Post Your Bio-Weapons.
Moderators: Immortals, Supreme Beings, Old Ones
Post Your Bio-Weapons.
Here's a new thread for everyone (I'm learning the lingo). Post your Bio-Weapons. This one is just a stand alone rifle. I'll probably post the adjustments to mount it on Host Armor later.
Demon Seed Cannon (Heavy Bio-Weapon)
The Demon Seed Cannon is a large organic rifle made of thick bone plating and sinewy muscle tissue. This heavy Bio-Weapon is incredibly accurate at long range and packs impressive destructive power. The diamond-shaped round is actually a super dense seed capable of punching through heavy metal alloys like tin foil. The seed settles within the internal cavity of the robot, where close contact with metal awakens the creature inside and causes it to grow at an incredible rate. Plant-like vines snake throughout the internal systems of the robot and tightly wrap around anything they touch. The tendrils are covered in a powerful enzyme that dissolves the metal to help with digestion. The crushing tendrils and powerful acid inflicts decent damage to the internal workings of the robot, but every minute, the true damage occurs when the vines violently contract towards the core, tearing apart the circuits, wires, and vital components the tendrils had ensnared. As long as the seed has metal to feed upon, it will grow rapidly for several minutes until the accelerated development overtaxes the creature and it dies.
Despite the incredible destructive power of this weapon, it has achieved only mixed popularity within the Resistance. One shot from the Demon Seed Cannon could bring down a Battle Track given enough time, but some Splicers feel it takes a little too long to do its job (especially in the heat of battle). Another major drawback is that the seed round must puncture the thick armor of the robotic target in order to do any real damage. Unless the seed punches through into the internal cavity, it will just shatter on impact and die. This heavy organic rifle is preferred by soldiers that like to snipe at targets from the shadows and then relocate before the Machine can retaliate. Splicers that have tried to use the Demon Seed Cannon on the front lines have been torn apart while waiting for the seed round to bring the target down.
Weight: 13 lbs.
Mega-Damage: 3D8 from the seed round. If the seed does not pierce the robot’s armored shell, the round is shattered and does no additional damage. If the attacker rolls a natural 19 or 20 (or 23 or higher with strike bonuses, or only 16 or higher if the M.D.C. of the Main Body has been reduced by 50 percent), the seed round punches straight through the external armor and begins to rapidly grow throughout the robot’s body. The powerful enzymes covering the tendrils inflict 2D6 points of damage each melee round, plus once every minute, the vines contract violently, inflicting 5D8 points of damage to the main body as they tear apart the robot’s hydraulics, wiring, delicate circuitry, and other vital components.
When the tendrils contract, the damage inflicted upon the robot’s internal systems, electronics, and components causes additional impairment or damage (roll on the following table).
01-10% Lucked out. No additional damage.
11-20% Critical strike. Double damage.
21-30% All systems are temporarily offline, effectively paralyzing the robot for 2D4 melees.
31-40% A power coupling within the robot explodes, inflicting 2D4x10 damage to the main body.
41-50% All weapon systems are temporarily offline. One weapon comes back online every 1D6 melees.
51-60% Communication systems are permanently disabled. The robot can no longer be possessed and controlled by N.E.X.U.S. or call for reinforcements.
61-70% Motor functions are severely damaged. Attacks per melee are reduced by half and combat bonuses are completely eliminated for 2D4 melees while vital systems are rerouted.
71-80% Servo controls for both arms are temporarily disabled for 3D4 melees. Any weapon systems mounted on the arms work perfectly, but the robot is unable to point them at any target until the arms are repaired.
81-90% Optics and all sensor systems are temporarily offline for 2D4 melees. Attacks per melee are reduced to two, the robot has no initiative, and suffers a penalty of -10 to strike, parry, and dodge.
91-00% Critical strike. Double damage.
Duration: A hatched seed round will grow uncontrollably within a robot for 1D4+2 minutes. After which time it dies and its acidic enzymes become inert.
Maximum Effective Range: 3200 feet.
Rate of Fire: Each shot counts as one attack per melee.
Payload: 12 seed rounds. The Bio-Weapon will regrow one spent round every 2D6 minutes.
Bonus: +2 to strike.
Trade Value: 15,000 credits.
Sniper Note: Characters that possess the Sniper Skill are more likely to successfully puncture a robot’s armor with a seed round. If the character rolls a natural 17, 18, 19, or 20 (or 21 or higher with strike bonuses, or only 14 or higher if the M.D.C. of the Main Body has been reduced by 50 percent), the seed round punctures the target’s outer shell and begins growing within the robot’s internal cavity.
Demon Seed Cannon (Heavy Bio-Weapon)
The Demon Seed Cannon is a large organic rifle made of thick bone plating and sinewy muscle tissue. This heavy Bio-Weapon is incredibly accurate at long range and packs impressive destructive power. The diamond-shaped round is actually a super dense seed capable of punching through heavy metal alloys like tin foil. The seed settles within the internal cavity of the robot, where close contact with metal awakens the creature inside and causes it to grow at an incredible rate. Plant-like vines snake throughout the internal systems of the robot and tightly wrap around anything they touch. The tendrils are covered in a powerful enzyme that dissolves the metal to help with digestion. The crushing tendrils and powerful acid inflicts decent damage to the internal workings of the robot, but every minute, the true damage occurs when the vines violently contract towards the core, tearing apart the circuits, wires, and vital components the tendrils had ensnared. As long as the seed has metal to feed upon, it will grow rapidly for several minutes until the accelerated development overtaxes the creature and it dies.
Despite the incredible destructive power of this weapon, it has achieved only mixed popularity within the Resistance. One shot from the Demon Seed Cannon could bring down a Battle Track given enough time, but some Splicers feel it takes a little too long to do its job (especially in the heat of battle). Another major drawback is that the seed round must puncture the thick armor of the robotic target in order to do any real damage. Unless the seed punches through into the internal cavity, it will just shatter on impact and die. This heavy organic rifle is preferred by soldiers that like to snipe at targets from the shadows and then relocate before the Machine can retaliate. Splicers that have tried to use the Demon Seed Cannon on the front lines have been torn apart while waiting for the seed round to bring the target down.
Weight: 13 lbs.
Mega-Damage: 3D8 from the seed round. If the seed does not pierce the robot’s armored shell, the round is shattered and does no additional damage. If the attacker rolls a natural 19 or 20 (or 23 or higher with strike bonuses, or only 16 or higher if the M.D.C. of the Main Body has been reduced by 50 percent), the seed round punches straight through the external armor and begins to rapidly grow throughout the robot’s body. The powerful enzymes covering the tendrils inflict 2D6 points of damage each melee round, plus once every minute, the vines contract violently, inflicting 5D8 points of damage to the main body as they tear apart the robot’s hydraulics, wiring, delicate circuitry, and other vital components.
When the tendrils contract, the damage inflicted upon the robot’s internal systems, electronics, and components causes additional impairment or damage (roll on the following table).
01-10% Lucked out. No additional damage.
11-20% Critical strike. Double damage.
21-30% All systems are temporarily offline, effectively paralyzing the robot for 2D4 melees.
31-40% A power coupling within the robot explodes, inflicting 2D4x10 damage to the main body.
41-50% All weapon systems are temporarily offline. One weapon comes back online every 1D6 melees.
51-60% Communication systems are permanently disabled. The robot can no longer be possessed and controlled by N.E.X.U.S. or call for reinforcements.
61-70% Motor functions are severely damaged. Attacks per melee are reduced by half and combat bonuses are completely eliminated for 2D4 melees while vital systems are rerouted.
71-80% Servo controls for both arms are temporarily disabled for 3D4 melees. Any weapon systems mounted on the arms work perfectly, but the robot is unable to point them at any target until the arms are repaired.
81-90% Optics and all sensor systems are temporarily offline for 2D4 melees. Attacks per melee are reduced to two, the robot has no initiative, and suffers a penalty of -10 to strike, parry, and dodge.
91-00% Critical strike. Double damage.
Duration: A hatched seed round will grow uncontrollably within a robot for 1D4+2 minutes. After which time it dies and its acidic enzymes become inert.
Maximum Effective Range: 3200 feet.
Rate of Fire: Each shot counts as one attack per melee.
Payload: 12 seed rounds. The Bio-Weapon will regrow one spent round every 2D6 minutes.
Bonus: +2 to strike.
Trade Value: 15,000 credits.
Sniper Note: Characters that possess the Sniper Skill are more likely to successfully puncture a robot’s armor with a seed round. If the character rolls a natural 17, 18, 19, or 20 (or 21 or higher with strike bonuses, or only 14 or higher if the M.D.C. of the Main Body has been reduced by 50 percent), the seed round punctures the target’s outer shell and begins growing within the robot’s internal cavity.
Last edited by slappy on Wed Jan 05, 2005 9:27 pm, edited 2 times in total.
- Zer0 Kay
- Megaversal® Ambassador
- Posts: 13777
- Joined: Tue Jul 06, 2004 1:59 pm
- Location: Snoqualmie, WA
Re: Post Your Bio-Weapons.
slappy wrote:Here's a new thread for everyone (I'm learning the lingo). Post your Bio-Weapons. This one is just a stand alone rifle. I'll probably post the adjustments to mount it on Host Armor later.
Demon Seed Cannon (Heavy Bio-Weapon)
The Demon Seed Cannon is a large organic rifle made of thick bone plating and sinewy muscle tissue. This heavy Bio-Weapon is incredibly accurate at long range and packs impressive destructive power. The diamond-shaped round is actually a super dense seed capable of punching through heavy metal alloys like tin foil. The seed settles within the internal cavity of the robot, where close contact with metal awakens the creature inside and causes it to grow at an incredible rate. Plant-like vines snake throughout the internal systems of the robot and tightly wrap around anything they touch. The tendrils are covered in a powerful enzyme that dissolves the metal to help with digestion. The crushing tendrils and powerful acid inflicts decent damage to the internal workings of the robot, but every minute, the true damage occurs when the vines violently contract towards the core, tearing apart the circuits, wires, and vital components the tendrils had ensnared. As long as the seed has metal to feed upon, it will grow rapidly for several minutes until the accelerated development overtaxes the creature and it dies.
Despite the incredible destructive power of this weapon, it has achieved only mixed popularity within the Resistance. One shot from the Demon Seed Cannon could bring down a Battle Track given enough time, but some Splicers feel it takes a little too long to do its job (especially in the heat of battle). Another major drawback is that the seed round must puncture the thick armor of the robotic target in order to do any real damage. Unless the seed punches through into the internal cavity, it will just shatter on impact and die. This heavy organic rifle is preferred by soldiers that like to snipe at targets from the shadows and then relocate before the Machine can retaliate. Splicers that have tried to use the Demon Seed Cannon on the front lines have been torn apart while waiting for the seed round to bring the target down.
Weight: 13 lbs.
Mega-Damage: 3D8 from the seed round. If the seed does not pierce the robot’s armored shell, the round is shattered and does no additional damage. If the attacker rolls a natural 19 or 20 (or 23 or higher with strike bonuses), the seed round punches straight through the external armor and begins to rapidly grow throughout the robot’s body. The powerful enzymes covering the tendrils inflict 2D6 points of damage each melee round, plus once every minute, the vines contract violently, inflicting 5D8 points of damage to the main body as they tear apart the robot’s hydraulics, wiring, delicate circuitry, and other vital components.
When the tendrils contract, the damage inflicted upon the robot’s internal systems, electronics, and components causes additional impairment or damage (roll on the following table).
01-10% Lucked out. No additional damage.
11-20% Critical strike. Double damage.
21-30% All systems are temporarily offline, effectively paralyzing the robot for 2D4 melees.
31-40% A power coupling within the robot explodes, inflicting 2D4x10 damage to the main body.
41-50% All weapon systems are temporarily offline. One weapon comes back online every 1D6 melees.
51-60% Communication systems are permanently disabled. The robot can no longer be possessed and controlled by N.E.X.U.S., nor can it call for reinforcements.
61-70% Motor functions are severely damaged. Attacks per melee are reduced by half and combat bonuses are completely eliminated for 2D4 melees while vital systems are rerouted.
71-80% Servo controls for both arms are temporarily disabled for 3D4 melees. Any weapon systems mounted on the arms work perfectly, but the robot is unable to point them at any target until the arms are repaired.
81-90% Optics and all sensor systems are temporarily offline for 2D4 melees. Attacks per melee are reduced to 2, the robot has no initiative, and suffers a penalty of -10 to strike, parry, and dodge.
91-00% Critical strike. Double damage.
