Theron Guards and occasionally by the higher ranking Palace Guards. It is quite distinct among Locust-made weaponry. Functionally, the Torque Bow is muzzle-loading coilgun in the shape of an archaic crossbow, that fires a reactive explosive projectile with electromagnetic force.
The Torque Bow fires an Imulsion-fueled, explosive-tipped, armor-piercing projectile that resembles a large arrow (or rather, a Crossbow Bolt). The projectile has a timed fuse which is designed to explode a half-second after penetrating a target, blasting it apart from the inside - almost invariably causing critical injury for the unfortunate target (if not instantaneous death). The weapon's name comes from its unique tandem launch system; in addition to the coilgun giving the projectile motive force, the Torque Bow also uses a small motor to apply rotational force to the projectile - ergo increasing kinetic energy transferred to the target. The vanes on the top and bottom of the Barrel control the tension of the motor and are what actually launches the bolt through the coil mechanism.
"No Plan ever survives contact with the enemy"
a bunch of generals and military historians

I like hiring Giff, they don't mind being paid in uzis.

Lonewolf the Hunter

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #48 on: February 04, 2010, 08:39:26 AM »
Some more real world guns
The HK417 is a battle rifle designed and manufactured in Germany by Heckler & Koch. It is chambered for the 7.62x51mm NATO (.308 Winchester) round. Similar in internal design to the HK416, the HK417 is a gas-operated, short-stroke piston design, claimed to be more reliable than the original direct impingement operation of the AR-10 design due to less fouling in the receiver.
(Assaulter/Recce) Dmg:2d10. Crit: 20. Dmg type: Ballistic. Range Increment: 80ft. RoF: S,A. Mag: 20(box) or 50 (Drum). Wgt: 9lb. Size: L. Purchase DC: 21. Res: Res+2.

(Sniper) Dmg:2d10. Crit: 20. Dmg type: Ballistic. Range Increment: 90ft. RoF: S. Mag: 10(box) or 20 (box). Wgt: 9lb. Size: L. Purchase DC: 21. Res: Res+2.

The HK416 is an assault rifle designed and manufactured by Heckler & Koch. It is an improved version of the M4 carbine with many changes, most notably a new gas operating system from the G36.
(5.56x45mm) Dmg:2d8. Crit: 20. Dmg type: Ballistic. Range Increment: 70ft. RoF: S,A. Mag: 30(box) or 100 (Drum). Wgt: 8 lb. Size: L. Purchase DC: 19. Res: Res+2.
"No Plan ever survives contact with the enemy"
a bunch of generals and military historians

I like hiring Giff, they don't mind being paid in uzis.

Lonewolf the Hunter

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #49 on: February 05, 2010, 12:55:19 AM »
An Idea that hit me while I was out walking.
RTS Style Tank Destroyer (T-20 Tortoise) (PL 5)
Crew: 6  Pass: 0 Cargo: 30lb Init: -4 Maneuver: -6 Top Speed: 65 (7) Defense: 6 Hard: 20 HP: 56 Weight: 22 tons Size: G PDC: 26 Res: Mil (+3) Face: 3/6
Attacks: 
-2x 125mm (APDS) Cannons Dmg:10d10. Crit: 20. Dmg type: Ballistic. Range Increment: 500ft. RoF: Single. Mag: 1(Int) (40 shells per cannon). Size: H. Reload: Full Round. Fire arc Forward
--Upgrades: AT Missiles: Range Increment +500ft, Laser Designator (+4 Attack), Burst 20ft Ref 17 (Ignores first 15 points of Hardness). Auto Loader: Reduces Reload time to move action (Stacks with Rapid Reload)
-12.7mm Machinegun Dmg:2d12. Crit: 20. Dmg type: Ballistic. Range Increment: 120ft. RoF: A. Mag: Linked (5,000). Size: H. Reload: Full Round. Fire Arc Turret 
--Upgrades: higher Caliber: Replaces with a 14.5mm Machine gun Damage 4d6, Range Increment +20ft.
Equipment:
Targeting System( +1attack, Cannons), Radio, Climate control.
--Upgrades: Stealth Detection: IR and Night vision scopes for Crew (Low light Vision/ Dark Vision 2miles, +4 Equipment bonus to Spot checks)
Description: A basic low cost tank hunter the T-20 Tortoise is a light artillery vehicle, with a mounted machine gun in an armored turret for defense against infantry and aircraft.
--Strong Vs: Light Infantry, Defensive Structures/buildings, Tanks.
--Weak Vs: Anti-Tank Units, Armored APC‘s/IFV‘s, Aircraft.
--Neutral: Artillery, Scout vehicles, Units that need to Deploy to Attack.
Occupants: 1x Commander, 2x Gunners, 2x Loaders, 1x Machine Gunner, 1x Driver
"No Plan ever survives contact with the enemy"
a bunch of generals and military historians

I like hiring Giff, they don't mind being paid in uzis.

