The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

Warhammer Tech
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Ships, Vehicles, Equipment, and Tech -> Warhammer Tech Goto page Previous  1, 2, 3, 4
View previous topic :: View next topic  
Author Message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12058
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Jan 17, 2013 8:55 pm    Post subject: Reply with quote

Esoomian wrote:
Interestingly enough a little searching on the Internet led me to discover that the Sternguard have an AP5 Hellfire round which works more like the one you describe. It still has no discernible effect on inorganic targets (including landspeeders and Ork buggies which I would say are the 40K equivalent to the speeders and swoops) but it is great at slaughtering monstrous creatures.


The problem I have is that the only mention I can find of Hellfire rounds (including searching through several of the appropriate codices) is in the 3E rulebook and the Inquisitor main rulebook. Little or no description is given, and it merely says that Hellfire rounds replace the core and tip with a vial of mutagenic acid (nothing is said about replacing the entire solid shell of the bolt) and that they inflict more damage if they penetrate armor; nothing is mentioned about them inflicting less damage against any type of target. There is a reference citation referring to page 100 of the 5E Space Marines codex, but since I don't have that book, I can't verify its contents.

As such, I go with what I have; the bolt shell still has a solid metal casing, even if the tip has been replaced, and no mention is made of the bolt traveling at slower velocity. In addition, since these chemicals would have their peak effect if delivered directly into the target's blood stream, I think having them splatter all over the target would actually make them less effective. As such, I'm going to stick with what I have. Thank you for your input, though.

However, I did find some cool ideas for new bolter shell types... More to come.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12058
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Jan 18, 2013 1:18 am    Post subject: Reply with quote

Edited the Bolter Ammo Types section to include Sabot Slugs, Mono-Wire Shells and Breacher Shells. Also edited some of the weapon ranges to adjust for a miscalculation made while converting the stats.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12058
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Feb 17, 2013 9:05 am    Post subject: Reply with quote

Well, I got stuck for a while on Melta-Guns. Not sure if I like the stats or not, so I'm going to post for opinions.

MELTA-GUN

Capsule: The Melta-Gun is designed to melt its target away with a blast of near-unstoppable super-heat. It is heavy and bulky and has a short range, but its high damage potential makes

Melta-Gun
Type: Melta-Gun
Scale: Character
Skill: Blaster: Melta-Gun
Ammo: 40
Fire Rate: 1 (Full-Round Blast)
Sustained Fire: +1D/round, but continuous use causes a massive build-up of heat around the weapon itself (For every 1D of sustained fire, roll 1D damage against the gunner).
Range: 3-10/30/120
Damage: 8D
Blast Radius: 2 meters (Any character standing within 2 meters of the target must make an Easy Dodge roll or take 4D damage)
Special:
-Slow (-1D penalty to Move and Fire in the same round, in addition to any MAPs)

Multi-Melta
Type: Multi-Melta
Scale: Character
Skill: Blaster: Multi-Melta
Ammo: 40
Fire Rate: 1 (Full-Round Blast)
Sustained Fire: +1D/round, but continuous use causes a massive build-up of heat around the weapon itself (For every 1D of sustained fire, roll 1D damage against the gunner).
Range: 3-50/100/200
Damage: 9D
Blast Radius: 4 meters (Any character standing within 4 meters of the target must make a Moderate Dodge roll or take 4D+2 damage)
Special:
-Slow (-1D penalty to Move and Fire in the same round, in addition to any MAPs)
-Heavy (Characters can not move at All-Out speed while carrying a Multi-Melta)
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12058
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri May 16, 2014 7:53 pm    Post subject: Reply with quote

Mind Hood (aka Psychic Hood)

Capsule: This device is issued exclusively to anti-Jedi stormtrooper teams. Built into a standard stormtrooper helmet, the hood is composed of an intricate pattern of crystal filaments that distort the effects of the Force, disrupting a Force user's ability to manipulate the mind of the wearer.

Game Use: A Mind Hood provides a +4D bonus to Perception to resist Force Powers. Force users can't make use of Mind Hoods, as the hood also disrupts their attempts to utilize their powers (-4D to all Force Skills when wearing a Mind Hood).
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12058
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri May 16, 2014 8:27 pm    Post subject: Reply with quote

Las-Cannon
Type: Shoulder-Fired Laser Cannon
Scale: Speeder
Skill: Blaster: Las-Cannon
Ammo: 10
Cost: 6,000 (Availability 2, X)
Fire Rate: 1
Range: 100m-250m/500m/1km
Damage: 7D
Capsule: This powerful energy weapon is used in Imperial Army Assault units as an anti-vehicle and anti-emplacement weapon. Bulky and cumbersome, the las-cannon is nevertheless a useful tool for infantry units in a high-tech battlefield. A las-cannon gunner is almost always accompanied by a spotter who helps identify potential targets, as well as carrying extra ammunition.
Special:
-Slow (-1D penalty to Move and Fire in the same round, in addition to any MAPs)
-Heavy (Characters can not move at All-Out speed while carrying a Multi-Melta)
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12058
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Feb 01, 2015 12:34 am    Post subject: Reply with quote

It's been a long time coming, but here are stats for Plasma Guns. I took some liberties with the recharge rates as described in Rogue Trader, but IMO, this is still pretty close. Just a few more ranged weapons to wrap up, and then I plan on doing some of the close-combat weapons...