Duration: A hatched seed round will grow uncontrollably within a robot for 1D4+2 minutes. After which time it dies and its acidic enzymes become inert.
Maximum Effective Range: 3200 feet.
Rate of Fire: Each shot counts as one attack per melee.
Payload: 10 seed rounds. The Bio-Weapon will regrow one spent round every 2D6 minutes.
Bonus: +2 to strike.
Trade Value: 15,000 credits.
Sniper Note: Characters that possess the Sniper Skill are more likely to successfully puncture a robot’s armor with a seed round. If the character rolls a natural 17, 18, 19, or 20 (or 21 or higher with strike bonuses), the seed round punctures the target’s outer shell and begins growing within the robot’s internal cavity.
Why not make a smaller version that you can put into the robot through the same hoses you break using the combat spurs?
you some might think you're a but you're cool in book --Mecha-Viper
BEST IDEA EVER!!! -- The Galactus Kid
Holy crapy, you're Zer0 Kay?! --TriaxTech
Zer0 Kay is my hero. --Atramentus
The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)
BEST IDEA EVER!!! -- The Galactus Kid
Holy crapy, you're Zer0 Kay?! --TriaxTech
Zer0 Kay is my hero. --Atramentus
The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)
- Zer0 Kay
- Megaversal® Ambassador
- Posts: 13777
- Joined: Tue Jul 06, 2004 1:59 pm
- Location: Snoqualmie, WA
Re: Post Your Bio-Weapons.
slappy wrote:Here's a new thread for everyone (I'm learning the lingo). Post your Bio-Weapons. This one is just a stand alone rifle. I'll probably post the adjustments to mount it on Host Armor later.
Demon Seed Cannon (Heavy Bio-Weapon)
The Demon Seed Cannon is a large organic rifle made of thick bone plating and sinewy muscle tissue. This heavy Bio-Weapon is incredibly accurate at long range and packs impressive destructive power. The diamond-shaped round is actually a super dense seed capable of punching through heavy metal alloys like tin foil. The seed settles within the internal cavity of the robot, where close contact with metal awakens the creature inside and causes it to grow at an incredible rate. Plant-like vines snake throughout the internal systems of the robot and tightly wrap around anything they touch. The tendrils are covered in a powerful enzyme that dissolves the metal to help with digestion. The crushing tendrils and powerful acid inflicts decent damage to the internal workings of the robot, but every minute, the true damage occurs when the vines violently contract towards the core, tearing apart the circuits, wires, and vital components the tendrils had ensnared. As long as the seed has metal to feed upon, it will grow rapidly for several minutes until the accelerated development overtaxes the creature and it dies.
Despite the incredible destructive power of this weapon, it has achieved only mixed popularity within the Resistance. One shot from the Demon Seed Cannon could bring down a Battle Track given enough time, but some Splicers feel it takes a little too long to do its job (especially in the heat of battle). Another major drawback is that the seed round must puncture the thick armor of the robotic target in order to do any real damage. Unless the seed punches through into the internal cavity, it will just shatter on impact and die. This heavy organic rifle is preferred by soldiers that like to snipe at targets from the shadows and then relocate before the Machine can retaliate. Splicers that have tried to use the Demon Seed Cannon on the front lines have been torn apart while waiting for the seed round to bring the target down.
Weight: 13 lbs.
Mega-Damage: 3D8 from the seed round. If the seed does not pierce the robot’s armored shell, the round is shattered and does no additional damage. If the attacker rolls a natural 19 or 20 (or 23 or higher with strike bonuses), the seed round punches straight through the external armor and begins to rapidly grow throughout the robot’s body. The powerful enzymes covering the tendrils inflict 2D6 points of damage each melee round, plus once every minute, the vines contract violently, inflicting 5D8 points of damage to the main body as they tear apart the robot’s hydraulics, wiring, delicate circuitry, and other vital components.
When the tendrils contract, the damage inflicted upon the robot’s internal systems, electronics, and components causes additional impairment or damage (roll on the following table).
01-10% Lucked out. No additional damage.
11-20% Critical strike. Double damage.
21-30% All systems are temporarily offline, effectively paralyzing the robot for 2D4 melees.
31-40% A power coupling within the robot explodes, inflicting 2D4x10 damage to the main body.
41-50% All weapon systems are temporarily offline. One weapon comes back online every 1D6 melees.
51-60% Communication systems are permanently disabled. The robot can no longer be possessed and controlled by N.E.X.U.S., nor can it call for reinforcements.
61-70% Motor functions are severely damaged. Attacks per melee are reduced by half and combat bonuses are completely eliminated for 2D4 melees while vital systems are rerouted.
71-80% Servo controls for both arms are temporarily disabled for 3D4 melees. Any weapon systems mounted on the arms work perfectly, but the robot is unable to point them at any target until the arms are repaired.
81-90% Optics and all sensor systems are temporarily offline for 2D4 melees. Attacks per melee are reduced to 2, the robot has no initiative, and suffers a penalty of -10 to strike, parry, and dodge.
91-00% Critical strike. Double damage.
Duration: A hatched seed round will grow uncontrollably within a robot for 1D4+2 minutes. After which time it dies and its acidic enzymes become inert.
Maximum Effective Range: 3200 feet.
Rate of Fire: Each shot counts as one attack per melee.
Payload: 10 seed rounds. The Bio-Weapon will regrow one spent round every 2D6 minutes.
Bonus: +2 to strike.
Trade Value: 15,000 credits.
Sniper Note: Characters that possess the Sniper Skill are more likely to successfully puncture a robot’s armor with a seed round. If the character rolls a natural 17, 18, 19, or 20 (or 21 or higher with strike bonuses), the seed round punctures the target’s outer shell and begins growing within the robot’s internal cavity.
So you just make up your own rules for puncturing armor? Instead of the standard Palladium Rule that 1/3 of the MD to an area must be done in order to breach the armor. Before the 1/3 is done the armor remains sealed. Now I'm just wondering, I personall don't agree with the 1/3 rule. Why because it makes the so called AP missiles and rounds in other games useless they should just be shaped charge rounds and missiles at that point.
Other than that I like it though others would consider it munchkinism.
you some might think you're a but you're cool in book --Mecha-Viper
BEST IDEA EVER!!! -- The Galactus Kid
Holy crapy, you're Zer0 Kay?! --TriaxTech
Zer0 Kay is my hero. --Atramentus
The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)
BEST IDEA EVER!!! -- The Galactus Kid
Holy crapy, you're Zer0 Kay?! --TriaxTech
Zer0 Kay is my hero. --Atramentus
The Zer0 of Kay, who started this fray,
Kept us laughing until the end. -The Fifth Business (In loving Memory of the teleport thread)
I modeled the puncture rules after the Tendril Injector straight out of the Splicers RPG. In fact, I made it harder to puncture armor than the Tendril Injector rules (which have the official Palladium stamp of approval). I think the weapon is pretty balanced. It does insane amounts of damage only if it makes the perfect shot (there is only a 10% chance of rolling a 19 or 20). Otherwise it's a mere 3D8 total. Plus once the round does score a perfect hit, it takes a long time to do damage. Compared to other weapons in Splicers it is quite comparable. This one does more damage, but other weapons do nearly as much damage at four times the speed. And this one is not guaranteed to inflict big numbers while other weapons are.
Clinger Missile
An Organic Rocket can be further enhanced into a Clinger Missile. The small protruding point of the Organic Rocket evolves to look like an upside down starfish. These starfish-like pseudo pods allow the missile to lock tight against any surface. The Clinger Missile tracks down and rams into its target at full speed, adheres to it with its pseudo pods, and then a millisecond after attaching to its target, it detonates. Unlike standard Organic Rockets, the unique design of the Clinger Missile directs the majority of the explosive force inward like a shaped charge. This drastically increases its destructive power, but it does decrease the blast radius. In the center of the pseudo pods is the same neurological bundle and eye that is found in the Organic Rocket, so the Clinger Missile can also continue to track down its target if it misses. However, the pseudo pods decrease the aerodynamics of the missile, so it is not quite as maneuverable as a standard Organic Rocket. The Clinger Missile has one attack per melee and has bonuses of +4 to strike and dodge, until it strikes its target, is shot down, or until it dies within 2D4 melee rounds after being launched.
M.D.C. of the Rockets: 13 M.D.C. points, but the missile is a small target and is -3 to hit on a “Called Shot” when still located on the Host Armor. After launching, each missile is treated the same as a high-tech mini-missile and can be shot down as normal.
Mega-Damage: 8D10 per individual missile fired with a blast radius of 5 feet. The directed blast has a 20% chance of temporarily scrambling a robot’s internal circuitry. If this occurs, the robot is stunned for 1D4 melee rounds, loses one attack per melee round, and suffers penalties of -2 to strike, parry, and dodge. Note: The chance of stunning the robot is increased by 5% for every additional Clinger Missile in a volley.
Maximum Effective Range: One mile.
Rate of Fire: One at a time or in volleys of 2, 4, 6 or up to the number located on that particular Host Armor. Whether a single missile or an entire volley is fired, it counts as one melee attack. Roll once to strike, either all the missiles in the volley hit or they all miss.
Payload: Based on the number of Organic Rockets enhanced into Clinger Missiles. It takes 6D6 hours to regrow spent missiles.
Bonus: +4 to strike and dodge, as noted above.
Bio-E Cost: 8 points per Clinger Missile.
Prerequisite: An Organic Rocket, which transforms (grows) into a Clinger Missile.
An Organic Rocket can be further enhanced into a Clinger Missile. The small protruding point of the Organic Rocket evolves to look like an upside down starfish. These starfish-like pseudo pods allow the missile to lock tight against any surface. The Clinger Missile tracks down and rams into its target at full speed, adheres to it with its pseudo pods, and then a millisecond after attaching to its target, it detonates. Unlike standard Organic Rockets, the unique design of the Clinger Missile directs the majority of the explosive force inward like a shaped charge. This drastically increases its destructive power, but it does decrease the blast radius. In the center of the pseudo pods is the same neurological bundle and eye that is found in the Organic Rocket, so the Clinger Missile can also continue to track down its target if it misses. However, the pseudo pods decrease the aerodynamics of the missile, so it is not quite as maneuverable as a standard Organic Rocket. The Clinger Missile has one attack per melee and has bonuses of +4 to strike and dodge, until it strikes its target, is shot down, or until it dies within 2D4 melee rounds after being launched.
M.D.C. of the Rockets: 13 M.D.C. points, but the missile is a small target and is -3 to hit on a “Called Shot” when still located on the Host Armor. After launching, each missile is treated the same as a high-tech mini-missile and can be shot down as normal.
Mega-Damage: 8D10 per individual missile fired with a blast radius of 5 feet. The directed blast has a 20% chance of temporarily scrambling a robot’s internal circuitry. If this occurs, the robot is stunned for 1D4 melee rounds, loses one attack per melee round, and suffers penalties of -2 to strike, parry, and dodge. Note: The chance of stunning the robot is increased by 5% for every additional Clinger Missile in a volley.
Maximum Effective Range: One mile.
Rate of Fire: One at a time or in volleys of 2, 4, 6 or up to the number located on that particular Host Armor. Whether a single missile or an entire volley is fired, it counts as one melee attack. Roll once to strike, either all the missiles in the volley hit or they all miss.
Payload: Based on the number of Organic Rockets enhanced into Clinger Missiles. It takes 6D6 hours to regrow spent missiles.
Bonus: +4 to strike and dodge, as noted above.
Bio-E Cost: 8 points per Clinger Missile.
Prerequisite: An Organic Rocket, which transforms (grows) into a Clinger Missile.
Not exaclty a weapon, but I didn't feel like starting a new thread for Bio-Enhancements.
Eye Spy
The Eye Spy is the ultimate surveillance tool. It looks like an average sized snail with a human eye mounted on its back instead of a snail shell. The organism can be grown anywhere on the Host Armor, but most people like to place it on their back. The eye is fully functional, and the pilot of the armor can see everything it does. The basic version only has normal vision, but it can receive any type of visual Bio-Enhancement. The real power of the Eye Spy becomes apparent when the pilot plucks it off his body. A special built-in Bio Comm continues to transmit the visual data back to the Host Armor even when the two are separated. The pilot can even see through this eye when the two are 6 miles apart. The organism can be placed on any surface and can even move about on its own with a Speed Factor of 6. The Host Armor pilot controls its movements through the same Bio Comm link.