Lonewolf the Hunter

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  • Posts: 96
Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #50 on: March 22, 2010, 04:11:54 AM »
Something that came to me at work

F 12 Mk I “Adder” Fighter/Interceptor (PL7)
Type   Ultra-light      Size Gargantuan-4
Subtype Assault Fighter      Tactical Speed 4,000 Ft (8 Sq)
Defense 19         Length 35 ft
    Flat Footed Def 13      Weight 24 Tons
    Autopilot Def 8      Targeting Bonus +4
Hardness 30         Crew 1 (Ace+12)
Hit Dice 9d20 (190hp)      Passengers 1
Initiative Mod +8      Cargo 1,500 lb
Pilot’s Class bonus +7           Grapple +8
Pilot’s Dex Mod +6      PDC  53($21,253,000)
Gunner’s Atk +8/+3      Restriction Mil (+3)
Attack
  2 Fire-linked Rapid Fire Rail Cannons +8/+3 Ranged (9d12, RoF S,A)[59]
  Or 2 Fire Linked HALO Cluster Rockets +8/+3 Ranged (9d12/18-20, RoF A, expend 1       pod per attack )[59]
    Or 2-Fire linked HALO Rockets +8 Ranged, and 2 Fire-Linked Rail Guns +3 Ranged
Attack of Opportunity: None
Standard PL7 Design Specs:
Power Plant: Fusion Generator
Engines: Particle Impulse Engine, Thrusters, Hydrogen After Burners
Armor: Cerametal
Defense: Improved Autopilot System, Improved Damage Control System (2d10), Magnetic Field, Particle Field.
Sensors: Class V Sensor System, Improved Targeting System
Communications: Mass Transceiver, Laser Transceiver
Weapons: 2 Rail Guns (Range Increment 3,000ft), 2 HALO Cluster Rockets (4 pods each, standard Missile rules)
   The “Adder” is an advanced fighter craft designed to hunt down and destroy enemy fighter and bomber formations, it can also be used as a ground attack aircraft.  The general strategy when deploying flights of 4 to scout well ahead of friendly ships.  If the flight encounters hostile strike craft they will engage them at long range with volleys of missiles before closing to gun range.

HALO Cluster Rockets from Starcraft D20: The Final Attempt
By Tael Zenith


"No Plan ever survives contact with the enemy"
a bunch of generals and military historians

I like hiring Giff, they don't mind being paid in uzis.

Johannixx

  • Bi-Curious George
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  • Posts: 422
Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #51 on: March 31, 2010, 04:38:43 AM »
Some more real world guns
The HK417 is a battle rifle designed and manufactured in Germany by Heckler & Koch. It is chambered for the 7.62x51mm NATO (.308 Winchester) round. Similar in internal design to the HK416, the HK417 is a gas-operated, short-stroke piston design, claimed to be more reliable than the original direct impingement operation of the AR-10 design due to less fouling in the receiver.
(Assaulter/Recce) Dmg:2d10. Crit: 20. Dmg type: Ballistic. Range Increment: 80ft. RoF: S,A. Mag: 20(box) or 50 (Drum). Wgt: 9lb. Size: L. Purchase DC: 21. Res: Res+2.

(Sniper) Dmg:2d10. Crit: 20. Dmg type: Ballistic. Range Increment: 90ft. RoF: S. Mag: 10(box) or 20 (box). Wgt: 9lb. Size: L. Purchase DC: 21. Res: Res+2.

The HK416 is an assault rifle designed and manufactured by Heckler & Koch. It is an improved version of the M4 carbine with many changes, most notably a new gas operating system from the G36.
(5.56x45mm) Dmg:2d8. Crit: 20. Dmg type: Ballistic. Range Increment: 70ft. RoF: S,A. Mag: 30(box) or 100 (Drum). Wgt: 8 lb. Size: L. Purchase DC: 19. Res: Res+2.

