Projectile - Alien (Covenant, Goa'uld, Space Pirate, Skedar)

Futuristic weapons are those typically considered too advanced to fit in the modern world of technology. These include things such as energy weapons and alien weapons.
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Projectile - Alien (Covenant, Goa'uld, Space Pirate, Skedar)

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Projectile - Futuristic - Alien

Alien weapons can not be purchased normally. Any sale of one would occur at a black market trader, hence the outrageously high prices. In general, these are weapons that would be found by players, rather than purchased.

Covenant Weapons

1 slot

Name: Plasma Pistol
Price: 400,000 credits
Roll Bonus:-0
Damage Modifier:: 1000
DC to Make:90
Description: A covenant Plasma Pistol is a standard issue weapon for Grunts and Jackals. The small green barreled weapon can be charged, adding 1000 damage per round charged. Surpassing over 4000 charge damage however, causes a backlash. The damage beyond 4000 is sent back at the character firing.

2 Slots

Name: Plasma Rifle
Price: 1,500,000 credits
Augmentation Slots:0
Roll Bonus:0
Damage Modifier:: 5000
DC to Make:100
Description: A common weapon wielded by Elites, this rapid fire weapon has only 80 shots and can not be reloaded by normal means. Firing the weapon for more than 3 rounds in a row overheats it, causing it to be disabled for 2 rounds.

Name: Brute Plasma Rifle
Price: 2,000,000 credits
Augmentation Slots:0
Roll Bonus:+10
Damage Modifier:: 7000
DC to Make:120
Description: A more powerful plasma rifle sometimes used by Brutes and higher ranking elites. The weapon overheats faster however, giving it only 2 rounds of constant fire and a 4 round cooling period.

Name: Needler
Price: 10,000,000 credits
Augmentation Slots:0
Roll Bonus:+15
Damage Modifier:: 500 per crystal
DC to Make:120
Description: A strange weapon consisting of 80 purple crystals loaded into a strange launcher. The Needler can fire up to 20 crystal in a round, and each needle homes in on its target before exploding. Roll a d20 to determine number of hits.

5 Slots

Name: Covenant Carbine
Price: 10,000,000 credits
Augmentation Slots:0
Roll Bonus:+15
Damage Modifier:: 3000
DC to Make:90
Description: A covenant assault rifle. Fires accurate bursts of 3 plasma shots. Does not overheat, but comes with a limited 72 round round magazine.

10 Slots

Name: Particle Beam Rifle
Price: 35,000,000 credits
Augmentation Slots:0
Roll Bonus:+40
Damage Modifier:: 8000
DC to Make:90
Description: A Covenant Sniper Rifle fires a narrow, high powered beam at a target. The weapon has its own scope and can not be modified. It also only carries 18 shots. This is commonly used by Jackals for sniping purposes.

Name: Brute Shot
Price: 40,000,000 credits
Augmentation Slots:0
Roll Bonus:-5
Damage Modifier:: 6000
DC to Make:90
Description: Developed by the Brutes as the Covenants answer to a grenade launcher. Only carries 4 shots, but all 4 can be discharged in one round. Roll 1d(number fired) to determine how many hit.

20 Slots

Name: Fuel Rod Cannon
Price: 100,000,000 credits
Augmentation Slots:0
Roll Bonus:-50
Damage Modifier:: 20000
DC to Make:90
Description: The most powerful weapon in the Covenant Arsenal is the "portable" fuel rod cannon. Usually carried by Hunters, the fuel rod cannon uses a small reactor to power an anti vehicular cannon. Due to the slow speed of the shot, and the fact that the recoil has been used as a form of transportation in lesser species, your not likely to hit much.
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Re: Projectile - Futuristic - Alien

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Goa'uld Weapons

1 Slot Weapons

Name: Transphase Eradication Rod
Price: 18,000,000 credits
Augmentation Slots:0
Roll Bonus:-20
Damage Modifier:: 1500
DC to Make:140
Description: A special goa'uld weapon designed to fight phased monsters. It broadcasts a phased light wavelength similar to a hilbert wave, forcing targets to appear to our sights. The gun itself deals damage against phased targets only.

Name: Zae'tarc
Price: 36,000,000 c
Augmentation Slots:0
Roll Bonus:-20
Damage Modifier::4000
DC to Make:90
Description: A small hand-worn ring that unleashes a high powered ring of energy. It causes 500 damage to the user from recoil. A secondary function on the weapon turns it against its owner, designed for kamikaze agents to destroy themselves and any technology they are carrying. The secondary function instantly kills the owner and disintegrates any objects they are carrying.