The Eye Spy is a part of the Host Armor and can exist indefinitely while attached, but once it is removed, the snail-like creature can only live for one hour before it dies of starvation. Once the Eye Spy is removed, it cannot be put back. It can cling to the side of the Host Armor, but it will still die after one hour. Fortunately, lost Eye Spies will regrow in the usual location on the Host Armor after 3D8 hours.
M.D.C. of the Eye: 3 M.D.C. points, but the Eye Spy is a very small target and is -4 to hit on a “Called Shot” when still located on the Host Armor. The same penalty still applies when the organism is operating on its own. However, it is relatively easy to hit if targeted with an area effect weapon (no penalty).
Bonus: +1 on initiative, +1 to parry and dodge, plus an Eye Spy located on the back of the Host Armor makes it impossible for the armor to be attacked from behind.
Bio-E Cost: 50 points per Eye Spy.
Prerequisite: None
Eye Spy
The Eye Spy is the ultimate surveillance tool. It looks like an average sized snail with a human eye mounted on its back instead of a snail shell. The organism can be grown anywhere on the Host Armor, but most people like to place it on their back. The eye is fully functional, and the pilot of the armor can see everything it does. The basic version only has normal vision, but it can receive any type of visual Bio-Enhancement. The real power of the Eye Spy becomes apparent when the pilot plucks it off his body. A special built-in Bio Comm continues to transmit the visual data back to the Host Armor even when the two are separated. The pilot can even see through this eye when the two are 6 miles apart. The organism can be placed on any surface and can even move about on its own with a Speed Factor of 6. The Host Armor pilot controls its movements through the same Bio Comm link.
The Eye Spy is a part of the Host Armor and can exist indefinitely while attached, but once it is removed, the snail-like creature can only live for one hour before it dies of starvation. Once the Eye Spy is removed, it cannot be put back. It can cling to the side of the Host Armor, but it will still die after one hour. Fortunately, lost Eye Spies will regrow in the usual location on the Host Armor after 3D8 hours.
M.D.C. of the Eye: 3 M.D.C. points, but the Eye Spy is a very small target and is -4 to hit on a “Called Shot” when still located on the Host Armor. The same penalty still applies when the organism is operating on its own. However, it is relatively easy to hit if targeted with an area effect weapon (no penalty).
Bonus: +1 on initiative, +1 to parry and dodge, plus an Eye Spy located on the back of the Host Armor makes it impossible for the armor to be attacked from behind.
Bio-E Cost: 50 points per Eye Spy.
Prerequisite: None
Last edited by slappy on Wed Jan 12, 2005 6:36 pm, edited 1 time in total.
Seed Cannon Bio-Enhancements
These enormous organic rifles are capable of launching their unique munitions with impressive accuracy over a tremendous distance. The diamond-shaped round is actually a super dense seed designed to punch through the outer hull of a robot without traveling all the way through and out the other side. The real damage from these projectiles occurs when the seed round settles within the chest cavity of its metallic target. The round lays dormant until it comes into direct contact with metal. Once this happens, the seed sprouts open and releases its contents into the internal components of the robot. Seed Cannons have only achieved mixed popularity within the Resistance. In the hands of a skilled marksman, they do impressive damage, but more often than not, the round shatters on impact and inflicts relatively little damage. These giant rifles can only be mounted on the shoulder of the Host Armor (one cannon can be mounted on each shoulder). When not in use, the six to seven foot long cannon swivels behind the armor and clings tight to the back. A simple mental command triggers a powerful muscle contraction that snaps the cannon into firing position. Many opponents have been surprised by how quickly a Seed Cannon can be brought to bear (+2 on initiative when activating this quick draw).
M.D.C. of the Cannon: 1D6x10+60
Length of the Seed Cannon: 6-7 feet
Acid Seed Cannon: This cannon fires a hollow seed round filled with a powerful acid. The acid is devastating to metals and other inorganic material, but is relatively harmless to humans. The hollow round is more likely to shatter on impact than other seed rounds, but on a positive note, the explosive impact sprays a 10-foot area with a fine corrosive mist.
M.D.C. of the Seed: 4D4 each
Mega-Damage: 4D8 from the seed round. If the seed does not pierce the robot’s armored shell, the round shatters on impact and creates a fine mist of powerful acid. Everything within a 10-foot area suffers 1D8 damage per melee round for 1D4 melees. The acidic mist only inflicts 1D4 S.D.C. to organic tissue. If the attacker rolls a natural 20 (or 24 or higher with strike bonuses, or only 17 or higher if the M.D.C. of the Main Body has been reduced by 50 percent), the seed round punches straight through the external armor and releases its acidic payload directly into the internal circuitry of the robot. This inflicts an additional 5D8 damage every melee round for 1D4+1 melees. The melted circuits and components will temporarily impair the robot’s motor functions until the damaged systems can be repaired or rerouted. The robot loses one attack per melee and is -2 to strike, parry, and dodge for 1D4 melee rounds.
Note: The seed round will not open if fired into an organic target.
Duration: The acid burns for 1D4+1 melee rounds.
Rate of Fire: Each shot counts as one attack per melee.
Maximum Effective Range: 3800 feet.
Payload: 15 seed rounds. The Host Armor can produce one replacement seed round every 2D6 minutes.
Bonus: +2 to strike.
Bio-E Cost: 50 points.
Prerequisite: None.
Sniper Note: Characters that possess the Sniper Skill are more likely to successfully puncture a robot’s armor with a seed round. If the character rolls a natural 18, 19, or 20 (or 21 or higher with strike bonuses, or only 16 or higher if the M.D.C. of the Main Body has been reduced by 50 percent), the seed round punctures the target’s outer shell and begins growing within the robot’s internal cavity.
Demon Seed Cannon: The cannon itself does not change, but the payload becomes something rather unique. Instead of a hollow shell that simply dumps acid on the delicate circuitry within the robot’s frame, the seed round evolves into a plant-like creature that quickly grows when it comes into contact with a metallic food source. Powerful tendrils snake throughout every inch of the robot and tightly wrap around anything they touch. The tendrils are covered in a powerful enzyme that dissolves the metal so it can be digested by the rapidly growing creature. The crushing tendrils and powerful acid inflicts decent damage to the internal workings of the robot, but every minute, the true damage occurs when the vines violently contract towards the core, tearing apart the circuits, wires, and vital components the tendrils had ensnared. As long as the seed has metal to feed upon, it will grow rapidly for several minutes until the accelerated development overtaxes the creature and it dies. This is the most powerful version of the Seed Cannon, but many Splicers shy away from this Bio-Enhancement because the Demon Seed takes so long to take down its target (especially in the heat of battle). Another major drawback is that unless the seed punches through into the internal cavity, it will just shatter on impact and die. There is no possibility of residual damage from a shattered seed like with the acid rounds. It is still an excellent weapon for Splicers that prefer to snipe at their targets from the shadows. Advocates of this cannon always point out that even one Demon Seed round can bring down an Assault Slayer given enough time.
M.D.C. of the Seed: 8D4 each.
Mega-Damage: 4D8 from the seed round. If the seed does not pierce the robot’s armored shell, the round is shattered and does no additional damage. If the attacker rolls a natural 19 or 20 (or 23 or higher with strike bonuses, or only 16 or higher if the M.D.C. of the Main Body has been reduced by 50 percent), the seed round punches straight through the external armor and begins to rapidly grow throughout the robot’s body. The powerful enzymes covering the tendrils inflict 2D8 points of damage each melee round, plus once every minute, the vines contract violently, inflicting 5D8 points of damage to the main body as they tear apart the robot’s hydraulics, wiring, delicate circuitry, and other vital components.
When the tendrils contract, the damage inflicted upon the robot’s internal systems, electronics, and components causes additional impairment or damage (roll on the following table).
01-10% Lucked out. No additional damage.
11-20% Critical strike. Double damage.
21-30% All systems are temporarily offline, effectively paralyzing the robot for 2D4 melees.
31-40% A power coupling within the robot explodes, inflicting 2D4x10 damage to the main body.
41-50% All weapon systems are temporarily offline. One weapon comes back online every 1D6 melees.
51-60% Communication systems are permanently disabled. The robot can no longer be possessed and controlled by N.E.X.U.S. or call for reinforcements.
61-70% Motor functions are severely damaged. Attacks per melee are reduced by half and combat bonuses are completely eliminated for 2D4 melees while vital systems are rerouted.
71-80% Servo controls for both arms are temporarily disabled for 3D4 melees. Any weapon systems mounted on the arms work perfectly, but the robot is unable to point them at any target until the arms are repaired.
81-90% Optics and all sensor systems are temporarily offline for 2D4 melees. Attacks per melee are reduced to two, the robot has no initiative, and suffers a penalty of -10 to strike, parry, and dodge.
91-00% Critical strike. Double damage.
Duration: A hatched seed round will grow uncontrollably within a robot for 1D4+2 minutes. After which time it dies and its acidic enzymes become inert.
Rate of Fire: Each shot counts as one attack per melee.
Maximum Effective Range: 3800 feet.
Payload: 10 seed rounds. The Host Armor can produce one replacement seed round every 3D6 minutes.
Bonus: +2 to strike.
Bio-E Cost: 40 points.
Prerequisite: Acid Seed Cannon, which is replaced by (grows into) the Demon Seed Cannon.
Sniper Note: Characters that possess the Sniper Skill are more likely to successfully puncture a robot’s armor with a seed round. If the character rolls a natural 17, 18, 19, or 20 (or 21 or higher with strike bonuses, or only 14 or higher if the M.D.C. of the Main Body has been reduced by 50 percent), the seed round punctures the target’s outer shell and begins growing within the robot’s internal cavity.
These enormous organic rifles are capable of launching their unique munitions with impressive accuracy over a tremendous distance. The diamond-shaped round is actually a super dense seed designed to punch through the outer hull of a robot without traveling all the way through and out the other side. The real damage from these projectiles occurs when the seed round settles within the chest cavity of its metallic target. The round lays dormant until it comes into direct contact with metal. Once this happens, the seed sprouts open and releases its contents into the internal components of the robot. Seed Cannons have only achieved mixed popularity within the Resistance. In the hands of a skilled marksman, they do impressive damage, but more often than not, the round shatters on impact and inflicts relatively little damage. These giant rifles can only be mounted on the shoulder of the Host Armor (one cannon can be mounted on each shoulder). When not in use, the six to seven foot long cannon swivels behind the armor and clings tight to the back. A simple mental command triggers a powerful muscle contraction that snaps the cannon into firing position. Many opponents have been surprised by how quickly a Seed Cannon can be brought to bear (+2 on initiative when activating this quick draw).
M.D.C. of the Cannon: 1D6x10+60
Length of the Seed Cannon: 6-7 feet
Acid Seed Cannon: This cannon fires a hollow seed round filled with a powerful acid. The acid is devastating to metals and other inorganic material, but is relatively harmless to humans. The hollow round is more likely to shatter on impact than other seed rounds, but on a positive note, the explosive impact sprays a 10-foot area with a fine corrosive mist.
M.D.C. of the Seed: 4D4 each
Mega-Damage: 4D8 from the seed round. If the seed does not pierce the robot’s armored shell, the round shatters on impact and creates a fine mist of powerful acid. Everything within a 10-foot area suffers 1D8 damage per melee round for 1D4 melees. The acidic mist only inflicts 1D4 S.D.C. to organic tissue. If the attacker rolls a natural 20 (or 24 or higher with strike bonuses, or only 17 or higher if the M.D.C. of the Main Body has been reduced by 50 percent), the seed round punches straight through the external armor and releases its acidic payload directly into the internal circuitry of the robot. This inflicts an additional 5D8 damage every melee round for 1D4+1 melees. The melted circuits and components will temporarily impair the robot’s motor functions until the damaged systems can be repaired or rerouted. The robot loses one attack per melee and is -2 to strike, parry, and dodge for 1D4 melee rounds.
Note: The seed round will not open if fired into an organic target.
Duration: The acid burns for 1D4+1 melee rounds.
Rate of Fire: Each shot counts as one attack per melee.
Maximum Effective Range: 3800 feet.
Payload: 15 seed rounds. The Host Armor can produce one replacement seed round every 2D6 minutes.
Bonus: +2 to strike.
Bio-E Cost: 50 points.
Prerequisite: None.
Sniper Note: Characters that possess the Sniper Skill are more likely to successfully puncture a robot’s armor with a seed round. If the character rolls a natural 18, 19, or 20 (or 21 or higher with strike bonuses, or only 16 or higher if the M.D.C. of the Main Body has been reduced by 50 percent), the seed round punctures the target’s outer shell and begins growing within the robot’s internal cavity.