Good write-ups.  I would add one thing to each:  since both are externally identical to a standard AR-15-pattern rifle, with the same controls, cartridge and ballistics, I'd put in a note that Weapon Focus/Specialization with the M16/M4 platform transfers to the HK416/417 platforms as well.

Lonewolf the Hunter

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #52 on: April 01, 2010, 02:08:14 AM »
Not a bad idea, I don't normally think about Focus/Specialization when stating modern firearms, but, sense they were designed for troops already familiar with M16 family controls it makes sense, thinking about it, the AR-18 and ZM-LR 300 in weapons locker should function under a similar rule.  Didn't we try to get a house rule like that on Tema's old wizard's thread?
 
"No Plan ever survives contact with the enemy"
a bunch of generals and military historians

I like hiring Giff, they don't mind being paid in uzis.

Lonewolf the Hunter

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #53 on: May 13, 2010, 11:03:08 AM »
The Weapons of BioShock 1
Wrench (--)
Damage: 1d8           Magazine: -- (--)      
Critical: 20           Size: Medium
Damage Type: Bludgeoning   Weight: 5 lb
Range Increment: 40feet  Purchase DC: 3
Rate of Fire: --             Restriction: --

The Wrench is the only melee weapon obtained in BioShock. Forged in Rapture by Laplante, this twelve inch wrench is located at the beginning of the game, during Welcome to Rapture. It is one of two weapons in the game that cannot be upgraded, though there are a number of Physical Tonics and Combat Tonics that enhance Jack's combat ability with the Wrench. When properly equipped, the Wrench has the highest damage per second of any weapon in the game. With the exception of Big Daddies, it is capable of killing almost every enemy on any difficulty in a single hit.

Pistol (.38 Special)
Damage: 2d6           Magazine: 6 (Cyl)      
Critical: 20           Size: Small
Damage Type: Ballistic   Weight: 2 lb
Range Increment: 40feet  Purchase DC: 15
Rate of Fire: S             Restriction: Lic+1
Upgrades: Improved Damage: +2 damage to all targets PDC: +4
         Encreased Magazine: +18 rounds per Cylinder PDC:+4, Weight: +1lb
Ammo Types: Standard: the default rounds
      Armor Piercing: +2 Atk/Dmg to mechanical creatures/ objects and targets in manufactured armors, -2 Atk/Dmg to creatures without Manufactured armor.
      Anti-Personel: +2 Atk/Dmg to creatures without Manufactured armor.  -2 Atk/Dmg  to, mechanical creatures/ objects and targets in manufactured armors.
Special: the pistol’s (more correctly a revolver) Cylinder is designed to be removed from the weapon, swapping a cylinder in this manner is a move action, reloading a Cylinder is a full round action per 6 shells.  

The Pistol is the first ranged weapon obtained in BioShock. This weapon can be first obtained in Welcome to Rapture. Pistol rounds have a good rate of fire, good range and accuracy, and deal a moderate amount of damage. The damage and clip size can be upgraded at a Power to the People station, making the Pistol a far more effective weapon. Headshots with the Pistol will inflict 400% damage against Splicers.

Machine Gun (.45 ACP)
Damage: 2d6           Magazine: 40 (Box)      
Critical: 20           Size: Large
Damage Type: Ballistic   Weight: 5 lb
Range Increment: 40feet  Purchase DC: 19
Rate of Fire: a             Restriction: Res+2
Upgrades: Improved Damage: +2 damage to all targets PDC: +4
                 Recoil Reduction: +2 Attack PDC:+4
Ammo Types: Standard: the default rounds
      Armor Piercing: +2 Atk/Dmg to mechanical creatures/ objects and targets                    in manufactured armors, -2 Atk/Dmg to creatures without Manufactured                   armor.
      Anti-Personel: +2 Atk/Dmg to creatures without Manufactured armor.  -2                   Atk/Dmg  to, mechanical creatures/ objects and targets in manufactured                  armors.  
Special: N/A

The Machine Gun is the second ranged weapon obtained in BioShock. It is located in the in the Medical Pavilion. It fires a rapid spray of auto rounds, each doing a moderate amount of damage. Its main weaknesses are heavy recoil and low accuracy at long range. However, the damage can be increased and the recoil reduced with upgrades at a Power to the People station, increasing the Machine Gun's effectiveness. There is no hit location damage bonus when using this weapon; bullets do the same amount of damage no matter where the target is hit.

