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Weapons for Hard Nova II
Contributor: Collaborative User *Created: Mar 08, 2010Modified: Jan 14, 2019System: HardNova ][

These tables expand the weapons of Hard Nova by adding a few generic, Star Trek, and Dune weapons.
 Ranged Weapons  Damage  Accuracy (DIFF adj)  Range (meters)  Notes 
 Coilgun/Railgun  5 INJ  -1/+1/+3  500  Accuracy is indicated for short/medium/long 
 Disruptor  1-3 FAT on stun/6 INJ on kill  -  100  - 
 Ion Gun  6 FAT vs. robots and cyborgs only  -1  75  - 
 Laser Pistol  1-3 INJ  -  100  Can be set at variable damage ratings. 
 Laser Rifle  1-5 INJ  -  200  Can be set at variable damage ratings. 
 Needler Pistol  2 INJ  -1  50  Frequently, the needles are poisoned to do an extra 1-3 INJ 
 Phaser  1-3 FAT on stun/5-6 INJ on kill  -/ Can be set on wide dispersal with a -2  see notes/10 on wide dispersal  Phaser I has a range of 50, II has a range of 100, III has a range of 150 
 Plasma Rifle  8 INJ  -1  150  Reduce physical armor against plasma rifles by -1 
 Shoulder Blaster  3 INJ  +1  100    
 Sonic Stunner  4 FAT  +1  30  Ignores armor that has no head protection 
               
Descriptions: Coilgun/Railgun: The coilgun and railgun are, more or less, the same weapon. Also called a gauss rifle, this weapon uses a series of magnetic coils to fire a ferrous projectile at a tremendous speed. The speed of the projectile increases its mass and thus causes it to cause tremendous damage. Disruptor: The disruptor is used by non-Federation races, most notably the Klingons and Romulans. It causes atomic or cellular disruption (depending upon which source you read) and a great deal more pain than a phaser. Ion Gun: This weapon is used to disable robots and cyborgs by firing an bast of ionized energy at them that shorts out their major systems. Laser Pistol and Rifle: These weapons fire a concentrated beam of light. They use a belt or back pack battery to power them. A belt pack has 30 units of energy and the back pack has 90 units. The weapons can be set at variable damage settings, with each shot draining units from the pack equal to the damage setting. For example, a laser pistol set for 3 INJ has 10 shots with a belt pack or 30 with a back pack. Needler Pistol: Also called a maula pistol, needler pistols fire semi-self propelled needles at high velocity. They are a favorite of assassins, being virtually silent. Phaser: Firing phased light, phasers are the favored weapon of the UFP. They have short ranges, but great versatility. Phaser I is a small, hand held weapon the size of a cell phone. Phaser II is a Phaser I attached to an enhancing pistol grip. Phaser III is a phaser rifle. Plasma Rifle: The plasma rifle is the bulky, futuristic version of a flamethrower. It sprays out a gel of superheated gas that will sear through most armor and ingite anything flammable. Shoulder Blaster: This weapon is used by the Predator species. It is usually set up to fire automatically at movement, but it can be slaved to a control helmet and operated by controls sensitive to facial movements. Sonic Stunner: This weapon blasts out a cone of sound designed to disorient and stun targets by assaulting the inner ear. It is useless in a vacuum.
 Melee Weapons  Damage   Notes 
 Electric Sword  1-4 INJ  Can be set at variable damage ratings 
 Fremen Crysknife  2 INJ + 3 INJ poison  The knife dissolves if not kept close to the skin of its owner 
 Klingon Bat’leth  3 INJ  +1 to melee skill when parrying 
 Lightsaber  5 INJ   ignores all protection offered by physical armor. +1 to melee skill when used to parry or block by a character possessing the psychoathletics gimmick. Can be used to block energy weapons 
 Monofiliment Whip  3 INJ  Reduce Armor Rating for physical armor by 1 for each successful attack made by the whip 
 Shock Gauntlets  4 FAT    
 Sonic Blade  4 INJ  +1 DIFF to Accuracy 
 Stun Staff  3 FAT    
 Vulcan Lirpa  3 INJ    
 Wrist Claw  2 INJ    
Descriptions: Electric Sword: This sword is a cheap alternative to other energy melee weapons. It utilizes the same battery packs as laser weapons (see above). Fremen Crysknife: This knife is the blade of honor of the Fremen of Arrakis. It is made of the tooth of a Shai Hulud and is highly venemous. Klingon Bat’leth: The sword of honor of the Klingon race. The bat’leth is a two-handed crescent blade that is razor sharp and made of powerful steel. Lightsaber: The famous weapon of the Jedi and Sith. It comes in a tremendously potent weapon and comes in a variety of models and colors. Using a lightsaber without the psychoathletics gimmick is very dangerous- and missed attack hits the user instead. Monofiliment Whip: A whip an atom wide, this dangerous weapon slices through most materials with ease. Shock Gauntlets: Often worn by law enforcement, this are gauntlets that can be polarized. Any biological target that is touched by the gloves is delivered an electric shock. Sonic Blade: A rare energy melee weapon, the sonic blade uses a shaped energy field of sound as an attack form. It is useless in a vacuum. Stun Staff: A six foot staff with a stunning tip used by law enforcement, particularly ones that operate from the back of animal mounts. Vulcan Lirpa: The traditional Vulcan polearm. It has a bladed head on one end and a heavy mace head on the other. It is rarely used in the modern age except during ritual combat. Wrist Claw: This bracer holds a wicked pair of two foot long blades perfect for impaling enemies. It is used frequently by the Predator race.
 Grenade  Damage  Radius (meters)  Notes 
 Frost  3 INJ  5  Does 5 INJ vs robots 
 Ion  6 FAT vs robots   5  Does 4 FAT vs cyborgs. Harmless against biological targets 
 Sleepgas  3 FAT  10  The cloud lingers D6 rounds before dispersing 
 Tendril/Glue  1 FAT per round  3  see below 
Descriptions: Frost Grenades: This weapon holds an electrified liquid substance. Upon impact, the grenade bursts like a water balloon, throwing the dangerous fluid in all directions. It is particularly dangerous against mechanicals. Ion Grenades: This weapon uses the same technology as the ion gun to damage mechanical targets. Sleepgas Grenades: This grenade explodes, releasing a cloud of potent sleep gas. It disperses quickly, but it is very handy and used often by law enforcement against riots. Tendril/Glue Grenades: When it explodes, this grenade creates a net of tendrils or a gooey mess that entangles the target. This effect binds the target for 2D6 rounds unless he can roll a successful Challenging brawling or fitness test.

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