Author Topic: A Call to Arms: Lonewolf's weapons thread.  (Read 16303 times)

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Lonewolf the Hunter

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A Call to Arms: Lonewolf's weapons thread.
« on: December 18, 2008, 07:14:45 PM »
« Last Edit: December 18, 2008, 09:40:31 PM 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 #1 on: December 18, 2008, 07:21:30 PM »
Next up some real world weapons:

The SOF Combat Assault Rifle, or SCAR, is a modular rifle made by Fabrique Nationale de Herstal (FNH) for the U.S. Special Operations Command (SOCOM) to satisfy the requirements of the SCAR competition. This family of rifles consist of two main types. The SCAR-L, for light, is chambered in the 5.56x45mm NATO cartridge and the SCAR-H, for heavy, fires 7.62x51mm NATO ammunition. Both are available in further variants such as Long Barrel or CQC (Close Quarters Combat). The FN SCAR system completed low rate initial production testing in June 2007 and was scheduled for limited fielding in the fall of 2007.

Introduced in 2004 as an addition, the EGLM, or Mk 13 Mod 0, is a 40 mm grenade launcher based on that of the F2000. The EGLM allows for the shooter to launch grenades with the middle finger without requiring the shooter to change their grip on the weapon. The barrel of the EGLM can be pivoted either left or right to allow easy loading for both left- and right-handed users. It can either be mounted on the rifle, or on a special stand-alone stock.

FN SCAR L (5.56x45mm)
Damage: 2d8           Magazine: 30 (Box)      
Critical: 20           Size: Large
Damage Type: Ballistic   Weight: 7.25 lb
Range Increment: 80feet  Purchase DC: 20
Rate of Fire: S,A              Restriction: Res+2

FN SCAR H (7.62x51mm)
Damage: 2d10           Magazine: 20 (Box)      
Critical: 20           Size: Large
Damage Type: Ballistic   Weight: 8 lb
Range Increment: 80feet  Purchase DC: 20
Rate of Fire: S,A              Restriction: Res+2

FN SCAR L CQC (5.56x45mm)
Damage: 2d8           Magazine: 30 (Box)      
Critical: 20           Size: Large
Damage Type: Ballistic   Weight: 7 lb
Range Increment: 70feet  Purchase DC: 20
Rate of Fire: S,A              Restriction: Res+2

FN SCAR H CQC (7.62x51mm)
Damage: 2d10           Magazine: 20 (Box)      
Critical: 20           Size: Large
Damage Type: Ballistic   Weight: 7.5 lb
Range Increment: 70feet  Purchase DC: 20
Rate of Fire: S,A              Restriction: Res+2

FN SCAR Russian (7.62x39mm)*
Damage: 2d8           Magazine: 30 (Box)
Critical: 20           Size: Large
Damage Type: Ballistic   Weight: 7.5 lb
Range Increment: 70feet  Purchase DC:
Rate of Fire: S,A              Restriction: Res+2

FN SCAR Russian CQC (7.62x39mm)*
Damage: 2d8           Magazine: 30 (Box)      
Critical: 20           Size: Large
Damage Type: Ballistic   Weight: 7 lb
Range Increment: 70feet  Purchase DC:
Rate of Fire: S,A              Restriction: Res+2

EGLM Mk 13 Mod 0 (40mm Grenade Launcher)
Damage: Varies               Magazine: 1 (Int)      
Critical: --           Size: Medium
Damage Type: Varies     Weight: 3 lb
Range Increment: 50feet  Purchase DC:14
Rate of Fire: S,A              Restriction: Res+2

*Rumored to have been developed or at least designed as a conversion kit for 7.62 Nato rifles, but, existence denied by FN.

TDI KRISS Super V .45 auto SMG
Damage: 2d6.              Mag:13, 28 and 30(Box).
Crit: 20                       Size: Med.                   
Damage type: Ballistic.   Weight: 5.5lb.
Range Inc: 40ft.            Purchase DC: 20
RoF: S,A.                    Res: Res(+2).
While classed as a sub-gun, the KRISS is really a Machine Pistol with folding stock (+2 slight of hand to conceal [or disguise] with stock folded), -2attack when fired one handed with stock folded, -1 attack when fired with stock extended or when fired with 2 hand grip. No penalty for 2handed grip +stock extended.  This weapon has a 2 round burst setting  (-2attack +1d6 damage) it can be used with only 2 rounds in the magazine.

