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AD&D
rules can be used to run games in the present day, or have people/items
incorporated into an AD&D campaign, this is possible due
to Spelljammer and Planar travel. Note that while sci-fi weapons
are terribly destructive, most of them can't harm creature only
hurt by magical weapons! The exceptions to this are explosive
and energy weapons (laser, phaser and plasma and even then it's
at the Dm's discretion), but explosives won't effect non-corporeal
creatures. Other problems exist such as sounds causing cave-ins
and that when someone caryring lots of ammunition is hit by
a Fireball, there ammo may explode if they fail their saving
throw...
These tables have items, weapons and such divided
into categories and prices. Prices are only approximate, especially
since it's dealing withthe future! DMs should rule on types
of weapons: exact ammo capacity and cost, the better they are,
the more expensive they become.
When using firearms, they often have two modes of
fire, single shot and full automatic. Full automatic weapons
have a tremendous recoil, this imposes a -4 attack penalty.
And firing "from the hip", fast shooting generally
used in close quarter fighting, inflicts a further -4 hit penalty,
shooting is always considered "from the hip" unless
the characters are at ranges greater than 20 yards, or if they
state, or have time to aim properly. So someone firing full
auto without taking time to aim gets a -8 penalty to hit! But
the amount of bullets fired tends to guarantee a hit...
Note that conventional armour (and thus most creature's
armour class due to thick hides, except dragons, bulettes and
similar with truly dense hides) is of no use against these inherently
armour piercing weapons, and they are considered AC 10. However,
Dexterity, cover, and magic all apply as normal.
Reloading a weapon takes
1 round.
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FUTURE WEAPONS
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| Rail Guns:
are projectile weapons that use an electric charge to accleerate
a projectile to enormous velocities. Even the smallest version
can punch through over a foot thick reinfoced concrete! However
they cannot fire very fast, but are cheap and reliable. They have
no recoil. There are rail cannons, but due to nature of operation
rail guns have long barrels, cannon versions are too long for
human use. |
| WEAPON |
Range
|
Rate of Fire
|
Full Auto ROF
|
Damage |
Magazine
|
Weight |
Cost |
| Rail Gun Pistol (about the size of
a modern 9 mm pistol) |
2/5/10 |
3 |
- |
2d10 |
30 |
2 lbs |
$500 |
| Rail Gun Shotgun (fires a special round
that releases a cloud of fletchettes that spreads out horizontally,
hyper sonic darts) |
10/-/- |
3 |
- |
3d8, everyone in a 10' wide path is
attacked |
30 |
3 lbs |
$1,000 |
| Rail Gun Carbine (about the size of
a cut down M16) |
10/20/503 |
3 |
- |
3d10 |
40 |
5 lbs |
$2,000 |
| Rail Gun Sniper Rifle (somewhat larger
than a modern siper rifle) |
50/100/15003 |
3 |
- |
4d10 |
30 |
10 lbs |
$5,000 |
| LIM Guns:
Linear Induction Mass drivers, more complex than rail guns, they
use magnetic forces to propel projectiles, however they are capable
of automatic fire, but are more expensive and not quite so powerful.
They produce very little recoil, so on full auto they only get
a -2 attack penalty. |
| WEAPON |
Range |
Rate of Fire |
Full Auto ROF |
Damage |
Magazine |
Weight |
Cost |
| LIM pistol |
2/5/10 |
5 |
20 |
1d12 |
40 |
2 lbs |
$2,000 |
| LIM Carbine |
10/20/50 |
5 |
20 |
2d8 |
60 |
3 lbs |
$5,000 |
| LIM Assault Rifle |
15/30/1000 |
5 |
20 |
2d10 |
80 |
5 lbs |
$10,000 |
| LIM Cannon (like a shoulder fired rocket
launcher except it fires solid shells, used against light armoured
vehicles of it's era, but could take out a modern day tank) |
50/100/150 |
5 |
- |
10d10 |
40 |
20 lbs |
$50,000 |
| LIM minigun (one of the most devastating
weapons available, only used by special forces) |
15/30/100 |
- |
50 |
2d10 |
5,000 |
60 lbs |
$100,000 |
LASERS
and PHASERS: Energy weapons, they can function
in space, as they have neither recoil or friction (which screws
up nearly every other weapon type). Also simple to use and easy
to maintain,and no environmental problems, hence they are comon.