Demon Seed Cannon: The cannon itself does not change, but the payload becomes something rather unique. Instead of a hollow shell that simply dumps acid on the delicate circuitry within the robot’s frame, the seed round evolves into a plant-like creature that quickly grows when it comes into contact with a metallic food source. Powerful tendrils snake throughout every inch of the robot and tightly wrap around anything they touch. The tendrils are covered in a powerful enzyme that dissolves the metal so it can be digested by the rapidly growing creature. The crushing tendrils and powerful acid inflicts decent damage to the internal workings of the robot, but every minute, the true damage occurs when the vines violently contract towards the core, tearing apart the circuits, wires, and vital components the tendrils had ensnared. As long as the seed has metal to feed upon, it will grow rapidly for several minutes until the accelerated development overtaxes the creature and it dies. This is the most powerful version of the Seed Cannon, but many Splicers shy away from this Bio-Enhancement because the Demon Seed takes so long to take down its target (especially in the heat of battle). Another major drawback is that unless the seed punches through into the internal cavity, it will just shatter on impact and die. There is no possibility of residual damage from a shattered seed like with the acid rounds. It is still an excellent weapon for Splicers that prefer to snipe at their targets from the shadows. Advocates of this cannon always point out that even one Demon Seed round can bring down an Assault Slayer given enough time.
M.D.C. of the Seed: 8D4 each.
Mega-Damage: 4D8 from the seed round. If the seed does not pierce the robot’s armored shell, the round is shattered and does no additional damage. If the attacker rolls a natural 19 or 20 (or 23 or higher with strike bonuses, or only 16 or higher if the M.D.C. of the Main Body has been reduced by 50 percent), the seed round punches straight through the external armor and begins to rapidly grow throughout the robot’s body. The powerful enzymes covering the tendrils inflict 2D8 points of damage each melee round, plus once every minute, the vines contract violently, inflicting 5D8 points of damage to the main body as they tear apart the robot’s hydraulics, wiring, delicate circuitry, and other vital components.
When the tendrils contract, the damage inflicted upon the robot’s internal systems, electronics, and components causes additional impairment or damage (roll on the following table).
01-10% Lucked out. No additional damage.
11-20% Critical strike. Double damage.
21-30% All systems are temporarily offline, effectively paralyzing the robot for 2D4 melees.
31-40% A power coupling within the robot explodes, inflicting 2D4x10 damage to the main body.
41-50% All weapon systems are temporarily offline. One weapon comes back online every 1D6 melees.
51-60% Communication systems are permanently disabled. The robot can no longer be possessed and controlled by N.E.X.U.S. or call for reinforcements.
61-70% Motor functions are severely damaged. Attacks per melee are reduced by half and combat bonuses are completely eliminated for 2D4 melees while vital systems are rerouted.
71-80% Servo controls for both arms are temporarily disabled for 3D4 melees. Any weapon systems mounted on the arms work perfectly, but the robot is unable to point them at any target until the arms are repaired.
81-90% Optics and all sensor systems are temporarily offline for 2D4 melees. Attacks per melee are reduced to two, the robot has no initiative, and suffers a penalty of -10 to strike, parry, and dodge.
91-00% Critical strike. Double damage.
Duration: A hatched seed round will grow uncontrollably within a robot for 1D4+2 minutes. After which time it dies and its acidic enzymes become inert.
Rate of Fire: Each shot counts as one attack per melee.
Maximum Effective Range: 3800 feet.
Payload: 10 seed rounds. The Host Armor can produce one replacement seed round every 3D6 minutes.
Bonus: +2 to strike.
Bio-E Cost: 40 points.
Prerequisite: Acid Seed Cannon, which is replaced by (grows into) the Demon Seed Cannon.
Sniper Note: Characters that possess the Sniper Skill are more likely to successfully puncture a robot’s armor with a seed round. If the character rolls a natural 17, 18, 19, or 20 (or 21 or higher with strike bonuses, or only 14 or higher if the M.D.C. of the Main Body has been reduced by 50 percent), the seed round punctures the target’s outer shell and begins growing within the robot’s internal cavity.
Tentacle Bio-Enhancements
Additional tentacles can be further enhanced from simple tools into devastating weapons. They retain their usual dexterity and abilities, but they are now capable of delivering powerful whipping strikes or gouging bites.
Barbed Tentacles: The tips of the tentacles have been enhanced with a wicked bone hook, and the musculature has been modified to deliver a powerful whipping strike.
Additional M.D.C. for the Tentacle: +1D6 each.
Mega-Damage: 2D8 per tentacle whip. Up to 4 tentacles can whip the same target for a combined damage of 8D8.
Bonuses: +2 to strike and +1 to parry in addition to the standard bonuses from the original pair. Each pair of Barbed Tentacles also grants an additional +1 to entangle.
Bio-E Cost: 5 points per pair.
Prerequisite: Additional Pair of Tentacles that is replaced by (grows into) a pair of Barbed Tentacles.
Devouring Tentacles: The bone hooks on the tips of the Barbed Tentacles can be further modified into gaping mouths filled with razor sharp teeth. These fearsome tentacles can be used to rip and tear their prey to shreds, or the Host Armor can actually use them to feed.
Additional M.D.C. for the Tentacle: +2D6 each.
Mega-Damage: 3D8 per bite. Up to 4 tentacles can attack the same target for a combined damage of 12D8.
Bonuses: +2 to horror factor in addition to the standard bonuses from Barbed Tentacles.
Bio-E Cost: 5 points per pair.
Prerequisite: Barbed Tentacles that are replaced by (grows into) a pair of Devouring Tentacles.
Independence: This is the ultimate enhancement for tentacle limbs. The limb evolves into a symbiotic creature capable of thinking and fighting independently of the Host Armor. It will alert the pilot of potential threats, attack enemies on its own, and even defend the armor when the pilot is rendered unconscious. Of course, the tentacle is still a part of the armor and cannot survive on its own. The creature knows this and will fight to defend the Host Armor even over its own preservation. Since the brain of the symbiotic tentacle is actually located inside the suit of Host Armor, a severed tentacle will regenerate completely given enough time. The symbiotic tentacle knows that the Host Armor must survive in order to preserve its own life. This means the tentacle will even sacrifice itself to protect the Host Armor. The pilot can seize control when he needs to use the limb, but most pilots will simply let the tentacle do its own thing. Each tentacle grows its own independent brain at the base of the tentacle and a row of twelve tiny black bead-like eyes along each side of the tip. The visual range of these eyes is only 100 feet, but that is more than adequate for the symbiotes.
Additional M.D.C. for the Tentacle: +1D6 each plus a severed tentacle will completely regenerate within 3D8 hours.
Bonuses: The tentacle itself possesses two attacks per melee and bonuses of +4 on initiative, +4 to strike, +4 to parry, and +3 to dodge. Multiple symbiotic tentacles can engage the same target, but each tentacle must roll to strike independently. The previous bonuses for the tentacles only apply when they are controlled by the Host Armor pilot. The pilot also gains a bonus of +4 on initiative and cannot be surprised from behind.
Bio-E Cost: 30 points per pair.
Prerequisite: Devouring Tentacles that are replaced by (grows into) a pair of symbiotic tentacles.
Additional tentacles can be further enhanced from simple tools into devastating weapons. They retain their usual dexterity and abilities, but they are now capable of delivering powerful whipping strikes or gouging bites.
Barbed Tentacles: The tips of the tentacles have been enhanced with a wicked bone hook, and the musculature has been modified to deliver a powerful whipping strike.
Additional M.D.C. for the Tentacle: +1D6 each.
Mega-Damage: 2D8 per tentacle whip. Up to 4 tentacles can whip the same target for a combined damage of 8D8.
Bonuses: +2 to strike and +1 to parry in addition to the standard bonuses from the original pair. Each pair of Barbed Tentacles also grants an additional +1 to entangle.
Bio-E Cost: 5 points per pair.
Prerequisite: Additional Pair of Tentacles that is replaced by (grows into) a pair of Barbed Tentacles.
Devouring Tentacles: The bone hooks on the tips of the Barbed Tentacles can be further modified into gaping mouths filled with razor sharp teeth. These fearsome tentacles can be used to rip and tear their prey to shreds, or the Host Armor can actually use them to feed.
Additional M.D.C. for the Tentacle: +2D6 each.
Mega-Damage: 3D8 per bite. Up to 4 tentacles can attack the same target for a combined damage of 12D8.
Bonuses: +2 to horror factor in addition to the standard bonuses from Barbed Tentacles.
Bio-E Cost: 5 points per pair.
Prerequisite: Barbed Tentacles that are replaced by (grows into) a pair of Devouring Tentacles.
Independence: This is the ultimate enhancement for tentacle limbs. The limb evolves into a symbiotic creature capable of thinking and fighting independently of the Host Armor. It will alert the pilot of potential threats, attack enemies on its own, and even defend the armor when the pilot is rendered unconscious. Of course, the tentacle is still a part of the armor and cannot survive on its own. The creature knows this and will fight to defend the Host Armor even over its own preservation. Since the brain of the symbiotic tentacle is actually located inside the suit of Host Armor, a severed tentacle will regenerate completely given enough time. The symbiotic tentacle knows that the Host Armor must survive in order to preserve its own life. This means the tentacle will even sacrifice itself to protect the Host Armor. The pilot can seize control when he needs to use the limb, but most pilots will simply let the tentacle do its own thing. Each tentacle grows its own independent brain at the base of the tentacle and a row of twelve tiny black bead-like eyes along each side of the tip. The visual range of these eyes is only 100 feet, but that is more than adequate for the symbiotes.
Additional M.D.C. for the Tentacle: +1D6 each plus a severed tentacle will completely regenerate within 3D8 hours.
Bonuses: The tentacle itself possesses two attacks per melee and bonuses of +4 on initiative, +4 to strike, +4 to parry, and +3 to dodge. Multiple symbiotic tentacles can engage the same target, but each tentacle must roll to strike independently. The previous bonuses for the tentacles only apply when they are controlled by the Host Armor pilot. The pilot also gains a bonus of +4 on initiative and cannot be surprised from behind.
Bio-E Cost: 30 points per pair.
Prerequisite: Devouring Tentacles that are replaced by (grows into) a pair of symbiotic tentacles.
Impersonation Skin
This Bio-Enhancement allows the Host Armor to rapidly alter its appearance in order to impersonate another suit of Host Armor. The skin does not just generate a simple illusion, but rather it quickly creates real physical changes. The armor can perfectly replicate the color pattern and physical characteristics of any suit of armor, including spines, blades, spikes, and even Bio-Weapons and additional limbs. The changes look and feel convincing, but they are not fully functional. Copied Bio-Weapons and extra limbs are just solid chunks of useless tissue. The weapons cannot move or fire and extra limbs just rest limply along the side of the body. The limbs do hang in a natural semi-flexed position, so at least they appear as though they are resting rather than looking like dead limbs stuck to the side of the body. Copied spines, spikes, and bone blades can be used as actual weapons, but they are inferior versions of the real thing. They only inflict one quarter the normal damage and possess half the usual M.D.C. The purpose of the Impersonation Skin is espionage, not combat, so replicated weapons are rather ineffective in battle. On a similar note, the Impersonation Skin can only grow Bio-Weapons and additional limbs, it cannot hide them. This means a suit of Host Armor enhanced with a Bore Cannon or a Forearm Bone Sword cannot hide these weapons when trying to copy a suit of Host Armor that does not have them. Host Armor pilots that use Impersonation Skin can only arm their suit with low profile Bio-Weapons like Lightning Dischargers, Plasma Breath, or other weapons that do not have an obvious barrel or firing port.
The Host Armor pilot determines what physical changes the Impersonation Skin will grow by mentally picturing what he wants the disguise to look like. If the pilot is able to visually study the subject he wishes to copy, then the disguise will be 90% accurate (the disguise will never be perfect, so this is the best he can do). Trying to recall an image from memory drastically decreases the accuracy of the disguise. However, Host Armor pilots do become more proficient at recalling the little details with practice, so this skill does improve over time. The base percentage of creating an accurate disguise from memory is 30% plus 3% per level of experience, but characters with the Art Skill do receive a one time bonus of +15% to their disguise skill roll. Whether the pilot is studying the subject or trying to copy him from memory, it only takes 1D4+2 melee rounds to completely replicate another suit of Host Armor. The physical appearance may be perfect, but the Impersonation Skin does not disguise the pilot’s voice, nor can it replicate the mannerisms, body language, or knowledge of the subject. Extra training is required to turn the Host Armor pilot into the ultimate infiltrator.
Note: This enhancement can only be applied to Host Armor.