« Last Edit: January 04, 2009, 08:22:59 AM by Lonewolf the Hunter »
"No Plan ever survives contact with the enemy"
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I like hiring Giff, they don't mind being paid in uzis.

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #2 on: December 18, 2008, 07:30:14 PM »
"No Plan ever survives contact with the enemy"
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I like hiring Giff, they don't mind being paid in uzis.

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #3 on: December 23, 2008, 11:32:20 PM »
Here is my stats for some of the weapons from the Time Splitters video game series
Pistols
Flare Gun(TS3)Dmg:3d6(Fire).Crit:20. Range Inc: 20ft. Burst Radius:10ft. Ref15. RoF:single. Mag:1(int). SZ:Med. Wgt:4lb. Purchase DC/Res:14/Res. PL4.Reload:Full Round
--This combat Flare gun is a highly destructive but highly inaccurate weapon. The flares set targets and nearby combustable objects on fire.

LX-18(TS3)Dmg:2d6(Ball). Crit:20. Range Inc:30ft.RoF:s. Mag:18(box) SZ: Small. Wgt:2lb. Purchase DC/Res: 20/ Res. PL6. Reload:Move Action
--An ultra compact autoloader. This weapon can attach a specilized silencer with entegrated scope(x1.5 range increment).

Sci-Fi Pistol(TS3)Dmg2d6(Ball/Energy). Crit 20. Range Inc:40ft. Rof:S. Mag:16(box) SZ:Med. Wgt:4lb. PDC/Res: 18/Res. PL7.Reload Move Action
--A powerful automatic pistol with a specialized targeting optic (+2 on attack rolls when used), also can be set to make skip shot attacks as a move action without the feat.

Automatics
Machinegun(TS3)Dmg:2d6(Ball).Crit:20. Range Inc:50ft. RoF:S,A. Mag:32(box)SZ: Med. Wgt:4lb.PDC/Res:21/Res. PL5.Reload:Move Action.
-- An ultra compact MP5.
Sbp-500(TS3)Dmg2d8(Ball)Crit:20. Range Inc:100ft. RoF:s,a.Mag:64(box), SZ: Large. Wgt:9lb. PDC/Res: 23/Mil. PL6. Reload: Full Round.
--The P90 scaled upto a full sized assult rifle integrated suppressor and 1200+rounds per minute rate of fire.

S47 Soviet(TS2)Dmg2d8(Ball) or3d6(Slash). Crit 20 or -. Burst radius/Reflex save -or15ft/15. Range Inc:70ft or 60ft. RoF: S,A or Single. Mag: 30(box) or 1(int). SZ:Large. Wgt:10lb. PDC/Res:19/Mil.PL5 Reload:Full Round.
--The AkS with a built in gernade launcher (represented by the or stats) and weighted to be fired one handed(-2 Attack) or Dual Weilded(-2 attack for each weapon in addition to penilties for fighting with 2 one handed weapons.)

Soviet Rifle(TS3)Dmg 2d10.(Ball). Crit:20. Range Inc:70ft. RoF:s,a. Mag: 30 (box), SZ: Large. Wgt:11lb. PDC/Res: 17/Res. PL5. Reload: Move Action.
--A blend of the FN FAL and H&K G3 assault rifles.

Tommy Gun(TS/TS2) Dmg2d6(Ball). Crit:20. Range Inc:30ft. RoF:S,A.Mag:32 (box). SZ: Large. Wgt:7lb. PDC/Res: 18/Res. PL4. Reload: Full Round
--A vaiant of the standard Thompson feed by 32 round drums and follows the same dual weilding rules as the S47.

Longarms
Sniper Rifle(all)Dmg2d10(ball). Crit 20. Range Inc90ft. RoF: Single. Mag:5(box), SZ: Large. Wgt:8lb. PDC/Res: 19/Lic. PL5. Reload: Full Round.
--A veteran of all three Timesplitters games, this bolt action rifle can accept a varity of scopes from video-optic, to nightvision and standard. It can be loaded with Magazines or Stripper clips.