Shot Gun (12 gauge)
Damage: 4d4           Magazine: 4 (Int)      
Critical: 20           Size: Small
Damage Type: Ballistic   Weight: 7 lb
Range Increment: 30feet  Purchase DC: 15
Rate of Fire: Single             Restriction: Lic+1
Upgrades: Improved Damage: +2 damage to all targets PDC: +4
                 Rate of Fire Increase: Increase rate of Fire to Semi Auto.
Ammo Types: Buck Shot: the default rounds
      Electric: +1d6 Electric Damage (+2d6 vs. Machines/Cybernetic targets),                   target is stunned for 1d4 rounds.
      Explosive: +2d4 damage.
Special: N/A

The Shotgun is the third ranged weapon obtained in BioShock. It is located in the Medical Pavilion. It it fires buck rounds with a wide burst and high damage that are most effective at a short range. Its main weaknesses are ineffectiveness at long range, a low chamber capacity, and a slow rate of fire. However, the damage and the rate of fire can be increased with upgrades at a Power to the People station, making the Shotgun even more powerful. Head shots with the Shotgun will inflict 200% damage against Splicers, and when fired at point-blank range, will kill most Splicers in one or two hits.

Grenade Launcher (Grenade)
Damage:4d6           Magazine: 6 (Box)    Burst: 20ft   
Critical: --           Size: Large              Reflex: 17
Damage Type: Slashing   Weight: 11 lb
Range Increment: 70feet  Purchase DC: 16
Rate of Fire: S             Restriction: Mil+3
Upgrades: Improved Damage: +2 damage to all targets PDC: +4
                 Immune to Splash damage: Shooter is immune to blasts from own grenades PDC:+10
Ammo Types: Fragmentation: the default rounds
      Proximity Mine: Delayed explosive, detonates when a target gets within                     10feet of the grenade.
      Heat Seeking RPG: Allows shooter to lock onto targets, +2 Atk/Reflex,                                  move action to acquire target.
Special: N/A

The Grenade Launcher is the fourth ranged weapon obtained in BioShock. It is located in Neptune's Bounty. It fires grenades that do high damage and have a wide splash damage radius. They are fired at an arc, making targeting at long range require some estimation. Its main weaknesses are a low ammo cartridge capacity, a slow rate of fire, and the potential for collateral damage. However, the damage can be increased and immunity to collateral damage can be gained with upgrades at a Power to the People station, further increasing the usefulness of the Grenade Launcher. There is no hit location damage bonus when using this weapon; the same amount of damage is done no matter where the target is hit.

Chemical Thrower (Gel)
Damage:4d6           Magazine:100 (Cell)    Burst: --   
Critical: --           Size: Large              Reflex: 15
Damage Type: Varies   Weight: 9 lb
Range Increment: 50feet (Line)  Purchase DC: 14
Rate of Fire: 1             Restriction:--
Upgrades: Improved Range: +50ft range PDC: +2
                 Reduce Ammo consumption: +100 shots per tank PDC:+2
Ammo Types: Napalm: the default gel Damage type Fire
      Nitrogen: Damage Type Ice targets that fail their take a cumulative -2                     penalty to their Dex score for 1d4 rounds  
      Electro-gel: Damage type Electric (Double damage to                            Construct/Cybernetic targets) Target stunned for1d4 rounds.
Special: Weapon shoots in a line, can be fired as many times a round as the shooter has attacks

The Chemical Thrower is the fifth ranged weapon obtained in BioShock. It is located in Arcadia. It can fire a straight, continuous stream of different chemical substances as ammo is consumed. Its main weaknesses are an extremely slow reload time (about 8 seconds), ineffectiveness at long range, and a very high rate of ammo consumption. However, the range can be increased and ammo consumption rate decreased with upgrades at a Power to the People station, making the Chemical Thrower a highly efficient weapon. There is no hit location damage bonus when using this weapon; the same amount of damage is done no matter where the target is hit.