Plasma Gun
Type: Plasma Gun
Scale: Character
Skill: Blaster: Plasma Gun
Ammo: 40
Fire Rate: 2D Auto-Fire (4 shots fired per D used)
Range: 3-60/120/300
Damage: 8D
Note: Must be charged for 1 round prior to firing.
Capsule: The Plasma Gun fires a hail of plasma bolts: small packets of super-heated energy. The weapon uses a vast amount of power, and for this reason needs to be energised for 1 round before each shot

Plasma Pistol
Type: Plasma Pistol
Scale: Character
Skill: Blaster: Plasma Pistol
Ammo: 20
Fire Rate: 1D Auto-Fire (4 shots fired per D used)
Range: 3-10/30/150
Damage: 6D
Note: Must be charged for 1 round prior to firing.
Capsule: This is a pistol version of the basic plasma gun. Like its larger counterpart, it uses vast amounts of energy, and needs to be energised for 1 round before each shot.

Heavy Plasma Gun
Type: Plasma Gun
Scale: Character
Skill: Blaster: Plasma Gun
Ammo: 80
Sustained Mode:
--Fire Rate: 2D Auto-Fire
--Range: 3-60/150/400
--Damage: 10D
Maximal Mode
--Fire Rate: 1/3 (must recharge for 2 rounds before firing again in either mode).
--Range: 12-120/300/800
--Damage: 12D
--Blast Radius: 4 meters (Any character standing within 4 meters of the target must make a Moderate Dodge roll or take 6D damage).
--Note: Must be charged for 2 rounds prior to firing.
Special:
-Slow (-1D penalty to Move and Fire in the same round, in addition to any MAPs)
-Heavy (Characters can not move at All-Out speed while carrying a Multi-Melta)
Capsule: Like other plasma weapons, this fires a hail of super-heated plasma energy packets. It is heavier and more lethal than the standard plasma gun. Most of its bulk is taken up by the power packs needed to feed it, as they are far larger than basic energy packs. Because of this, they heavy plasma gun can fire either of two different kinds of shot: sustained fire and maximal fire. Sustained fire uses only a small amount of available energy, so the weapon does not need to energize to fire in this mode. Maximal fire, on the other hand, releases all of the stored energy in a single cataclysmic blast.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12058
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Oct 27, 2015 12:10 am    Post subject: Reply with quote

One of the more unique articles produced in the WH40K universe was this little gem, which was utilized by Imperial Assassins.

Syn-Skin
Capsule:
This highly classified material is a spray-on second skin. Developed for Imperial Intelligence for use in covert operations, it is a zealously guarded secret among the upper echelons of the Empire, and is used especially for covert operations in which it is essential that no trace of the operative be left behind.

Syn-Skin is airtight, watertight and proof against all gases. It is used to seal a character's natural skin, covering mouth, ears, eyes, etc, and will provide protection against hard vacuum or gas weapons. Syn-Skin feeds the body with oxygen for up to 12 hours, after which the character will asphyxiate from lack of oxygen if the material is not removed. If the character is to survive for more than 12 hours, some provision must be made for breathing. Internally worn atmosphere exchangers can be inserted, which will keep a living creature alive for a further 12 hours. Speech and hearing is afforded by a small communicator inserted into the throat and ear, and sight is afforded by a small pair of goggles that are tuned to function through the Syn-Skin.

As well as protecting the body against atmosphere, then Syn-Skin layer also feeds a booster chemical that heightens the wearer's senses, speeds his reactions and invigorates all of his physical functions. In addition, it provides protection from sensory shocks such as bright lights or sonic weapons. It can be any color (including transparent) but is usually a matte, non-reflective black.

Game Rules: +1D to Dexterity, Perception and Strength. +1D to Sneak. +4D vs. Sonic or Visual attacks (such as flash-bang grenades), +1D vs. Physical Damage. Gases and vacuum have no effect. Chemically neutral (can not be detected by smell or chemical sniffers), and prevents wearer from leaving behind forensic evidence of their presence.

Cost (Availability): 40,000 credits for one application, including solvent (4, X).

Time To Use:Syn-Skin takes 10 turns to spray on, including fitting the throat and ear pieces (12 rounds if installing the rebreather). Removing Syn-Skin requires a specific solvent; it takes 1 round to remove sufficient Syn-Skin to prevent asphyxiation, and a full 5 to completely remove.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Ships, Vehicles, Equipment, and Tech All times are GMT - 5 Hours
Goto page Previous  1, 2, 3, 4
Page 4 of 4

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0