Bio-E Cost: 50 points.
Prerequisite: Chameleon Skin and Super Regeneration (both of which are kept; it does not replace them).
This Bio-Enhancement allows the Host Armor to rapidly alter its appearance in order to impersonate another suit of Host Armor. The skin does not just generate a simple illusion, but rather it quickly creates real physical changes. The armor can perfectly replicate the color pattern and physical characteristics of any suit of armor, including spines, blades, spikes, and even Bio-Weapons and additional limbs. The changes look and feel convincing, but they are not fully functional. Copied Bio-Weapons and extra limbs are just solid chunks of useless tissue. The weapons cannot move or fire and extra limbs just rest limply along the side of the body. The limbs do hang in a natural semi-flexed position, so at least they appear as though they are resting rather than looking like dead limbs stuck to the side of the body. Copied spines, spikes, and bone blades can be used as actual weapons, but they are inferior versions of the real thing. They only inflict one quarter the normal damage and possess half the usual M.D.C. The purpose of the Impersonation Skin is espionage, not combat, so replicated weapons are rather ineffective in battle. On a similar note, the Impersonation Skin can only grow Bio-Weapons and additional limbs, it cannot hide them. This means a suit of Host Armor enhanced with a Bore Cannon or a Forearm Bone Sword cannot hide these weapons when trying to copy a suit of Host Armor that does not have them. Host Armor pilots that use Impersonation Skin can only arm their suit with low profile Bio-Weapons like Lightning Dischargers, Plasma Breath, or other weapons that do not have an obvious barrel or firing port.
The Host Armor pilot determines what physical changes the Impersonation Skin will grow by mentally picturing what he wants the disguise to look like. If the pilot is able to visually study the subject he wishes to copy, then the disguise will be 90% accurate (the disguise will never be perfect, so this is the best he can do). Trying to recall an image from memory drastically decreases the accuracy of the disguise. However, Host Armor pilots do become more proficient at recalling the little details with practice, so this skill does improve over time. The base percentage of creating an accurate disguise from memory is 30% plus 3% per level of experience, but characters with the Art Skill do receive a one time bonus of +15% to their disguise skill roll. Whether the pilot is studying the subject or trying to copy him from memory, it only takes 1D4+2 melee rounds to completely replicate another suit of Host Armor. The physical appearance may be perfect, but the Impersonation Skin does not disguise the pilot’s voice, nor can it replicate the mannerisms, body language, or knowledge of the subject. Extra training is required to turn the Host Armor pilot into the ultimate infiltrator.
Note: This enhancement can only be applied to Host Armor.
Bio-E Cost: 50 points.
Prerequisite: Chameleon Skin and Super Regeneration (both of which are kept; it does not replace them).
Slinger
A Slinger is a Bio-Tech bow made of bone, muscle, and sinew with a taught tendon that acts as the bow string. The unique design works in tandem with the wielder to dramatically increase the velocity, range, and power of the arrow. When the bow string is released, the bow arms spring forward while the bow string contracts. These powerful muscle contractions work in unison with the archer’s release to propel the arrow at near super-sonic speeds. When not in use, the arms of the bow fold together to allow for easy storage.
Weight: 6 lbs.
Mega-Damage: Triples the normal damage of any arrow fired from the organic bow. Typically uses High Frequency Arrows which normally inflict 1D6 M.D. When fired from the Slinger, damage is 3D6 M.D.
Maximum Effective Range: 1800 feet.
Rate of Fire: Equal to the Archery Skill of the wielder.
Bonus: +2 to strike
Trade Value: 3000 credits.
A Slinger is a Bio-Tech bow made of bone, muscle, and sinew with a taught tendon that acts as the bow string. The unique design works in tandem with the wielder to dramatically increase the velocity, range, and power of the arrow. When the bow string is released, the bow arms spring forward while the bow string contracts. These powerful muscle contractions work in unison with the archer’s release to propel the arrow at near super-sonic speeds. When not in use, the arms of the bow fold together to allow for easy storage.
Weight: 6 lbs.
Mega-Damage: Triples the normal damage of any arrow fired from the organic bow. Typically uses High Frequency Arrows which normally inflict 1D6 M.D. When fired from the Slinger, damage is 3D6 M.D.
Maximum Effective Range: 1800 feet.
Rate of Fire: Equal to the Archery Skill of the wielder.
Bonus: +2 to strike
Trade Value: 3000 credits.
I certainly hope this is Forum-legal, but a good place to look for Bio-Tech weapons and armor would be the White-Wolf game, "Trinity". A little conversion-for-private-use might be needed, but the living weapons I've come across are really cool.
Given the "limited" genetic technology of the setting, Trinity that is, they could represent the progress of less-powerful Librarians.
Given the "limited" genetic technology of the setting, Trinity that is, they could represent the progress of less-powerful Librarians.
I was looking through the hand-held weapons in the main book and I realized there were some really cool items, but for some reason they were never as fun as Host Armor or War Mounts. I finally figured out why that was. I love the War Mounts and Host Armor because they are so customizable. It makes level advancement fun (and something to really look forward to). I also realized that's why I didn't like the Scarecrows or Skinjobs that much. They don't change much as they advance. I wanted to fix both issues so I created Bio-Enhancements for hand-held weapons.
Once again, I welcome any input concerning balance. I think I did a pretty good job, but a lot of the Bio-E costs I just pulled out of my...um...head. Anyway, let me know what you think.
Hand-Held Weapon Bio-Enhancements
One of the greatest strengths of Bio-Technology is how easily it can be customized to the specifications of each individual warrior. Splicers can alter their weapons and armor to play off their personal strengths or compensate for their weaknesses. Warriors can enhance their Host Armor, Living Armor, or War Mounts in nearly any way imaginable, but until only recently, they still had to rely on stock pistols, rifles, and melee weapons. Warlords across the planet have realized that they were not truly taking advantage of all that Bio-Technology had to offer, so they authorized their Engineers to allow warriors to customize their hand-held armaments as well.
Purchasing Upgrades: Unlike Bio-Enhancements for armor, Wing Packs, and War Mounts, enhancements for hand-held weapons do not tax the physical and mental endurance of the wielder. Users do have to form a neurological connection with their weapons in order to operate them, but this is mainly done just to issue mental firing commands (it is not nearly as strenuous to the nervous system as operating Host Armor). In theory, any weapon could receive all available types of Bio-Enhancements, but the Resistance just does not have the resources to equip all their warriors with fully customized weapons. Instead, each Splicer is issued a specific amount of Bio-Energy based on their occupational class or as a reward for excellent service (typically 1D4x10 Bio-E). This method of distributing enhancements helps manage the limited resources available to each Great House, it encourages young warriors to work hard to join the elite classes, and most importantly, it reinforces heroism, loyalty, and bravery in the face of the enemy.
Some Great Houses even let their warriors purchase upgrades with credits (this is up to the GM). They figure that since there is no danger of overtaxing their nervous systems by enhancing hand-held weapons, they might as well let their warriors spend their hard-earned money improving their combat effectiveness if that is what they want (it is not like they have to save for retirement). Some Splicers do not like this type of arrangement at all. They say they oppose it because it encourages greed, but the real reason is because they do not like the idea that a lowly Roughneck could possibly build up a better rifle than a Dreadguard. Some Great Houses have more underlying class tension than others. These types of Resistance cells just tend to stick to the Bio-E system.
Available Bio-E Points: The chart below lists the total amount of Bio-E points assigned to each O.C.C. that they can use to enhance their personal armories. Some warriors pour all their enhancement points into one favorite weapon, while others spread out their upgrades across all their armaments in order to mitigate the risk of losing all their enhancements if that custom weapon is ever lost or destroyed. Custom weapons that are lost in battle will only be replaced with a stock weapon.
• Archangel: 5D6 Bio-E at level one plus 10 Bio-E at each additional level of experience starting at level 2.
• Biotic: 1D4x10+10 total. Any further enhancements can only be purchased with credits or received as a reward for excellent service.
• Butcher: 2D4x10 Bio-E at level one plus 14 Bio-E at each additional level of experience starting at level 2.
• Deliveryman: 1D6x10 Bio-E at level one plus 14 Bio-E at each additional level of experience starting at level 2.
• Dreadguard: 1D4x10 Bio-E at level one plus 10 Bio-E at each additional level of experience starting at level 2.
• Falconer: 5D6 Bio-E at level one plus 7 Bio-E at each additional level of experience starting at level 2.
• Harvester: 5D4 Bio-E at level one plus 5 Bio-E at each additional level of experience starting at level 2.
• Outrider: 5D6 Bio-E at level one plus 10 Bio-E at each additional level of experience starting at level 2.
• Militiaman: None. Stock weapons only. The only way to gain enhancements is as a reward for excellent service or by purchasing them with credits.
• Packmaster: 5D6 Bio-E at level one plus 7 Bio-E at each additional level of experience starting at level 2.
• Roughneck: 5D4 Bio-E at level one plus 5 Bio-E at each additional level of experience starting at level 2.
• Saint: They already hate using firearms and have no desire to seek customizable upgrades.
• Scarecrow: 1D6x10 Bio-E at level one plus 14 Bio-E at each additional level of experience starting at level 2.
• Skinjob: 2D4x10 Bio-E at level one plus 14 Bio-E at each additional level of experience starting at level 2.
• Swarm Lord: 5D6 Bio-E at level one plus 7 Bio-E at each additional level of experience starting at level 2.
Note Concerning the M.D.C. of Bio-Weapons: Since the Splicers RPG does not list the M.D.C. of any of the ranged weapons, just use 1D6x10+20 M.D.C. for pistols, 2D4x10+20 M.D.C. for rifles, and 3D4x10+30 M.D.C. for super heavy weapons like the Bio-Rocket Slinger. All weapons regenerate at a rate of 1D8 M.D.C. every hour.
Custom Shaping
The shape and weight of any pistol, rifle, or melee weapon can be customized to fit the wielder so that he or she may use it more effectively. Anyone attempting to use a weapon that has been customized for another wielder will receive penalties equal to the bonuses normally given to the proper user.
• Custom Grip: The grip on pistols and rifles can be modified to perfectly fit the hand of the owner, which helps the wielder counter-act recoil. Melee weapons can also be fitted with a custom grip to allow for better handling.
Bonuses: +1 to strike. Melee weapons receive an additional bonus of +1 to parry.
Bio-E Cost: 5 points.
Prerequisite: None.
Cost: 500 credits.
• Improved Balance: Weight, venting, and the general shape of the weapon can be altered to match the body type and firing style of the wielder. Melee weapons can also be rebalanced to match the fighting style of the wielder.
Bonuses: +1 to strike. Melee weapons receive an additional bonus of +1 to parry.
Bio-E Cost: 5 points.
Prerequisite: None.
Cost: 500 credits.
Form Adjustments
These enhancements also alter the shape of stock weapons, but they are not customized to any specific user.
• Folding Stock: This enhancement is usually applied to rifles, but it can also be added to pistols. Splicers that chose this enhancement generally do so because it allows for easy concealment. The wielder can extend or retract the stock with a simple metal command (counts as one melee attack).
Bonuses: +1 to strike when added to a pistol. +15% to the Concealment skill when applied to a rifle.
Bio-E Cost: 4 points.
Prerequisite: None.
Cost: 400 credits.
• Extra Grip: An additional handle can be added underneath the barrel or on the side of the weapon for additional support. It is mainly just a cosmetic change, but it does help stabilize burst firing weapons.
Bonus: +1 to strike on a burst. This bonus only applies to burst firing weapons, but it does not apply if the weapon already had two grips.
Bio-E Cost: 4 points.
Prerequisite: None.
Cost: 400 credits.
• Folding Bipod: This enhancement is usually applied to rifles. Two retractable legs are mounted beneath the barrel. They help the shooter quickly brace his weapon in order to make aimed shots. The wielder swivels the legs of the bipod open or closed with a metal command (counts as one melee attack).
Bonus: +1 to strike on an aimed shot only.
Bio-E Cost: 4 points.
Prerequisite: None.
Cost: 400 credits.
• Extendable Tripod: Heavy support weapons like Bio-Rocket Slingers and Quill Storm Cannons are usually too large to be effectively wielded by normal humans or even some suits of Host Armor. However, this enhancement allows anyone to fire one of these massive weapons without penalty (although they still may have trouble hauling it around). A large retractable tripod is mounted to the bottom of the weapon. These strong organic legs hold the weight of the weapon so that it can be fired by anyone no matter how strong they are. The wielder can extend or retract the legs of the tripod with a mental command (counts as one melee attack). While retracted, the tripod looks like a small clawed hand, but it can instantly be extended to a length of up to five feet long.