However, energy can be redirected (see ablative armour), and they
have poor range in atmospheres (ranges are tripled in space) as
the beam is absorbed and thus they do have weaknessess. The do
have the ability to stun their victims, rather than kill, by chamging
the setting, the weapon merely causes bad sunburn but the shock
to the nervous system causes stun damage equal to half the weapon's
normal damage.
Phasers are pulsed phasing plasma inducing weapons that create
a plasma shockwave through the target, frequently blowing it apart!
Phasers are in all regards similar to lasers, but they inflict
an extra 2 hp per die of damage, and cost twice as much. |
| WEAPON |
Range |
Rate of Fire |
Full Auto ROF |
Damage |
Magazine |
Weight |
Cost |
| Laser Pistol |
3/6/9 |
5 |
- |
2d8 |
50 |
1 lbs |
$500 |
| Laser Carbine |
5/10/15 |
5 |
- |
3d8 |
100 |
2 lbs |
$1,000 |
| Laser Rifle |
7/14/21 |
5 |
- |
4d8 |
200 |
5 lbs |
$2,000 |
| Laser Cannon |
10/20/30 |
5 |
- |
10d12 |
100 |
20 lbs |
$20,000 |
| PLASMA GUNS:
they fire bolts of highly charged particles, extremely deadly,
they have a major problem in that the plasma is badly affected
by surrounding atmosphere and other factors, hence the man portable
versions have poor ranges. |
| Plasma Pistol |
2/4/- |
5 |
- |
2d10 |
30 |
2 lbs |
$1,000 |
| Plasma Carbine |
4/8/- |
5 |
- |
3d10 |
30 |
3 lbs |
$5,000 |
| Plasma Rifle |
6/12/- |
5 |
- |
4d10 |
30 |
7 lbs |
$10,000 |
| Plasma Cannon (these not only are used
against amoured vehicles, but their plasma bolt expands on impact,
incinerating those nearby) |
8//16/- |
5 |
- |
10d12 in 10' diameter (surrounding
victims get save vs Breath Weapon for 1/2 damage |
30 |
30 lbs |
$50,000 |
| EXOTIC WEAPONS |
| Gamma Laser: similar in
all respects to a laser weapons, they have the dreadful effect
of causing severe chromosomal damage, victims must save vs Poison
or permanently lose 1d4 Constitution! Also, ablative armour has
no effect against the beam as it goes straight through it |
x 10 that of similar laser weapon |
| Disgel: a small pistol weapon that
squirts a dreadful enzyme that dissolves flesh! It has no effect
on items not made of flesh so called or lucky shots are needed
to hit those in armour. |
2/3/6 |
3 |
- |
6d10, save vs Breath Weapon for half |
15 |
1 lbs |
$2,000 |
| Nanobyters: nanobots designed
to tear flesh apart at the molecular level! Since they are controlled
by programming the little horrors can be used as booby traps (attacking
or leaving only who you want). Damage is typically 20 hp/round
for 10 rounds, only burning the victim, or the use of appropriate
software or countermeasures can help. Generally banned and regarded
with the similar disgust as bio-weapons. |
Unknown (a lot!) |
| Psi-Amp: a psionic amplifier,
these prized devices increase psionicists abilities, or let an
ordinary prson function as if they had a Wild Talent. In effect,
they double the amount of PSPs a true psionicist has. They are
small items often worn on the forearm or head. Rarer versions
can double the user's number of sciences or devotions as well. |
$50,000
$500,000 for "super" version
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| WEAPON |
Range |
Rate of Fire |
Full Auto ROF |
Damage |
Magazine |
Weight |
Cost |
| Grenade, Fragmentation (these are only
2" across!) |
2/4/6 |
2 |
- |
7d6 in 15' radius |
- |
1/10 lb |
$50 |
| Grenade, Plasma (releases incredible
heat) |
1/2/3 |
1 |
- |
10d6 in 25' radius |
- |
1lb |
$1,000 |
| Grenade, Demolition (a grenade that
doesn't produce much shrapnel but has a heavy charge for blowing
up buildings, could destroy a 20th century tank, has a timer as