Crossbow (Bolt)
Damage: 2d8           Magazine: 5 (Box)      
Critical: 20           Size: Large
Damage Type: Piercing   Weight: 5 lb
Range Increment: 60feet  Purchase DC: 12
Rate of Fire: Single             Restriction: --
Upgrades: Improved Damage: +2 damage to all targets PDC: +4
                 Bolt Breakage Decrease: Spent Steel Tip and Incendiary bolts can be recovered        if they miss PDC:+4
Ammo Types: Steel-tipped: the default rounds
      Incendiary: +1d8 Fire Damage
      Trap Bolt: String an electrified wire 5 to 20 feet long as a trap, Disable Device DC 17, Reflex to avoid 15, Damage 3d8 Electric. (6d8 vs., constructs and Cybernetic opponents).
Special: N/A

The Crossbow is the final ranged weapon obtained in BioShock. It is located in Fort Frolic. It fires single bolts with high damage that are effective at any range. Bolts that are fired sometimes do not break on impact, allowing them to be recovered and reused. Its main weaknesses are a slow rate of fire and reload time. The damage can be increased and the chance that a bolt will break can be reduced with upgrades at a Power to the People station, making the Crossbow an efficient weapon with nearly limitless ammo. Head shots with the Crossbow will inflict 1000% damage against Splicers. Especially with the aid of the weapon's zoom function, head shots will kill all Splicers in one hit.
« Last Edit: May 13, 2010, 11:05:01 AM by Lonewolf the Hunter »
"No Plan ever survives contact with the enemy"
a bunch of generals and military historians

I like hiring Giff, they don't mind being paid in uzis.

Lonewolf the Hunter

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #54 on: May 27, 2010, 05:17:30 AM »
Some New Weapons

The RPG-29 (105 mm)
Damage: 12d6           Magazine: 1 (Int)   Burst:   10ft
Critical: --           Size: Large            Reflex: 17
Damage Type: Ballistic   Weight: 25 lb
Range Increment: 330feet  Purchase DC: 17
Rate of Fire: S              Restriction: Mil+3
Special: Ignores up to 15 Hardness
The RPG-29 is a shoulder-launched, tube-style, single-shot, reloadable, anti-tank rocket launcher designed to be carried and used by a single soldier. On the top of the launch tube is the x 2.7 1P38 optical sight. On the bottom of the tube is a shoulder brace for proper positioning along with a pistol grip trigger mechanism. A 1PN51-2 night sight can be fitted.

Fedorov "Avtomat" (6,5x50SR )
Damage: 2d8           Magazine: 25 (Box)      
Critical: 20           Size: Large
Damage Type: Ballistic   Weight: 10 lb
Range Increment: 60feet  Purchase DC: 17
Rate of Fire: S,A              Restriction: Res+2
Firs Fedorov rifle entered trials in 1911. In 1912 the Rifle Commission of Russian Army decided to order 150 more Fedorov rifles for further trials, and in 1913 Fedorov submitted a prototype automatic rifle, chambered for his own experimental rimless cartridge of 6,5mm caliber. 6,5mm Fedorov rifles were tested late in 1913 with good results; these rifles still had fixed magazines loaded from stripper clips. Further trials and development were stopped by the start of World War One. In 1915, however, the need for lightweight automatic arms forced Russian Army to order manufacture of Fedorov automatic rifles with detachable magazines of bigger capacity. Since production of the new cartridge was out of question, it was decided to convert 6,5mm Fedorov rifles to Japanese 6,5x50SR Arisaka ammunition which was in abundance, being purchased through Great Britain along with Arisaka rifles.

The Pontiac M39 was a 20 mm single-barreled revolver cannon developed for the United States Air Force in the late 1940s. It was used on a number of fighter aircraft from the early 1950s through the 1980s.
(20x102mm) Dmg:4d8. Crit: 20. Dmg type: Ballistic. Range Increment: 150ft. RoF: A. Mag: Linked. Wgt: 180 lb. Size: H. Purchase DC: 22. Res: Mil+3.

The QCW-05  literally "Silenced Assault Gun, 2005" is a suppressed submachine gun. It is manufactured and developed by the People's Liberation Army of China

JS 9mm
A slightly smaller, somewhat externally different version of the QCW-05 designed for use by police and for export overseas. The JS 9mm is chambered for the 9 x 19 mm Luger calibre, and it also uses the same magazines used by the popular Heckler & Koch MP5

QCQ-05
The QCQ-05  literally "Light Assault Gun, 2005") is a variant of the QCW-05 without the suppressor
QCQ-05 (5.8x21)
Damage: 2d4           Magazine: 50(box)      
Critical: 20           Size: Med
Damage Type: Ballistic   Weight: 5 lb
Range Increment: 50feet  Purchase DC: 17
Rate of Fire: S,A              Restriction: Res+2