Tactical 12gauge(TS2/TS3)Dmg2d8. Crit 20. Range Inc:40ft. RoF: Single. Mag: 8(int) SZ: large. Wgt:6lb. PDC/Res: 17/Lic. PL5. Reload:Full Round.
-- A reliable Pump shotgun.

.303 machine gun(Heavy Machine Gun Proficiency): dmg: 2d10 (Ball), Crit: 20. Range Inc: 90ft. Rof:A. Mag: Linked. SZ: huge (33lb). Purchase DC: 22. Mil PL4.
The generic heavy machine gun of the various enemy forces.

 the Monkey Gun
Damage: 4d6. Piercing. Crit: 20.  Range Inc.: 60ft. RoF: A(special). Mag: 1(Box) (Special). SZ: L. Wgt: 7lb. Purchase DC: 27 Res: Ill+4.
This weapon bares a striking resemblance to the Kriss Super V sub gun, however the destructive power of this weapon greatly exedes the Super V.  The Monkey gun is a type of rail gun (this may or may not be cannon but it's the only thing that makes sense to me) that uses specialized magazine packed with 64 flechettes.  On an auto fire attack it hurls them all into a 10 x10 foot square (Ref 20 for half damage) A burst fire attack adds 4d6 but still uses the entire clip. 

Here are two of my favorite TS2 energy weapons.
Plasma Auto Rifle(PL7) A powerful Assault rifle/SAW hybrid with integrated grenade launcher Size: Large. Wgt:13lb Purchase DC: 28. Res: Mil +3
Rifle Dmg: 3d10 Type Fire Crit: 20. Range Inc: 80ft. RoF: S,A (must me be allowed to cool for one round after six consecutive Auto fire attacks.) Mag:200 (Power cell).
Plasma Grenade Launcher Dmg: 8d6. Type Energy. Range Increment 70ft. RoF: single Mag: 1 (int). Burst 5ft. Ref: 17. Grenades detonate 1 round after deployment or if they take 5 or more points of damage. The shooter may make a ranged touch attack to "stick" the grenade to his trarget.

Sci Fi Pistol(PL6). One of the oldest futuristic weapons in TS2 this weapon is fielded by riot officers in 2016 and is still in front line service in the mid 24th century.  The shots from this weapon ricochet off of just about any surface.  This allows the shooter to make skip shot attacks with out the feat, but on an attack that fails by five or more points comes back at the shooter (Attack roll shooter's Base -2 Damage, standard skip shot rules).
Specs
Dmg:2d6. Type: Electric. Crit: 20. Range Inc: 40ft. RoF: S, 3round burst (-2 attack +2d6[also applies to ricochets]). Mag: 30 (cell). SZ: M. Wgt: 4lb. Purchase DC: 21. Res: Mil+3   

The Time Disruption Grenade(TS3) Dmg: 2d6+ special. Type: Concussion. Range Increment: 10ft. Burst Radius: 25ft. Reflex Save: 25ft. SZ: S. Wgt:1lb. Purchase DC:25. Res: Ill+4.
Invented between the years 2050 and 2052, and outlawed by international agreement in 2055 this weapon is perhaps the most powerful of all explosives ever seen in any Timesplitters game.  Anything caught in the blast radius of a Time Grenade is knocked "Out of Phase" from the surrounding time line.  Every living thing with in the blast radius must make a DC 16 Fortitude save or suffer from being knocked out of phase, the effect is identical to a slow spell cast by a 7th level mage.  In addition any weapons capable of being fired multiple times per round are reduced to 1 shot per round.  The effect last 1d4+1 rounds.
 
Silenced Pistol(TS2) 2d6-1(Ball). Crit 20. Range Inc: 30ft. RoF: S. 8(box). SZ: S. Wgt: 2lb. Purchase DC: 14. Res+2.
A Russian side arm most likely derived from the Tokarov TT 33 pistol, this weapon has a built in silencer. A DC 15 listen check is required to here the pistol being fired.

Pistol 9mm. (TS3) 2d6(Ball). Crit: 20. Range Inc: 30ft RoF: S. Mag: 8(box). SZ: S. Wgt: 2lb. PDC: 15 Lic+1.
 Combining design ascetics of Berrettas and Desert Eagles, this pistol can accept a special silencer with integrated scope(x1.5 range Inc).