well for detonation) |
1/2/3 |
1 |
- |
20d4 in 30' radius |
- |
2 lb |
$2000 |
| ROCKETS:
advanced rockets all have guidance systems, they have a THAC0
of 5, but can be decoyed etc, they normally track targets as set
by their operator's cybernetic or targetting systems . |
| Arm Pack (unit of 3 missiles
that clips onto forearm) |
10/20/50 |
3 |
- |
30d2 direct hit, 5d4 in
15' radius |
3 |
unit: 1/2 lbs missiles:
1/2 lb |
$5,000 ($500
per missile) |
| Back Pack (unit in a small rigid backpack,
they fire up, and then curve over the operator to track the target) |
20/50/150 |
1 |
- |
30d2 direct hit, 5d4 in 15' radius |
50 |
Unit=1 lbs Missiles=1/2
lb |
$10,000 ($500
per missile) |
| Anti Vehicle Rocket ( a
shoulder fired unit with a magazine, capableof taking out a 20th
century destroyer never mind a tank!) |
100/500/2000 |
1 |
- |
100d4 direct hit, 14d4
in 50' radius |
1 |
Unit=10 lbs rockets=1
lbs |
$20,000 $1,000
per missile) |
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ARMOUR
Future body armours are designed to
resist armour piercing attacks such as bullets, and to disperse
the energy, reducing damage inflicted, but damage cannot be
lowered beyond 1 hp. It cannot be repaired without access to
a special workshop, it must be replaced after sustaining damage
(i.e. if a character is injured more than once in a battle he
must get new armour, or it's abilities will decrease at the
DM's discretion)
Ablative armour is specifically designed to deal with laser
and phaser weapons, partially reflecting or redirecting the
attack, abalative armour costs double, but it increases AC versus
lasers and phasers by +4.
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| Armour Type |
AC |
Damage Reduction |
Weight |
Cost |
| Light Body Armour (as typically worn
by police officers) |
4 |
- 6 hp |
5 lbs |
$500 |
| Medium Body Armour (this is worn by
police, SWAT teams) |
2 |
-12 hp |
10 lbs |
$1,000 |
| Heavy Body Armour (used by the military) |
0 |
-18 hp |
20 lbs |
$5,000 |
| Advanced Armour (only special forces
or the very rich have access to it) |
-2 |
-24 hp |
10 lbs |
$100,000 |
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CYBERNETICS
These are bio-mechanical
improvements to the person's body. Each improvement has a certain
rating, major improvements can increase that person's Strength,
Dexterity, Constitution and Intelligence by boosting the body
in many ways, and adding increased mental processing. These
proceedures takes 1 week to recover from per level of the improvement.
Only some of the miriad enhancements are detailed. Note that
Characters must have an original Strength of 10 and Constitution
of 13 or better to have cybernetics fitted legally, below that
there is a danger of death by over taxing the body (in other
words the character must roll a Constituion check or die!)
However, there is a serious side effect of all
this: cyber-psychosis. Due to changes in the nervous system,
and personality as they are now "super human", the
character loses either 1 point of Wisdom or Charisma per level
of the improvement! (Random chance of either). Whenever a person's
Wisdom or Charisma gets to 5 or lower, they become cyber-psychotic,
and generally become homicidal. Such characters then become
NPCs under control of the DM. Cyber-psychosis can be overcome
by spending 1 day per month in cybertherapy, this restores the
character's Wisdom and Charisma to their previous levels. It
is not a permanent cure, and statistics will lower by a random
amount (1d4) per month not attended at the clinic, there are
generally laws enforcing treatment in most cultures.