QCW-05 (5.8x21)
Damage: 2d4           Magazine: 50(box)      
Critical: 20           Size: Med
Damage Type: Ballistic   Weight: 5 lb
Range Increment: 50feet  Purchase DC: 17
Rate of Fire: S,A              Restriction: Res+2
Special: Suppressed (DC 10 listen check to hear weapon being Fired)
JS 9mm (9mm Para)
Damage: 2d6           Magazine: 30 (Box)      
Critical: 20           Size: Med
Damage Type: Ballistic   Weight: 5lb
Range Increment: 50feet  Purchase DC: 17
Rate of Fire: S,A              Restriction: Res+2

The QSW-06  literally "Suppressed Pistol, 2006" also sometimes referred to as the Type 06, is a suppressed semi-automatic pistol in limited use with the People's Liberation Army (PLA) and various Chinese police departments.
QSW-06 (5.8x21)
Damage: 2d4           Magazine: 20 (Box)      
Critical: 20           Size: Small
Damage Type: Ballistic   Weight: 3 lb
Range Increment: 40feet  Purchase DC: 17
Rate of Fire: S              Restriction: Res+2
Special: Suppressed (DC 10 listen check to hear weapon being Fired)

The QSZ-92 Services Pistol literally "Type 92 Handgun" is a semi-automatic pistol designed by Norinco and it is in limited service in the People's Liberation Army since the late 1990s.
QSZ-92 (5.8x21)
Damage: 2d4           Magazine: 20 (Box)      
Critical: 20           Size: Small
Damage Type: Ballistic   Weight: 3 lb
Range Increment: 40feet  Purchase DC: 17
Rate of Fire: S              Restriction: Res+2

QSZ-92 (9mm)
Damage: 2d6           Magazine: 15 (Box)      
Critical: 20           Size: Small
Damage Type: Ballistic   Weight: 3 lb
Range Increment: 40feet  Purchase DC: 17
Rate of Fire: S              Restriction: Res+2
« Last Edit: May 31, 2010, 03:26:07 AM by Lonewolf the Hunter »
"No Plan ever survives contact with the enemy"
a bunch of generals and military historians

I like hiring Giff, they don't mind being paid in uzis.

Hinthas

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #55 on: May 29, 2010, 08:42:25 AM »
Lonewolf, did you ever do a write up on the xm-25? I seen it mentioned a few times on this site but can't find stats for it and I'm horrible about that stuff. I've seen mention of a thermobaric/fueled air explosive round from strategypage.com or somewhere else that talked about them and it gave me little girl giggles. If you get a chance to write up something on it, that would be awesome.

Thanx a HEAP,
Doug
I am the thing that goes bump in the night and then I'll go, "F**k, that was my toe!"

Founder of the Rackhirean Social Club. Abusing and Terrifying players for  years and ourselves in the off season.

Lonewolf the Hunter

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #56 on: May 30, 2010, 01:01:49 AM »
I haven't yet but I intend to, stay tuned
"No Plan ever survives contact with the enemy"
a bunch of generals and military historians

I like hiring Giff, they don't mind being paid in uzis.

Lonewolf the Hunter

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #57 on: May 31, 2010, 04:24:12 AM »
Well folks everything worth doing is worth over doing, with that in mind I give you the XM-25 and it's 2 biggest competitors

XM-25 (25x40)
Damage: Vairies        Magazine: 6(box)      
Critical: --           Size: Large
Damage Type: Vairies   Weight: 14 lb
Range Increment: 250feet  Purchase DC: 29
Rate of Fire: S              Restriction: Mil+3
Special: Laser Range Finding Gadget (+2 Attack/+2 Reflex Save DC, move action to set timer), 500ft Dark-Vision
Grenade Types:
Fragmentation: 3d6 slashing, burst 5ft Ref 15
Incendiary: 2d6 fire, Burst 10ft Ref 15
Bee Hive: 4d6 Ballistic Crit 20, RI: 30ft -1damage per RI
Non-lethal: 3d6 non-lethal Concussion Burst 5ft Fort 17   
The XM25 is an airburst grenade launcher derived from the XM29 OICW.
It fires 25 mm grenades that are set to explode in mid-air at or near the target. A laser rangefinder in the gun is used to determine the distance to the target. The user can manually adjust the detonating distance by up to three meters shorter or longer.