Here is a TS2 weapon which is weird
The Grenade Launcher Dmg: varies Damage type: Varies. Crit:-- Range Increment 60ft RoF: S. Mag: 6(cyl) SZ:L Wgt: 15lb PDC: 20 Res: Mil+3
Grenades
Cluster: The cluster grenade is a bundle of three grenades, when fired at a targeted square they deal 2d6 damage per grenade and the shooter rolls three times on the deviation chart. Alternately the the Grenades can function as impact grenades detonating when they hit a target with a creature type and dealing 4d6 damage. Missing the target results in the shooter rolling on the deviation chart. Cluster grenades always scatter when they hit a vehicle, building, mecha or starship.  Dmg: 2d6/4d6 type:Concussion, Crit:-- Burst radius: 10ft. Ref; 15. Purchase DC: 14 (For 6) Res: Mil+3
Incendiary grenade: This is a basic incendiary grenade however once fired it will continue to burn for 1d4 rounds forcing anything that enters the five foot square it occupies to make a DC 17 Refiex save or catch fire.  Any thing caught in the initial faces standard rules for catching fire. Dmg: 2d8 type: fire. Crit:-- Burst radius: 10ft. Ref 17. Purchase DC: 17 (For 6) Res: Mil+3   
« Last Edit: March 15, 2009, 09:21:29 PM 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 #4 on: January 03, 2009, 02:34:32 AM »
Impact Pen Grenade:  A light anti-personnel weapon, it is simply a explosives filled click top pen, the grenade is armed or disarmed by double clicking the top button (a free action).  The grenade detonates when it strikes a target.
 D20 rules: when the grenade hits an object, it detonates damaging the target and any objects occupying the same 5 foot square. All targets are allowed a DC15 Reflex save for half damage.
   Dmg:4d6. Crit:--. Dmg type: Concussion. Range Increment: 10ft. Wgt: --. Size: T. Purchase DC: 18. Res: Mil+3.
"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 #5 on: January 09, 2009, 11:39:10 PM »
"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 #6 on: January 11, 2009, 05:01:46 AM »
For a change I'm posting a pair of light tanks, one Soviet and one US

T44A Tank
Crew: 4  Pass: 0 Cargo: 600lb Init: -4 Maneuver: -6 Top Speed: 57 (6) Defense: 8 Hard: 15 HP: 58  Size: H PDC: 42 Res: Mil (+3) Face: 4/3 Armament: 85mm cannon and DTM machine gun (coaxial). Bonuses: +1 Attack Cannon
Equipment:
 -85mm Cannons: Damage: 10d8 Damage Type: Ballistic. Critical: 20. Range Increment: 350 feet. Rate of Fire: Single. Magazine: 1 (58 in tank). Size: Huge. Weight:  600lb. Purchase DC: 23 Restriction: Mil+3
-DTM Machine gun(7.62x54R): Damage: 2d10 Damage Type: Ballistic. Critical: 20. Range Increment: 90feet. Rate of Fire: A. Magazine: 49 (Box). Size: Large. Weight: 20lb. Purchase DC: 17  Restriction: Res+2. 
-Professional Radio.
Description: The T-44 was a Soviet medium tank, first produced towards the end of the Second World War. This tank was the successor to the very successful T-34. Less than two thousand T-44s were built, but this design became the basis for the T-54/55 main battle tank series, which was the most-built tank of all time.

 M41 Walker Bulldog Tank
Crew: 4  Pass: 0 Cargo: 600lb Init: -4 Maneuver: -6 Top Speed: 79 (8)  Defense: 8 Hard: 10 HP: 54  Size: H PDC: 42 Res: Mil (+3) Face: 5/3 Armament: 76mm cannon, .50 Browning, M1919 .30 (Coaxial). Bonuses: +2 Attack Cannon
Equipment:
 -76mm Cannons: Damage: 10d6 Damage Type: Ballistic. Critical: 20. Range Increment: 250 feet. Rate of Fire: Single. Magazine: 1 (65 in tank). Size: Huge. Weight:  450lb. Purchase DC: 23 Restriction: Mil+3
-M1919(7.62x51): Damage: 2d10 Damage Type: Ballistic. Critical: 20. Range Increment: 90feet. Rate of Fire: A. Magazine: Linked. Size: Large. Weight: 33lb. Purchase DC: 17  Restriction: Res+2
-M2 Browning(.50BMG): Damage: 2d12 Damage Type: Ballistic. Critical: 20. Range Increment: 120feet. Rate of Fire: A. Magazine: Linked. Size: Huge. Weight: 87lb. Purchase DC: 17  Restriction: Res+2
-Professional Radio.
Description: The M41 Walker Bulldog was an American light tank developed to replace the M24 Chaffee.
« Last Edit: January 30, 2009, 07:10:33 PM 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.