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| Improvement |
Level |
Cost |
| Strength, Dexterity, Constitution,
Intelligence to 18 (00) |
1 |
$10,000 |
| Strength, Dexterity, Constitution,
Intelligence to 19 |
2 |
$20,000 |
| Strength, Dexterity, Constitution,
Intelligence to 20 |
3 |
$40,000 |
| Strength, Dexterity, Constitution,
Intelligence to 21 |
4 |
$80,000 |
| Strength, Dexterity, Constitution,
Intelligence to 22 |
5 |
$160,000 |
| Strength, Dexterity, Constitution,
Intelligence to 23 |
6 |
$320,000 |
| Strength, Dexterity, Constitution,
Intelligence to 24 |
7 |
$640,000 |
| Strength, Dexterity, Constitution,
Intelligence to 24 |
8 |
$1,280,000 |
| Strength, Dexterity, Constitution,
Intelligence to 25 |
9 |
$2,560,000 |
| Poison Filter, filters out toxins giving
+4 saves and damage/duration is halved |
1 |
$10,000 |
| Targetting system, replaces eyes, automatically
links to any weapons used, including guided ones. Gives +4 hit,
(not in conjunction with telescopic sight), zoom, thermal, low
light vision |
1 |
$10,000 |
| In built computer with
modem, allows computation/Web connection, these sytems have levels,
similar to a Wizard in terms of their skill, so a typical home
computer would be 3-5th level, a coporate's main frame would be
12 th level and so on. Tasks can be assigned according to the
computer's level, generally 5% chance of succes per level. Special
software can also be bought, but the level of the software cannot
exceed that of the character's actual computer. |
1 |
5th level=$10,000
10th level=$100,000 15th level=$1,000,000 |
| Communication systems, similar in costs,
skill levels to the in built computer and modem, this allows multi-band,
multi-tasking with full audio, visual, satellite links, and Web
capabilities. Often used by news teams and reporters. |
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| Razor knuckles, titanium inserts imbedded
in back of the hand, they extend on desire, allowing vicious slashing
or punching attacks, they inflict 1d4+2 damage, plus strength |
1 |
$1,000 |
| Body Armour, built into
the peron's skin, this acts exactly like the types of armour mentioned
above, but costs ten times as much. It does however repair itself
over time. |
1 light
2 medium
3 heavy
4 advanced |
x 10 standard armour cost |
| Shock touch, the person's hands become
capable of inflicting heavy voltage shocks by touch. Damage is
1d8+6, and maybe used 3 times per day. |
1 |
$5,000 |
| Cyber-psychosis treatment. This generally
takes 1 day, but is expensive. Although the basic cost is $100
per point that has been lost, folk who have deep trouble (ie many
lost points) may be charged more. It should be noted that folk
who become cyber-psychotic often have their enhancments removed
to let them get back to normal, the parts are sold to pay for
the surgery and therpay of others. |
- |
$100 dollars per point that has been
lost. |
| ITEM |
FUNCTION |
SIZE |
COST |
| Telescopic sight |
When fitted to a rifle, and used with semiautomatic fire,
it gives a +4 hit bonus, has video camera and record/transmit/recieve
ability. Also thermographic and low light ability. |
1 lb |
$100 |
| "bug" |
there are numerous types of spying devices, ranging from
fibre optic intercepts tiny video cameras mounted on insects.
These are rated as per Level, as if they were thieves, so a high
level one, level 10, as would be used by the FBI for instance,
has the same chance to remain undetected as a 10th level thief.
The chance to hear something of value as per Detect Noise is 5%
per level, unless the DM has specific chances. |
tiny |
$50 per level |
| Reciever for bug |
Bugs must transmit their information in some way, these are
video/radio recievers |
1 lb |
$200 |
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