Barrett XM109(25x59)
Damage: Vairies        Magazine: 5(box)      
Critical: --           Size: Huge
Damage Type: Vairies   Weight: 32 lb
Range Increment: 500feet  Purchase DC: 29
Rate of Fire: S              Restriction: Mil+3
Special: Standard Scope
Grenade Types:
Fragmentation: 3d6 slashing, burst 5ft Ref 15
Incendiary: 2d6 fire, Burst 10ft Ref 15
The XM109, originally known as the Objective Sniper Weapon (OSW) or "Payload Rifle" (according to Barrett), is a semi-automatic anti-materiel rifle, designed primarily for engagement of light armored vehicles and similar material targets. The design uses the lower receiver from an M82/M107, but with a new upper receiver chambered in 25 mm.

Neopup PAW-20(20x42)
Damage: Vairies        Magazine: 7(box)      
Critical: --           Size: Large
Damage Type: Vairies   Weight: 13 lb
Range Increment: 130feet  Purchase DC: 25
Rate of Fire: S              Restriction: Mil+3

Grenade Types:
Fragmentation: 3d6 slashing, burst 5ft Ref 15
Incendiary: 2d6 fire, Burst 5ft Ref 15
Non-lethal: 3d6 non-lethal Concussion Burst 5ft Fort 15   
The Neopup PAW-20 (Personal Assault Weapon, 20?mm) is a grenade launcher designed by Tony Neophytou and is marketed by Denel.[citation needed]
The PAW-20 is a hand-held, semi-automatic grenade launcher that fires a 20?mm point detonating round.
"No Plan ever survives contact with the enemy"
a bunch of generals and military historians

I like hiring Giff, they don't mind being paid in uzis.

Hinthas

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #58 on: May 31, 2010, 05:59:40 AM »
Thats just awesome. :bow I would have thought the thermobaric round would do more but, with the laser range finder, you could essentially put the FAE in the badguys skivvies.
THANK YOU SIR, MAY I HAVE ANOTHER?

Seen the M109 somewhere else and, "It was good." Ronnie Barrett puts together a helluva rifle. Given my choice, I'd still go with the M-25 on account of weight and one extra round but damn if that upper receiver change isn't sexy.
THANK YOU SIR, MAY I HAVE ANOTHER?

Just seen the Neopup off of youtube footage and its comparison to the M-25. Still nice....

Now if I could just get rid of these Beavis Tourettes, I'd be fine.
Doug







firefire FireFire FIreFIre FIREFIRE FIREFIREFIREFIRE!!!!!!!!!!!! :evillaugh
« Last Edit: May 31, 2010, 06:03:43 AM by Hinthas »
I am the thing that goes bump in the night and then I'll go, "F**k, that was my toe!"

Founder of the Rackhirean Social Club. Abusing and Terrifying players for  years and ourselves in the off season.

Johannixx

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #59 on: June 05, 2010, 08:27:13 AM »
Not a bad idea, I don't normally think about Focus/Specialization when stating modern firearms, but, sense they were designed for troops already familiar with M16 family controls it makes sense, thinking about it, the AR-18 and ZM-LR 300 in weapons locker should function under a similar rule.  Didn't we try to get a house rule like that on Tema's old wizard's thread?
 

I believe we did.  There were many discussions of how weapon-specific feats should work in Modern.  There's merit in saying that Weapon Focus [Semiauto pistol] should be valid, rather than Weapon Focus [Glock 27].  I tend towards the middle ground:  if a weapon is of the same basic pattern, with the same control layout, weapon-specific feats should apply.  Thus, if you have Weapon Focus [M4 Carbine], it should apply to the M4, M16 (and A1/A2/A3/A4 variants), ZM-LR300, HK416/417, Colt Commando, Colt SMG, Mk18, XM177E2, CAR-15, AR-15, SR-25, M110, Beowulf, etc etc.  They're all AR-15 variants at heart.  I could see some truly crazy variants (such as the upper receiver that turns the weapon into a bolt-action .50 BMG, or the one that turns it into a crossbow) being excluded.  But for the most part, an AR is an AR is an AR.  I could also similarly see the AK47, AKM, AKMS, AK74, AK100-series, Galil, Valmet, AKSU-74, Tabuk, Zastava M76, R4/R5/R6, Type 56 and Saiga-12 all being lumped under Weapon Focus [Kalashnikov].