Name: Zat'nik'tel (Zat/Zat Gun)
Price: 50,000,000 credits
Augmentation Slots:0
Roll Bonus:+5
Damage Modifier:: Special
DC to Make:110
Description: A pistol shaped like a snakes head designed as a special weapon for Goa'uld to give a non lethal alternative. One shot from a Zat gun will stun an enemy for 1d3 rounds. A second shot on an unconscious enemy will kill them, regardless of their health roll.
**GM's note: For this reason, don't expect to see them any time soon**

5 Slot Weapons

Name: Intar (Reduced Staff Wepaon)
Price: 500,000 credits
Augmentation Slots:0
Roll Bonus:+10
Damage Modifier:: 1000 non lethal
DC to Make:80
Description: A weak staff weapon used by Jaffa in training. The weapon is designed to unleash a red pulse of naquadah energy that deals non lethal damage.

Name: Staff Weapon
Price: 25,000,000 credits
Augmentation Slots:0
Roll Bonus:+10
Damage Modifier:: 3000
DC to Make:140
Description: A grey metal staff with an almond tip. The weapon flares open to reveal a Naquadah tip that unleashes a red pulse of energy. This weapon is unique in that for every 10 levels of weapons proficiency in the Staff Weapon, its user can fire an additional burst of energy. A Jaffa can fire as many as 5 shots per round.
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Re: Projectile - Futuristic - Alien

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Space Pirate Weapons

Space pirate weapons are generally grafted onto space pirate armor, which is in turn a biological part of the space pirate. No one has successfully removed a Space Pirate weapon. Also for this reason, the slot amount of space pirate weapon is irrelevant. Theoretically, if the weapon was removed, it would probably need to be mounted on a rifle firing system, making it a 5 slot weapon.

Name: Galvanized Plasma Cannon
Price: N/A
Augmentation Slots:0
Roll Bonus:-20
Damage Modifier:: 1000
DC to Make:90
Description: Developed by KiHunters as a staple for the Space Pirates armory, the Spazer Cannon is designed to fire a thin yellow beam of plasma energy.

Name: Portable Missile System
Price: N/A
Augmentation Slots:0
Roll Bonus:+5
Damage Modifier:: 1000
DC to Make:90
Description: An automatic attachment of Aero trooper jetpacks is the portable missile system. Part of the armor, the missile system fires 2 low impact missiles that explode on contact. Roll a 1d2 to determine how many hit.

Name: Phazon Rocket
Price: N/A
Augmentation Slots:0
Roll Bonus:-20
Damage Modifier:: 2000
DC to Make:90
Description: An experimental weapons system that uses a concentration of Phazon as an enhanced explosive compound. This replaces the standard Aerotrooper launchers. Again, a 1d2 is rolled to determine number of hits.

Name: Power Beam
Price: N/A
Augmentation Slots:0
Roll Bonus:0
Damage Modifier:: 3000
DC to Make:90
Description: First generation Space pirate attempts to decode Chozo technology. The power beam is typically only given to power beam troopers, and is grafted onto their armor. The beam fires a weak pellet of pure plasma energy, but is capable of adapting to other beam types.

Name: Ice Beam
Price: N/A
Augmentation Slots:0
Roll Bonus:-20
Damage Modifier:: 3500
DC to Make:90
Description: First generation Space pirate attempts to decode Chozo technology. The ice beam is typically only given to ice beam troopers, and is grafted onto their armor. The beam fires a pellet of energy that deals low damage, but freeze its target for 1d3 rounds.

Name: Wave Beam
Price: N/A
Augmentation Slots:0
Roll Bonus:-15
Damage Modifier:: 1500
DC to Make:90
Description: First generation Space pirate attempts to decode Chozo technology. The wave beam is typically only given to wave beam troopers, and is grafted onto their armor. The beam fires a an extremely weak scatter shot of purple neutron energy, but hits up to 1d5 opponents.

Name: Plasma Beam
Price: N/A
Augmentation Slots:0
Roll Bonus:-5
Damage Modifier:: 4000
DC to Make:90
Description: First generation Space pirate attempts to decode Chozo technology. The power beam is typically only given to power beam troopers, and is grafted onto their armor. The beam fires a powerful beam of pure red plasma that can incinerate lesser beings easily.