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #7 on: January 12, 2009, 06:28:37 AM »
And now a couple pieces of Chinese equipment

Norinco Type 98 (120mm Rocket)
Damage: 15d6           Magazine: 1 (Int)      
Critical: 20           Size: Large
Damage Type: Ballistic   Weight: 7 lb
Range Increment: 260feet  Purchase DC:
Rate of Fire: Single              Restriction: Mil+3
The Type 98 is a 120 mm anti-tank rocket system developed by Norinco for the People's Liberation Army as a successor to the Type 78 and Type 65 recoilless gun.
d20 rules:  Optic Sight w/ Electronics suite +4 Attack, Night-vision sight: 985 foot Dark-vision, HEAT Shell, burst 15 feet Ref 17, HE burst 80 feet, Ref 20.

Type 63-I Tank
Crew: 4  Pass: 0 Cargo: 600lb Init: -4 Maneuver: -6 Top Speed: 70 (7)/ Water;13 (1) Defense: 8 Hard: 5 HP: 54  Size: H PDC: 42 Res: Mil (+3) Face: 6/2 Armament: 85mm cannon and 59T machine gun (Coaxial), Type 54 . Bonuses: +2 Attack Cannon
Equipment:
 -85mm Cannons: Damage: 10d8 Damage Type: Ballistic. Critical: 20. Range Increment: 350 feet. Rate of Fire: Single. Magazine: 1 (47 in tank). Size: Huge. Weight:  600lb. Purchase DC: 23 Restriction: Mil+3
-DTM Machine gun(7.62x54R): Damage: 2d10 Damage Type: Ballistic. Critical: 20. Range Increment: 90feet. Rate of Fire: A. Magazine: 2,000 (Linked). Size: Large. Weight: 20lb. Purchase DC: 19  Restriction: Mil+3. 
-Type 54 Machine gun(12.7x108mm): Damage: 2d10 Damage Type: Ballistic. Critical: 20. Range Increment: 120feet. Rate of Fire: A. Magazine: 500 (Linked). Size: Huge. Weight: 100lb. Purchase DC: 21  Restriction: Mil+3. 
-Professional Radio.
The Norinco Type 63 is a Chinese amphibious light tank. First fielded in 1963, it is in many ways similar to the earlier Soviet PT-76. However, contrary to the popular belief, it does have some essential differences from the PT-76 in the vehicle's waterjet propulsion system, etc. It is also known under its industrial designation, WZ211.
« Last Edit: January 30, 2009, 07:11:18 PM by Lonewolf the Hunter »
"No Plan ever survives contact with the enemy"
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I like hiring Giff, they don't mind being paid in uzis.

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #8 on: January 30, 2009, 07:18:15 PM »
"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 #9 on: January 30, 2009, 07:28:20 PM »
"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.

bhu

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #10 on: February 01, 2009, 05:27:54 AM »

Lonewolf the Hunter

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #11 on: February 01, 2009, 11:01:05 PM »
Sure  :D

Medusa 47 (2.5-4inch barrel) (.38, .38 Special, .357 magnum, 9mm Para)*
Damage: 2d6           Magazine: 6 (Cyl)      
Critical: 20           Size: Small
Damage Type: Ballistic   Weight: 2.38 lb
Range Increment: 30feet  Purchase DC: 17
Rate of Fire: S              Restriction: Lic+1

Medusa 47 (5-6inch barrel) (.38, .38 Special, .357 magnum, 9mm Para)*
Damage: 2d6           Magazine: 6 (Cyl)      
Critical: 20           Size: Small
Damage Type: Ballistic   Weight: 3 lb
Range Increment: 40feet  Purchase DC: 17
Rate of Fire: S              Restriction: Lic+1

D20 rules: due to the materials used in its construction, the Medusa has double the hardness of a typical small pistol. The Medusa is considered a master craft weapon (+1 Attack)
   *This is not a complete list of cartridges that the Medusa can use, just the most common ones.

