EXCESSIVE
FIREPOWER IS NEVER ENOUGH!
Created by Mad Dog (gionpeters@home.com). This information is also
available from Richard Bermudez (ghostcat@brokersys.com).
A few new weapons and weapons systems for Battlelords of the 23rd
Century (tm).
I took some time and designed a few new toys that were missing
from the
Battlelords inventory:
1.
3 "new" archaic powder weapons
2. 2
"new" grenades for grenade launchers
3. Rifle
grenades
4. Laser
sights
5. New
weapon accessories
ARCHAIC POWDER WEAPONS
The Millennium
This weapon supposes that Human Archaic Systems decides to put a
little of its money into R&D, in order to make a weapon that could be
effective against all
forms of non-heavy armor. The Millennium is a bull pup design
largely utilizing composite materials. The weapon design and the sealed
magazines prevent dirt
and junk from easily fouling the weapon. The ammunition used is a
7mm case less round, and comes in environmentally sealed 35 round cassettes
from the factory
and cannot normally be reloaded by hand. Special ammunition types
(armor piercing, hollow point, etc) must be purchased as a whole magazine. The
weapon is capable of semi-auto (ROF=1), burst fire (ROF=3), and full-auto
(ROF=7) fire. The Millennium utilizes the same firing mechanisms as the G14 case
less rifle, allowing for a very high rate of burst fire. As with the G14, there
is no penalty associated with firing the weapon in burst fire mode. The weapon
comes with a built in Gyrostabilizer, which halves the penalty associated with
firing the weapon in full-auto mode. The Millennium also comes with a built in
bipod, and is capable of mounting scopes, grenade launchers, and rifle
grenades.
ENCUMBRANCE: 10
AMMUNITION: 7 mm case less (cost for a loaded cassette = 1250 cr)
For other stats, see below.
The Slugger
A Ram Python sized weapon for a real Ram Python! All the damage
you associate with a pulse cannot, but with the noise and smell of the archaic
powder weapons you love! The Slugger is simply a large semi-automatic (ROF=1) rifle,
firing the .700 Nitro round. No frills, no thrills, just a large rifle. For
python sized units or larger; smaller pip-squeaks are -30 when firing the
Slugger (assuming you could even pick it up!). The Sluggers capable of mounting
scopes, grenade launchers, but not rifle grenades. Also comes with a free
picture of the buyer engraved on the butt stock (so the Ram who bought it
doesn't forget that he owns it).
ENCUMBRANCE: 56 (not a typo), loaded magazines weigh Enc=4!
AMMUNITION: .700 Nitro (cost/round = 40 cr)
For other stats, see below.
Herstal P-90
Look on page 117 of Lock-n-Load 2nd Ed. See the left slayborg? He
is using the Herstal P-90. Manufactured by Fabrique Nationale Herstal, this
innovative weapon was designed for close-in shooting. The compact unit is
largely made of composite material, and utilizes a top loaded magazine made of
transparent plastic. The P90 uses a 5.7mm standard round, which has excellent
armor-piercing qualities (-1 from threshold). The weapon is very controllable,
and can even be fired one-handed at a -15 penalty. The P90 can fire in
semi-auto (ROF=1) and full-auto (ROF=13) modes.
ENCUMBRANCE: 5
AMMUNITION: 5.7mm (cost/round = 10 cr)
For other stats, see below.
All of the above archaic powder weapons were designed and
converted to Battlelords using "Guns,Guns,Guns" from BTRC. If you
like tinkering, I highly suggest it. While not an official Battlelords
supplement, it has several pages on how to convert weapons to BL stats.
New Launched Grenades
Two new grenades (for use in grenade launchers or rifle grenades
only) are presented.
Beehive
The beehive round turns a grenade launcher into a large shotgun.
The grenade is filled with shot or flechettes, and functions exactly like a
large shotgun (x2 threshold). When using this round, use your "Indirect
Fire" skill. See below for stats.
H.E.A.T.
HEAT (High Explosive Anti Tank) rounds are widely used for
anti-vehicular purposes. A HEAT grenade is a small round designed to knock out
lightly armored vehicles or body armor. The to hit numbers are as per the
launcher. See below for stats.
Rifle Grenades
Rifle grenades are another 20th century development. Simply put, a
rifle grenade is a short (10-30 cm) rocket propelled grenade that is launched from
the end of your barrel. In order for a rifle to be able to fire a rifle
grenade, it must have a special barrel fitting, which most, if not all-military
rifles possess (usually built into the flash suppressor). Archaic powder rifles
and carousel rifles are the only rifles that can have the possibility of using
rifle grenades. Furthermore, sniper rifles and shotguns are usually not capable
of firing rifle grenades. Rifle grenades are available in the exact same types
as other launched grenades, except Beehive (above), and cost the same. It
normally takes 6 seconds to affix a rifle grenade to a rifle. Once on the
rifle, a single shot from the rifle (expending the single round) launches the
rifle grenade. Any round (including blanks) can be used to launch the rifle
grenade. Rifle grenades have a low SS when attached to a
rifle, dropping or jarring the rifle+grenade combination can jar
the rifle grenade loose. Fortunately, it is almost impossible to detonate a
rifle grenade other than launching it. Firing a rifle grenade uses your
"Indirect Weapon" skill.