Name: High Density Plasma Beam
Price: N/A
Augmentation Slots:0
Roll Bonus:-20
Damage Modifier:: 5000
DC to Make:90
Description: An advanced plasma beam used primarily for Ridley's mouth cannon. The beam fires an incredibly powerful, concentrated beam of heat that can incinerate most objects in a single hit.

Name: Phazon Beam
Price: N/A
Augmentation Slots:0
Roll Bonus:-10
Damage Modifier:: 6000
DC to Make:90
Description: Second generation Space pirate attempts to match the output of Samus' power beam cannon infused with phazon.. The phazon beam is typically only given to Advanced Chozo troopers, and is grafted onto their armor. The beam fires a stream of pure phazon energy.

Name: Light Beam
Price: N/A
Augmentation Slots:0
Roll Bonus:+5
Damage Modifier:: 1000
DC to Make:90
Description: Second generation Space pirate attempts to match the output of Samus' power beam cannon infused with holy energy from the world of Aether. The Light Beam can be modified to be equipped to any pirate trooper. Its damage is decreased/increased by 500 damage for every level of light/dark the person has.

Name: Dark Beam
Price: N/A
Augmentation Slots:0
Roll Bonus:+5
Damage Modifier:: 1000
DC to Make:90
Description: Second generation Space pirate attempts to match the output of Samus' power beam cannon infused with dark energy from the world of Aether. The Dark Beam can be modified to be equipped to any pirate trooper. Its damage is decreased/increased by 500 damage for every level of dark/light the person has.

Name: Annihilator Beam
Price: N/A
Augmentation Slots:0
Roll Bonus:+5
Damage Modifier:: 1000
DC to Make:90
Description: Second generation Space pirate attempts to match the output of Samus' power beam cannon infused with both light and dark energy from the world of Aether. The Annihilator Beam is special in that it deals an additional 500 damage for every level of light -or- dark the person possesses. Damage is not reduced with this weapon. It is also unique in that it is not a traditional energy weapon, rather a sonic beam cannon.

Name: Hyper Beam
Price: N/A
Augmentation Slots:0
Roll Bonus:+10
Damage Modifier:: 10000
DC to Make:90
Description: The Chozo hyper beam is the holy grail of Chozo weapons. The weapon fires a stream of raw elemental energy out of the weapon. Lesser weapons are actually liable to be destroyed by its sheer power. The beam fired is a rainbow beam capable of throwing even the most powerful of monsters for a ride. Anyone with any elemental affinity takes an additional 5000 damage. No elemental affinity is strong against this beam.
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Re: Projectile - Futuristic - Alien

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Skedar Weapons

Skedar are hunters, and their weapons range in power. Most aren't able to be concealed though,

1 Slot Weapons

Name: Mauler
Price: 1,000,000 credits
Augmentation Slots:0
Roll Bonus: 0
Damage Modifier:: 1000
DC to Make:90
Description: The Skedar pistol, and rarely used, except for the few times they consider subtlety required, the Mauler can fire a 1000 damage pulse, or charge for a round to fire a 3000 damage shot.

10 Slot Weapons

Name: Slayer
Price: 23,000,000 credits
Augmentation Slots:0
Roll Bonus:+10
Damage Modifier:: 12000
DC to Make:90
Description: A scarily accurate weapon, the giant Slayer rocket launcher has a camera system that allows precision shots. Even worse, the Skedar use the camera to save the last shots of the victims life, recording the horror on their face.

Name: Super Slayer
Price: 1,000,000,000 credits
Augmentation Slots:0
Roll Bonus:+15
Damage Modifier:: 8000
DC to Make:90
Description: A rapid fire version of the slayer that fires up to d4 missiles per round, all following the first missile. This weapon is reserved for Skedar Battle Lords, or the Skedar King himself.

20 Slot Weapons

Name: Reaper
Price: 350,000,000 credits
Augmentation Slots:0
Roll Bonus:-50 Humans, 0 Skedar or beings large enough to wield it
Damage Modifier:: 6000
DC to Make:90
Description:Subtlety was never much of a word in the Skedar language. The GIANT Skedar chaingun is the size of a human body, and is the typical Skedar armament. The weapon is equipped with a *8 melee weapon chainsaw blade that revs up with the barrels, but its key feature is the sheer amount of bullets it pumps out, 30 high velocity bullets per second. This weapon is considered automatic suppression, and hits any enemy not behind cover the round it is activated automatically. The spin up time on the barrel takes 1 round.
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