The Medusa is a very unusual revolver produced by Phillips & Rodgers that have the ability to chamber multiple calibers in the same revolver. The Medusa chambers, fires, and extracts 25 different cartridges in the .38/9mm/.357 ammunition range. The obvious advantage of this is that the person can use the revolver for targeting shooting with a lighter and less expensive caliber and switch to a heavier caliber for self defense.

 How's that?
"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 #12 on: February 02, 2009, 02:29:39 AM »
M4 A3 Sherman Tank
Crew: 5  Pass: 0 Cargo: 300lb Init: -4 Maneuver: -6 Top Speed: 44 (4). Defense: 8 Hard: 10 HP: 58  Size: H PDC: 42 Res: Mil (+3) Face: 4/2 Armament: 76mm cannon, 2x 7.62mm machine gun (1 Coaxial, 1 Forward firing), M2 Machine gun. Bonuses: +2 Attack Cannon.
Equipment:
 -76mm Cannons: Damage: 10d6 Damage Type: Ballistic. Critical: 20. Range Increment: 250 feet. Rate of Fire: Single. Magazine: 1 (90 in tank). Size: Huge. Weight:  850lb. Purchase DC: 23 Restriction: Mil+3
-2x .30 Machine gun (7.62x51): Damage: 2d10 Damage Type: Ballistic. Critical: 20. Range Increment: 90feet. Rate of Fire: A. Magazine: 2,375(each) (Linked). Size: Large. Weight: 20lb. Purchase DC: 19  Restriction: Mil+3. 
-Browning M2 (.50BMG): Damage: 2d10 Damage Type: Ballistic. Critical: 20. Range Increment: 120feet. Rate of Fire: A. Magazine: 300 (Linked). Size: Huge. Weight: 100lb. Purchase DC: 21  Restriction: Mil+3. 
-Professional Radio

The Medium Tank, M4 was the primary tank produced by the United States for its own use and the use of its allies during World War II. Production of the M4 medium tank exceeded 50,000 units and its chassis served as the basis for numerous other armored vehicles such as tank destroyers, tank retrievers, and self-propelled artillery.
"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.

bhu

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #13 on: February 02, 2009, 09:23:08 AM »
Thanks!  I have a friend who wanted to use it in a d20 Modern campaign but I have not the books.  :)  If I can ever do anything in return lemme know.

I've also read on forums that it can fire cartridges in the .32 caliber, can fire rimless cartridges as well, and fire underwater.  He seems to know a lot of odd firearms.  Ever seen this one : http://en.wikipedia.org/wiki/Mateba_Autorevolver


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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #14 on: February 02, 2009, 10:46:19 PM »
I've seen it before, given the limitations of d20 Modern's Rate of Fire System, there, statistically speaking wouldn't be a difference between the three sizes of revolver and currently stated revolvers in the given calibers (ie the Colt Python in the d20rpg would be a good match for the .357 Mateba, the S&W M29 (also in the d20rpg), would also serve as a good analogue for the .44 version, and the Taurus Raging Bull from Weapons locker would be comparable to the .454 version, though the .357 would need a note that it is unreliable when loaded with .38 special ammunition.

    If you want I can stat the three pistols however
« Last Edit: February 02, 2009, 10:48:20 PM by Lonewolf the Hunter »
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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #15 on: February 03, 2009, 06:04:28 AM »
Nah thats okay.  But thanks for the Medusa!

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #16 on: February 03, 2009, 02:06:35 PM »
The Mateba always reminds me of Trigun, although I believe the design for Vash's gun is actually older than the Mateba :P

Also, great resource thread, Lonewolf :D
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Lonewolf the Hunter

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Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #17 on: February 03, 2009, 06:14:41 PM »
Thanks.
"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 #18 on: March 05, 2009, 04:44:35 AM »
« Last Edit: April 18, 2009, 09:00:30 PM 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

  • Domesticated Capuchin Monkey
  • **
  • Posts: 96
Re: A Call to Arms: Lonewolf's weapons thread.
« Reply #19 on: March 13, 2009, 12:52:27 AM »
« Last Edit: March 13, 2009, 12:54:42 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.