Final note regarding rifle grenades and other launched grenades:
Normally, in real life, rifle grenades and launched grenades
(along with other heavier ordinances) have a minimum arming distance. That is,
if you used a M-203 grenade launcher and launched a HE grenade at your dog,
standing 5 m away, the grenade would not explode or go off. This is to prevent
small accidents from killing the operator of the grenade launcher. I suggest
you implement a rule that prevents these items from detonating at a range of
less than 10 meters. An obvious exception to this would be the Beehive round.
Laser Sights
Who wouldn’t want one? They look cool, and they place a neat red
dot on your target, which can be used for intimidation purposes. Laser sights,
by the 23rd century will most likely be small, compact solid-state
devices with a very long battery life. When a laser sight is in use, it adds a
flat bonus to hit. At range brackets 1-3 a +10 bonus is added. At further range
brackets, the +10 bonus is only given if you have fully sighted your target
using a scope. Mazians can’t use these devices (no eyes), and Rams (poor
eyesight) have to be sighted in at range brackets greater than 2 in order to
get the bonus. Enhanced eyesight should be handled logically. A laser sight has
a low SS, knocking it about can knock the aiming out of whack. Laser sights
suffer the same restrictions as lasers, i.e., weather and smoke prevent their
use.
·
bonuses are only granted when the user has the target completely
sighted in using a scope.
Weapon Enhancements
Several new weapon enhancements are presented.
Weapon customization.
A weapon can be customized for a particular person. This involves
slight alterations in a weapon to maximize the users ability to comfortably use
it. Shaped grips, modifying the stock, changing the trigger pull, etc, are all
examples of this. All types of ranged weapons can be customized.
COST = 50% cost of weapon or 5000 cr, whichever is more
TIME = 2-8 days (plus time to find the gunsmith)
EFFECT = adds +3% to hit, all range brackets
Heavy Barrel
A heavy barrel is simply a longer barrel fitted to the weapon.
This modification can only be done to archaic powder weapons. Longer barrels mean
higher munitions velocity and better accuracy, but greater weight.
COST = +1000 cr.
TIME = nil. (but it with the weapon, or fit it on later)
EFFECT = +1 damage, +1% accuracy, +1 ENC.
Gyrostabilizer
If you look under High Tech armor modifications in Lock-n-Load,
you will see this item. It halves the firing penalties for burst and automatic
fire. I asked the SSDC guys about fitting one of these onto a weapon, and the
reply, "OK" (Not sure if that makes it official...) A gyrostabilizer
can be fitted onto any ranged weapon of ENC 6 or greater. The gyrostabilizer
comes with a long life power supply that only needs infrequent changing.
COST = 8000 cr.
TIME = 1 day
EFFECT = halves penalties for burst and full auto fire, +2 ENC to
weapon.
Improved Armor Piercing Rounds
Slugs used for archaic powder weapons are Teflon coated to be
armor piercing. Improved versions of these can be purchased (tungsten penetrates,
super-dense alloy, etc....)(again, I asked one of the SSDC guys about this,
this was their answer). These are available for archaic powder weapons only.
COST = x5 normal cost
TIME= nil.
EFFECT = -2 to threshold
Depleted Uranium Rounds
Officially available for carousel weapons, logically they should
be available for archaic powder weapons, too. After all, a slug, is a slug, is
a slug, right? These types of rounds are probably restricted due to the very
low level of alpha radiation given from them.
COST = x30 normal cost
TIME = nil. (although very rare to find)
EFFECT = +2 damage if penetrates armor, -3 to integrity, -4 to
threshold
Final note about special ammunition types:
You cannot combine different types of special ammunition. You
cannot have, for instance an "armor piercing, depleted uranium, hollow
point" round.
|
Archaic
Power |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
MN |
SS |
ROF |
Q |
Dmg |
Cost |
|
Millennium |
98 |
91 |
79 |
69 |
42 |
23 |
00 |
-25 |
98 |
99 |
1/3/7 |
35 |
3-13 |
25,000 |
|
Slugger |
79 |
70 |
59 |
47 |
25 |
06 |
- |
- |
98 |
99 |
1 |
12 |
6-36 |
42,000 |
|
Herstal P90 |
82 |
70 |
53 |
36 |
01 |
-20 |
- |
- |
99 |
100 |
1/13 |
50 |
2-7 |
12,500 |
|
Laser
Sights |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
SS |
Cost |
|
Bonus to hit |
+10 |
+10 |
+10 |
+10* |
+10* |
+10* |
+10* |
+10* |
85 |
500 |
|
Launched
Grenades |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
Dam |
Cost |
|
Beehive |
105 |
85 |
62 |
30 |
-30 |
- |
- |
- |
5-20 |
300 |
|
H.E.A.T. |
- |
- |
- |
- |
- |
- |
- |
- |
1-40 |
700 |
|
Rifle
Grenades |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
MN |
SS |
ROF |
Q |
Dmg |
Cost |
|
All types |
70 |
60 |
50 |
30 |
00 |
-30 |
- |
- |
99 |
90 |
1/6 |
1 |
var |
var |