Bonus: +1 to strike on an aimed shot only.
Bio-E Cost: 8 points.
Prerequisite: None.
Trade Value: 800 credits.
• Sniper Barrel: This enhancement can only be applied to projectile firing rifles like Bore Rifles and Demon Seed Cannons. The barrel is lengthened to help increase range and accuracy, but it does make the rifle a bit more difficult to conceal (-15% to Concealment).
Bonuses: +1 to strike and increases maximum effective range by 25%.
Bio-E Cost: 10 points.
Prerequisite: Projectile firing rifles only.
Trade Value: 1000 credits.
Optical Enhancements
Ranged weapons can be fitted with a special Bio-Tech eye that acts like a rifle scope. The eye can be mounted anywhere on the top, bottom, or sides of the weapon. It is locked forward in a fixed position and is perfectly calibrated to the weapon’s trajectory (even heavy damage will not misalign the sight). Once the wielder takes hold of the grip, he can see through this eye as if it were his own. This design actually makes it even more useful than a high-tech rifle scope. The wielder can fire from the hip, over his shoulder, stick his weapon around corners and over obstacles while remaining protected, and still fire with complete accuracy. There are multiple visual enhancements available for the Targeting Eye, but it can only receive one type of enhancement. In order to modify a weapon with multiple types of optics, it must be equipped with multiple eyes. Each eye possesses an eye lid, so the wielder can close the other eyes with a simple mental command when he wants to use a specific type of vision.
• Targeting Sight: This is the basic Bio-Tech optical enhancement. The Targeting Eye is similar to an Advanced Eye. It can recognize a face or read a small sign up to one mile away, and it also possesses passive nightvision with a range of 2000 feet, and a polarized filter. The eye has a tighter peripheral field of vision than a normal eye in order to help the shooter focus on a specific target, plus the eye superimposes a small red dot in the center of the image that acts as the crosshair. This is one of the most popular upgrades for firearms since it drastically enhances the marksmanship skills of the wielder and it allows anyone to perform some impressive trick shooting.
Bonuses: +3 to strike on an aimed shot. +2 to strike when shooting wild.
Bio-E Cost: 20 points, but only 10 points for each additional Targeting Eye.
Prerequisite: None.
Cost: 2000 credits.
• Telescopic Vision: A Targeting Eye can be enhanced to allow it to zoom in on its target. This does not actually increase the range of the organic scope, but it does transmit a larger more detailed image to the shooter. This helps the wielder make more accurate sniper shots against smaller targets.
Bonuses: +3 to strike on a “called shot,” in addition to the standard bonuses for the Targeting Sight.
Bio-E Cost: 10 points.
Prerequisite: Targeting Sight.
Cost: 1000 credits.
• Infrared Vision: The Targeting Sight can be enhanced to see into the infrared range. Infrared light is used in the targeting and combat systems of the Machine’s robots. This allows the shooter to spot these normally invisible beams of light as if they were ordinary flashlights. Smoke blocks infrared sight.
Bio-E Cost: 5 points.
Prerequisite: Targeting Sight.
Cost: 500 credits.
• Thermal Vision: This enhancement enables the Targeting Sight to see the heat released by living creatures and machines. The eye can see through smoke, in total darkness, and can even see through walls. However, the range is reduced to only 2000 feet.
Bio-E Cost: 6 points.
Prerequisite: Targeting Sight.
Cost: 600 credits.
• Nightvision: The range of the passive nightvision can be increased to 5000 feet plus the eye can see in total darkness with a range of 100 feet.
Bio-E Cost: 4 points.
Prerequisite: Targeting Sight.
Cost: 400 credits.
Security Enhancements
Security Enhancements have become increasingly popular amongst Splicers that operate in areas dominated by Waste Crawlers. These predatory humans stalk Splicers to relieve them of their Bio-Tech weapons, so special care must be taken to make sure that these vile humans can never turn the Resistance’s own weapons against them. Security Enhancements prevent anyone but the owner from using the weapon. Some Security Enhancements will even injure or kill anyone that attempts to steal a protected weapon. These enhancements can be applied to any type of hand-held weapon.
• Signature Weapon: The weapon is linked to the genetic code of the owner, so that only he or she can effectively wield the weapon. Ranged weapons will not fire, and melee weapon effects like acid or high frequency energy fields will not function in the hands of a stranger. Since Host Armor is bonded to its wearer on a genetic level, this means that someone with a Signature Weapon can use it bare handed or while piloting Host Armor. Living Armor is not bonded to any specific wearer but it already has openings to allow a user to attach the necessary neurological connections required to operate hand-held Bio-Weapons, but small holes must be added to the palms of the armor to make sure any Signature Melee Weapons can read the wielder’s DNA.
Bio-E Cost: 20 points.
Prerequisite: None.
Cost: 2000 credits.
• Razor Grip Defense: For some Splicers, it is not enough to just render their weapons useless in the hands of an enemy; they want to make their foes pay for trying to turn their own guns against them. Once a pistol, rifle, or melee weapon has been turned into a Signature Weapon, the grip can be further enhanced so that it will actually attack any stranger that tries to use it. When an unrecognized person tries to use a weapon enhanced with a Razor Grip, dozens of spikes and blades spring from the grip and tear apart the thief’s hand. This attack inflicts 4D6 M.D. or S.D.C. (based on the nature of the target), and the damage is done directly to the target’s hand. If the weapon is held in one hand, then it is guaranteed that the thief will drop the stolen item. If it is held in both hands, then there is only a 01-70% chance that the thief will drop the weapon. The Razor Grip activates when the person attempts to fire a ranged weapon, or in the case of melee weapons, it activates after being held by a stranger for three melee actions.
Bio-E Cost: 10 points.
Prerequisite: Signature Weapon.
Cost: 1000 credits.
• Electro-Shock Defense (Stun): This defensive system is preferred by Splicers that like a little insurance that they will never have to stare down the barrel of their own gun, but do not feel comfortable injuring other humans. It delivers a non-lethal electric charge that stuns the thief instead of harming him. Unarmored humans lose two attacks per melee and are -4 to strike, parry, and dodge for 1D4 melee rounds. Armored humans are partially shielded from the effect, but still lose one attack per melee and suffer penalties of -2 to strike, parry, and dodge for 1D4 melee rounds. In addition to the stun effects, it is very likely (01-70%) that the electric shock will cause the thief to drop the weapon. Like the Razor Grip, the Electro-Shock Defense is activated when a stranger attempts to fire a ranged weapon or holds onto a melee weapon for three melee actions.
Bio-E Cost: 15 points.
Prerequisite: Signature Weapon.
Cost: 1500 credits.
• Electro-Shock Defense (Lethal): The Electro-Shock Defense can be strengthened so that it delivers a much more powerful charge. Unarmored humans are instantly killed, and even armored humans take significant damage from the attack. The attack inflicts 6D6 M.D. to the target’s armor and 4D6 S.D.C. to the human inside. In addition, the target is stunned for 1D4 melee rounds, loses one attack per melee, and suffers penalties of -2 to strike, parry, and dodge.
Bio-E Cost: 20 points.
Prerequisite: Electro-Shock Defense (Stun).
Cost: 2000 credits.
Weapon Attachments
Pistols, Rifles, and other Heavy Bio-Weapons can have a secondary armament grafted to it in order to create a more versatile weapon. A pistol can only have one melee weapon or one ranged weapon attached, but a rifle can be equipped with a ranged weapon and a melee weapon. These attachments count as separate weapons when it comes to additional enhancements. For instance, a Dreadguard wants to give his Bore Rifle the Mega weapon upgrade. The rifle already has an attached Chig Launcher, but the Mega upgrade will only apply to the Bore Rifle. If the Dreadguard wants the Chig Launcher to also inflict double damage, then he will have to purchase the Mega upgrade for that separately. The only enhancements that apply to the entire weapon are Custom Shaping Enhancements, Form Adjustments, Security Enhancements, and Feeding Enhancements.
• High Frequency Bayonet: A high frequency dagger can be permanently attached to the end of the weapon’s barrel. Detachable bayonets have a tendency to decrease a rifle’s accuracy, but this is not a problem with the integrated bayonet since it is actually part of the weapon.
M.D.C. of the Bayonet: 40 M.D.C.
Mega-Damage: 2D6 M.D.
Bio-E Cost: 4 points.
Prerequisite: None.
Cost: 400 credits.
• Acid-Edged Bayonet: The high frequency blade can be enhanced so that it secretes a deadly acid that is highly corrosive to metal but relatively harmless to humans. The blade generates a continuous supply of acid as needed.
M.D.C. of the Bayonet: 40 M.D.C.
Mega-Damage: 2D6 M.D. plus the acid inflicts an additional 1D6 M.D. for 1D4 melee rounds or until washed off.
Bio-E Cost: 5 points.
Prerequisite: High Frequency Bayonet.
Cost: 500 credits.
• Ripper Bayonet: This is the ultimate bayonet enhancement. The organic blade grows into a thick mass of bone, muscle, and sinew with multiple rows of two-inch long shark teeth lining the edge. Powerful muscle contractions rapidly move these teeth back and forth, which creates the Bio-Tech equivalent of a chainsaw. Unlike a high-tech chainsaw, a Ripper Bayonet is almost completely silent (at least until it starts tearing its prey apart). This deadly blade shreds its target on contact, leaving a wicked looking two-inch wide wound that is very slow to heal (heals at one quarter the normal rate).
M.D.C. of the Bayonet: 80 M.D.C.
Mega-Damage: 5D8 M.D.
Bio-E Cost: 10 points.
Prerequisite: Acid-Edged Bayonet.
Cost: 1000 credits.
• Targeting Light Cell: A small Light Cell can be mounted on any standard pistol, rifle or heavy weapon. This low profile device can project a beam of white light like an organic flashlight, or it can focus its beam into a small pinpoint that can be used as a laser sight. The wielder can switch back and forth between the two types of beams instantly with a simple mental command. The flashlight beam has a range of 300 feet, and the laser sight has a range of 1000 feet. The Light Cell does not count against the total number of Weapon Attachments that a firearm can possess, which means a rifle could have one ranged weapon, one melee weapon, and a Targeting Light Cell, but any weapon can only contain one Light Cell.
Bonus: +2 to strike.
Bio-E Cost: 10 points.
Prerequisite: None.
Cost: 1000 credits.
• Super Light Cell: A Targeting Light Cell can be further enhanced to allow it to fire a damaging laser blast, but it still retains its ability to project a flashlight beam or a laser targeting sight. In fact, the shooter can use the laser sight to help aim the laser blast before it is fired. A Super Light Cell has an effectively unlimited payload, so this enhancement is an excellent back up when the primary weapon exhausts its payload. As another bonus, the Super Light Cell can fire in conjunction with the primary weapon for a more powerful double attack.
Mega-Damage: 1D10 M.D.
Maximum Effective Range: 1000 feet.
Rate of Fire: Each blast counts as one melee attack. A dual attack from the Super Light Cell and the primary weapon also counts as one melee attack.
Payload: Effectively unlimited.
Bonus: Maintains the +2 to strike from the Targeting Light Cell.
Bio-E Cost: 15 points.
Prerequisite: Targeting Light Cell.
Cost: 1500 credits.
• Lightning Arc Blaster: A small cylindrical barrel is grafted under the weapon’s main barrel along with special musculature that runs throughout the weapon. This special tissue is capable of generating a powerful electric charge similar to that of an electric eel. This build up can then be released as a powerful lightning blast. The barrel of the Lightning Arc Blaster is designed to allow someone to grip it without suffering any damage from the electrical discharge (as long as they do not touch the front of the barrel when it fires). The extra tissue throughout the weapon also increases its overall M.D.C. by 10 percent. As another bonus, the Lightning Arc Blaster can fire in conjunction with the primary weapon for a more powerful double attack.
Mega-Damage: 3D12 M.D.
Maximum Effective Range: 75 feet.
Rate of Fire: Each blast counts as one melee attack. A dual attack from the Lightning Arc Blaster and the primary weapon also counts as one melee attack.
Payload: Effectively unlimited.
Bonus: +2 to strike on an aimed shot only.
Bio-E Cost: 40 points.
Prerequisite: None.
Trade Value: 4000 credits.
• Pod Launcher: This hard chitinous shell can only be attached to rifles and other heavy Bio-Weapons. Pod Launchers use compressed gas to fire a burst of “pods,” which resemble the seed pods of some strange plant or maybe the eggs of an insect. On impact these pods are ruptured, spraying the blast area with razor-sharp shrapnel. Pod Launchers grow their own pods, never needing reloading. These weapons are very effective, but must be used with care, due to their blast radius.
M.D.C. of the Pod Launcher: 2D4x10+10 M.D.C.
Mega-Damage: 3D8 M.D. to a 10-foot radius.
Maximum Effective Range: 300 feet.
Rate of Fire: Each shot counts as one melee attack.
Payload: Grows enough seed pods for 32 bursts per hour, automatically regenerates.
Bonus: +1 to strike per burst of pods.
Bio-E Cost: 50 points.
Prerequisite: Can only be grafted to a rifle or other Heavy Bio-Weapon.
Trade Value: 5000 credits.
• Plasma Flame Thrower: This powerful flamethrower can only be attached to a rifle, and it must be mounted underneath the barrel to make room for the weapon’s fuel tank. It has two side-by-side storage tanks that each contains a separate chemical. When fired, these two chemicals mix together with the air to form a devastating plasma spray. This short-range weapon is ideal for dealing with large concentrations of opponents. However, the flame thrower does make the rifle a bit front-heavy, which imposes a penalty of -1 to strike for the rifle itself. This problem can be corrected with the Improved Balance Enhancement (no penalty, plus the weapon receives the standard bonus of +1 to strike). If the rifle already had the Improved Balance Enhancement, then it must be taken again since the weight from the new flame thrower will negate the previous bonus.
M.D.C. of the Flame Thrower: 2D4x10+20 M.D.C.
Mega-Damage: 5D10 M.D.
Maximum Effective Range: 75 feet. The blast has a width of 6 feet.
Rate of Fire: Each blast counts as one melee attack.
Payload: 20 blasts. Automatically regenerates one blast every hour.
Bonus: +3 to strike, but this is the only bonus that applies to the Plasma Flame Thrower.
Bio-E Cost: 25 points.
Prerequisite: Can only be grafted to a rifle or other Heavy Bio-Weapon.
Cost: 2500 credits.
• Bio-Napalm Thrower: Plasma Flame Throwers can be further enhanced to project a sticky, long-lived napalm. This concentrated Mega-Damage fire does not dissipate quickly; but lasts for a period of 2D4 minutes, enough time to cook most targets. Only by wiping the sticky substance off can the target hope to survive. The bio-napalm is much thicker than the chemicals used in the Plasma Flame Thrower, so the payload is drastically reduced.
M.D.C. of the Flame Thrower: Unchanged.
Mega-Damage: A bio-napalm burst does 3D8 M.D. A concentrated plasma burst (counts as two attacks) does 1D8x10 M.D. Or the attacker can cover an area with bio-napalm: up to 10 feet can be covered with each hand to hand attack, so a character with four hand to hand attacks could affect an area of 40 feet; everybody in the area affected takes 2D8 M.D. Additionally, any target that is hit by the bio-napalm will continue to take damage: 2D8 M.D. every melee round for 2D4 minutes. The only way to save oneself from damage is to roll in the dirt or sand (water will not extinguish the bio-napalm) for one entire melee round, until the bio-napalm is rubbed off.
Maximum Effective Range: 75 feet.
Rate of Fire: Each blast counts as one melee attack.
Payload: 10 blasts. The weapon can manufacture enough bio-napalm to replace its entire payload in only 1D6 hours.
Bio-E Cost: 25 points.
Prerequisite: Plasma Flame Thrower.
Trade Value: 2500 credits.
• Chig Launcher: This simple-looking organic tube is the Bio-Tech equivalent of a grenade launcher. It can fire a standard Chig up to 800 feet. Each Chig must be hand-loaded into the base of the launcher like a shot gun shell (counts as one melee attack), and it can only hold one Chig at a time.
M.D.C. of the Chig Launcher: 1D6x10+20 M.D.C.
Mega-Damage: 5D8 M.D. to an 8-foot radius.
Maximum Effective Range: 800 feet.
Rate of Fire: Each shot counts as one melee attack.
Payload: 1 Chig. Each Chig must be manually loaded into the launcher (counts as one melee attack).
Bonus: +1 to strike.
Bio-E Cost: 10 points.
Prerequisite: None.
Cost: 1000 credits.
• Organic Rocket Launcher: A Chig Launcher can be enhanced into an Organic Rocket Launcher. The hollow organic tube grows into a solid mass with a single Organic Rocket mounted on the end. Instead of loading each projectile by hand, the launcher grows its own munitions. It may take longer to replace its payload than a Chig Launcher would, but there is no longer the expense of replacing spent ammunition.
M.D.C. of the Rockets: 11 M.D.C. points.
Mega-Damage: 4D10 M.D. with a blast radius of 6 feet.
Maximum Effective Range: 3000 feet.
Rate of Fire: Each shot counts as one melee attack.
Payload: 1 Organic Rocket. It takes 2D4 hours to regrow a spent rocket.
Bonus: +1 to strike on an aimed shot.
Bio-E Cost: 10 points.
Prerequisite: A Chig Launcher, which transforms (grows) into an Organic Rocket Launcher.
Cost: 1000 credits.
• Clinger Missile Launcher: For Splicers that prefer a precision blast compared to a large blast radius, they can further enhance their Organic Rocket into a Clinger Missile. The missile adheres to its target before it detonates with a special starfish-like pseudo pod. Once attached the missile explodes a millisecond later. This directs the blast inward like a shaped charge. It does far more damage to the intended target, but it does reduce the blast radius. Unlike the starfish shaped protrusions on Host Armor, the Clinger Missile keeps its pseudo pods folded up into a cone-shaped point until the missile is actually launched. This keeps the weapon more streamlined.
M.D.C. of the Rockets: 13 M.D.C. points.
Mega-Damage: 6D10 M.D. with a blast radius of 3 feet. The directed blast has a 15% chance of temporarily scrambling a robot’s internal circuitry. If this occurs, the robot is stunned for 1D4 melee rounds, loses one attack per melee round, and suffers penalties of -2 to strike, parry, and dodge.
Maximum Effective Range: 2800 feet.
Rate of Fire: Each shot counts as one melee attack.
Payload: 1 Clinger Missile. It takes 2D4 hours to regrow a spent missile.
Bonus: +1 to strike on an aimed shot.
Bio-E Cost: 8 points.
Prerequisite: An Organic Rocket, which transforms (grows) into a Clinger Missile.
Cost: 800 credits.
• Smart Rocket: The Organic Rockets and Clinger Missiles used in hand-held armaments are usually the “dumb” variety. They do not possess the neurological bundle that allows them to independently track down their targets like those used by War Mounts and Host Armor. However, this neurological bundle and targeting eye can be added later. Smart Rockets will continue to track down their prey until it strikes its target, is shot down, or until it dies within 2D4 melee rounds after being launched. Each rocket has one attack per melee and bonuses of +5 to strike and dodge. The pseudo pods mounted on the nose of Clinger Missiles makes them a bit less aerodynamic than Organic Rockets, so they only have bonuses of +4 to strike and dodge. Every rocket or missile attached to the weapon must be enhanced individually. This means that this enhancement must be taken eight times to fully upgrade the entire payload of a Bio-Rocket Slinger.
Bio-E Cost: 5 points per Organic Rocket or Clinger Missile.
Prerequisite: An Organic Rocket or Clinger Missile, which grows a neurological bundle and targeting eye.
Cost: 500 credits.
Ranged Weapon Upgrades
Many of these upgrades are identical to those used on Host Armor, War Mounts, Wing Packs, and other Bio-Tech weapons.
• Double Tap: This enhancement was designed as an inexpensive substitute for the Mega upgrade. Instead of doubling the power of each individual shot, this upgrade makes the weapon fire two shots within milliseconds of each other whenever the wielder mentally “pulls the trigger.” Like the Mega upgrade, this upgrade doubles the base damage inflicted by the ranged weapon, but each blast uses two shots. The Double Tap upgrade can only be applied to energy weapons.
Bio-E Cost: 15 points.
Prerequisite: None.
Cost: 1500 credits.
• Mega: This enhancement doubles the base damage inflicted by any ranged weapon.
Bio-E Cost: 50 points.
Prerequisite: None.
Cost: 5000 credits.
• Omni: This upgrade doubles the maximum effective range and also doubles the range of any possible blast radius (in the case of area effect weapons).
Bio-E Cost: 35 points.
Prerequisite: None.
Cost: 3500 credits.
• Super: This enhancement doubles the availability of weapons that can only be used a limited number of times.
Bio-E Cost: 15 points.
Prerequisite: None.
Cost: 1500 credits.
• Ultra: This upgrade doubles the payload of the weapon and reduces the time it takes to regrow its payload by half.
Bio-E Cost: 10 points.
Prerequisite: None.
Cost: 1000 credits.
Melee Weapon Upgrades
Melee weapons can also be upgraded for increased power.
• Mega: This enhancement doubles the base damage inflicted by any melee weapon.
Bio-E Cost: 40 points.
Prerequisite: None.
Cost: 4000 credits.
• Retractable Hooks: Any bladed weapon can be enhanced with a series of retractable, razor-sharp hooks that spring forth from the blade whenever the weapon pierces its target. These hooks tear into the internal circuitry (or flesh) of the target and cause horrific damage when the blade is removed. The weapon inflicts an additional 2D8 M.D. when the blade is yanked from the victim (does not count as an additional melee attack). This attack is incredibly painful to living targets. The victim is momentarily overcome with shock, loses initiative and one attack per melee, and suffers penalties of -1 to strike, parry, and dodge for one melee round. Subsequent attacks increase the duration of the penalties. Robots suffer no additional penalty.
Mega-Damage: The weapon inflicts an additional 2D8 M.D. whenever it is removed.
Bio-E Cost: 10 points.
Prerequisite: Only bladed weapons can be enhanced with Retractable Hooks.
Trade Value: 1000 credits.
• Breakaway Blade: This strange upgrade can only be applied to weapons that already possess the Retractable Hooks Bio-Enhancement. Instead of just inflicting extra damage by pulling the jagged blade out of the target, the wielder can chose to release the blade inside the victim. Once the blade is separated from the hilt, a new blade begins to grow in its place, and most importantly, the old blade grows uncontrollable within the target, tearing it apart from the inside. The organic fragment sprouts dozens of razor sharp spikes that push their way through the target for 2D4 melee rounds. They shred everything in their path until the rapid growth rate overtaxes the severed blade and it dies. However, the network of bone spikes left within the target will remain until they are surgically removed. The spikes seriously impair mobility for robots and living organisms. Anyone struck with a Breakaway Blade will suffer penalties of -3 to strike, parry, and dodge and will have two less attacks per melee round until the organic weapon is surgically removed. Humans wearing armor (even Host Armor) may also be impaled by several of the spikes (01-45% chance) as they snake throughout the target. In this case, the human inside suffers 3D6 S.D.C. every melee round for 1D4 melees.
Mega-Damage: In addition to the normal damage inflicted by the blade, it inflicts 3D8 M.D. every melee round for 2D4 melees.
Payload: The weapon can only replace detached blades 5 times every 24 hours. Lost blades take 4D4 melee rounds to completely regenerate.
Bio-E Cost: 40 points.
Prerequisite: Retractable Hooks and Enhanced Regeneration. The Breakaway Blade Bio-Enhancement is added to these enhancements. It does not replace them.
Trade Value: 4000 credits.
• Acid Injectors: Edged weapons can be enhanced with hundreds of microscopic pores that fire a deadly spray of acid whenever the blade pierces its target. This enhancement goes far beyond simple Acid Edged Weapons. Instead of just dribbling acid into the wound, the blade sprays its powerful organic solvent deep into the delicate internal circuitry of the target for maximum damage. The acid is devastating to metal alloys and other inorganic materials, but it is relatively harmless to living tissue (only inflicts 1D4 S.D.C. per melee round for 1D6 melees). This enhancement can be used in conjunction with Retractable Hooks, a Breakaway Blade, or the Electro-Shock Enhancement, and it can even be used to strengthen Acid Edged Weapons.
Mega-Damage: The weapon inflicts an additional 2D8 M.D. per melee round for 1D6 melees.
Payload: 10 blasts. One blast regenerates every 3D6 minutes. In the case of Acid Edged Weapons, the blade still produces enough acid to continuously deliver its normal attack, but it can only deliver the more powerful attack with the same limitations listed above.
Bio-E Cost: 20 points.
Prerequisite: Only bladed weapons can be enhanced with Acid Injectors.
Trade Value: 2000 credits.
• Electro-Shock: Any melee weapon can be enhanced to allow it deliver a powerful electrical discharge on contact. A simple mental command alerts the weapon that it should expel its electrical charge the next time it strikes (does not count as a melee attack) which means the wielder does not have to try to time this attack (automatically fires on impact). The weapon can only generate so many charges a day, so they must be used sparingly. When used against living creatures, the target must also roll to save vs. stun (15 or higher, with any possible bonuses from P.E.) or else lose initiative, two melee attacks and are -4 to strike, parry, and dodge for 2D4 melee rounds. An electrical attack on Host Armor will inflict the usual damage to the armor plus 2D6 S.D.C. or H.P. damage to the pilot inside, but the pilot does not suffer any other penalties. Machines do not suffer any stun penalties.
Mega-Damage: The weapon inflicts an additional 4D10 M.D. on impact.
Payload: 10 electrical charges. One charge regenerates every hour.
Bio-E Cost: 15 points.
Prerequisite: None.
Trade Value: 1500 credits.
Feeding Enhancements
All Bio-Weapons must be periodically recharged by submerging them in a nutrient rich fluid found within the Underground Havens. This works well for most short-term assignments, but some Splicers have to spend months in the field, and normal Bio-Weapons become useless if they go too long without food. Most weapons will only function for 1D6+3 days before they must be brought back to the Underground Havens for a recharge. Warriors that spend more than a week topside are practically required to modify their weapons with Feeding Enhancements so that they can function longer in the field.
• Increased Operational Duration: This enhancement doubles the length of time a Bio-Weapon will function before it needs to be fed. The item will work normally for 2D6+6 days before it ceases to operate and goes dormant.
Bio-E Cost: 15 points.
Prerequisite: None.
Cost: 1500 credits.
• Fasting: This is another enhancement designed to extend the amount of time that a Bio-Weapon will operate in the field. Any ranged or melee weapon can be modified so that it will feed on itself in order to remain at peak functionality. The weapon will work as normal for 2D6+6 days, but once it reaches the point where its abilities would normally shut down, it is able to keep itself powered up by feeding off its own M.D.C. The weapon will stop regenerating and will actually devour one point of its own M.D.C. each day to keep itself running at peak efficiency. However, it does have a built-in safety mechanism that prevents the weapon from consuming too much of its strength. Once M.D.C. is reduced by half, it will go dormant like a normal Bio-Weapon so that it does not starve to death. M.D.C. will regenerate at its normal rate once it has been fed.
Bio-E Cost: 12 points.
Prerequisite: Increased Operational Duration.
Cost: 1200 credits.
• Speed Reload: Weapons that possess the Fasting Enhancement can be further augmented with the Speed Reload feature. It is similar to Fasting in that it allows the weapon to feed upon itself for fuel, but in this case, the weapon can be made to cannibalize itself in order to rapidly replenish its own depleted payload. For every four points of M.D.C. consumed by the weapon, one round or energy blast is regenerated. Projectiles, acid, or napalm take one melee round to regenerate, but energy blasts are instantly restored. Larger projectiles like Organic Rockets consume ten points of M.D.C., but they still only take one melee round to regrow. Most energy weapons have an unlimited payload, but this enhancement is popular among Splicers that use Bio-Energy Pistols or Rifles because it forces the weapon to tap its own strength rather than that of the wielder. Whether the wielder wants to regrow one round or ten, they are all replenished at the same time. This ability can inflict severe damage to the firearm, but it is far better than running out of ammo in a tight situation.
Bio-E Cost: 30 points.
Prerequisite: Fasting, but Speed Reload is added to the weapon, it does not replace it.
Cost: 3000 credits.
• Feeding Link: The Librarians tried to create hand-held Bio-Weapons that could be fed in the field to increase their operational timeframes, but the end results were always too bulky and unwieldy. Instead they created a way to feed these weapons by linking them to Bio-Tech creations that were already self-sufficient like Host Armor and War Mounts. A small feeding tube near the grip can link with a suit of Host Armor at the wrist, or the tube can extend up to a length of three feet in order to link with a War Mount. One hour linked to either of these Bio-Tech creatures will keep the weapon satiated for one day. It still recharges or regrows its payload at the same rate, but as long as the Host Armor or War Mount can stay fed, the weapon will be able to operate indefinitely.
Bio-E Cost: 15 points.
Prerequisite: Fasting.
Cost: 1500 credits.
• Share Strength: The Feeding Link upgrade can be further enhanced to allow for more than just nutrients to be transferred between the weapon and the wielder. The life force energy of these living devices can be made to flow back and forth through the feeding tube at the command of the wielder. The shooter can even tap his own strength to temporarily increase the power of his Bio-Weapon. Of course, this link does not create energy, it can only transfer it. This means one item must be weakened in order to strengthen the other. The link can be used to transfer M.D.C. from a suit of Host Armor to a connected Bio-Weapon (or vice versa), or it can be used to increase the weapon’s destructive power. By tapping the strength of Host Armor, the damage inflicted by any melee or ranged weapon can be increased by fifty percent. This power boost can be maintained indefinitely, but while the weapon is empowered (and for 1D6 minutes afterward), the Host Armor is weakened; losing one attack per melee round, -3 to P.S., and suffering penalties of -2 to strike, parry, and dodge. For some reason, tapping the strength of the human pilot can create even more powerful effects (and penalties). In this case, the damage inflicted by the linked Bio-Weapon is doubled, but the pilot loses two attacks per melee round and suffers penalties of -3 to strike, parry, and dodge.
Bio-E Cost: 20 points.
Prerequisite: Feeding Link, but Share Strength is added to the weapon, it does not replace it.
Trade Value: 2000 credits.
Miscellaneous Enhancements
• Lock Tight Tendrils: This enhancement offers a unique way to holster a ranged or melee weapon. Instead of placing the weapon in a sheath or slinging it over the shoulder with a strap, the wielder just presses the weapon against any part of his body and the weapon quickly ties itself down with dozens of tiny tendrils. The tendrils are unobtrusive and are only visible upon close inspection. They do not impair movement or mobility in any way. It only takes a few seconds to attach the weapon (counts as one melee attack), but it can be removed in an instant. A simple mental command causes the tendrils to sever themselves from the weapon so that the user can make some impressive quick draws. Severed tendrils dissolve after a few minutes (2D4 melee rounds) for easy clean up and to prevent the weapon from leaving a trail. Despite the frail appearance of these tendrils, they are surprisingly strong. Anyone attempting to pull the weapon off the owner against his will must have a Robotic/Splicer P.S. of 40 or higher, or they can attempt to cut through the tendrils (they have a total of 25 M.D.C.).
Bonus: +3 on initiative when first drawing the weapon.
Bio-E Cost: 10 points.
Prerequisite: None.
Cost: 1000 credits.
• Hair Trigger: Bio-Tech firearms do not actually have triggers. Instead the wielder mentally fires the weapon through a neurological connection. This connection can be enhanced to allow for faster communication, which means the shooter can squeeze off shots more quickly.
Bonus: +1 on initiative.
Bio-E Cost: 4
Prerequisite: None.
Trade Value: 400 credits.
• Enhanced Regeneration: The healing rate of any living weapon can be dramatically increased. Damage that would normally take hours to heal can now be repaired in minutes (1D4 M.D.C. per minute). This upgrade is very useful for Splicers that rely on the Speed Reload Enhancement.
Bio-E Cost: 30
Prerequisite: None.
Trade Value: 3000 credits.
• Increased M.D.C.: After investing so much time and money into their favorite custom weapon, many Splicers like to increase its durability to make sure it survives the rigors of combat.
Bio-E Cost: 10 points for every 10 M.D.C. Maximum increase is 100 M.D.C.
Prerequisite: None.
Cost: 1000 credits for every 10 M.D.C.
Once again, I welcome any input concerning balance. I think I did a pretty good job, but a lot of the Bio-E costs I just pulled out of my...um...head. Anyway, let me know what you think.
Hand-Held Weapon Bio-Enhancements
One of the greatest strengths of Bio-Technology is how easily it can be customized to the specifications of each individual warrior. Splicers can alter their weapons and armor to play off their personal strengths or compensate for their weaknesses. Warriors can enhance their Host Armor, Living Armor, or War Mounts in nearly any way imaginable, but until only recently, they still had to rely on stock pistols, rifles, and melee weapons. Warlords across the planet have realized that they were not truly taking advantage of all that Bio-Technology had to offer, so they authorized their Engineers to allow warriors to customize their hand-held armaments as well.
Purchasing Upgrades: Unlike Bio-Enhancements for armor, Wing Packs, and War Mounts, enhancements for hand-held weapons do not tax the physical and mental endurance of the wielder. Users do have to form a neurological connection with their weapons in order to operate them, but this is mainly done just to issue mental firing commands (it is not nearly as strenuous to the nervous system as operating Host Armor). In theory, any weapon could receive all available types of Bio-Enhancements, but the Resistance just does not have the resources to equip all their warriors with fully customized weapons. Instead, each Splicer is issued a specific amount of Bio-Energy based on their occupational class or as a reward for excellent service (typically 1D4x10 Bio-E). This method of distributing enhancements helps manage the limited resources available to each Great House, it encourages young warriors to work hard to join the elite classes, and most importantly, it reinforces heroism, loyalty, and bravery in the face of the enemy.
Some Great Houses even let their warriors purchase upgrades with credits (this is up to the GM). They figure that since there is no danger of overtaxing their nervous systems by enhancing hand-held weapons, they might as well let their warriors spend their hard-earned money improving their combat effectiveness if that is what they want (it is not like they have to save for retirement). Some Splicers do not like this type of arrangement at all. They say they oppose it because it encourages greed, but the real reason is because they do not like the idea that a lowly Roughneck could possibly build up a better rifle than a Dreadguard. Some Great Houses have more underlying class tension than others. These types of Resistance cells just tend to stick to the Bio-E system.
Available Bio-E Points: The chart below lists the total amount of Bio-E points assigned to each O.C.C. that they can use to enhance their personal armories. Some warriors pour all their enhancement points into one favorite weapon, while others spread out their upgrades across all their armaments in order to mitigate the risk of losing all their enhancements if that custom weapon is ever lost or destroyed. Custom weapons that are lost in battle will only be replaced with a stock weapon.
• Archangel: 5D6 Bio-E at level one plus 10 Bio-E at each additional level of experience starting at level 2.
• Biotic: 1D4x10+10 total. Any further enhancements can only be purchased with credits or received as a reward for excellent service.
• Butcher: 2D4x10 Bio-E at level one plus 14 Bio-E at each additional level of experience starting at level 2.
• Deliveryman: 1D6x10 Bio-E at level one plus 14 Bio-E at each additional level of experience starting at level 2.
• Dreadguard: 1D4x10 Bio-E at level one plus 10 Bio-E at each additional level of experience starting at level 2.
• Falconer: 5D6 Bio-E at level one plus 7 Bio-E at each additional level of experience starting at level 2.
• Harvester: 5D4 Bio-E at level one plus 5 Bio-E at each additional level of experience starting at level 2.
• Outrider: 5D6 Bio-E at level one plus 10 Bio-E at each additional level of experience starting at level 2.
• Militiaman: None. Stock weapons only. The only way to gain enhancements is as a reward for excellent service or by purchasing them with credits.
• Packmaster: 5D6 Bio-E at level one plus 7 Bio-E at each additional level of experience starting at level 2.
• Roughneck: 5D4 Bio-E at level one plus 5 Bio-E at each additional level of experience starting at level 2.
• Saint: They already hate using firearms and have no desire to seek customizable upgrades.
• Scarecrow: 1D6x10 Bio-E at level one plus 14 Bio-E at each additional level of experience starting at level 2.
• Skinjob: 2D4x10 Bio-E at level one plus 14 Bio-E at each additional level of experience starting at level 2.
• Swarm Lord: 5D6 Bio-E at level one plus 7 Bio-E at each additional level of experience starting at level 2.
Note Concerning the M.D.C. of Bio-Weapons: Since the Splicers RPG does not list the M.D.C. of any of the ranged weapons, just use 1D6x10+20 M.D.C. for pistols, 2D4x10+20 M.D.C. for rifles, and 3D4x10+30 M.D.C. for super heavy weapons like the Bio-Rocket Slinger. All weapons regenerate at a rate of 1D8 M.D.C. every hour.
Custom Shaping
The shape and weight of any pistol, rifle, or melee weapon can be customized to fit the wielder so that he or she may use it more effectively. Anyone attempting to use a weapon that has been customized for another wielder will receive penalties equal to the bonuses normally given to the proper user.
• Custom Grip: The grip on pistols and rifles can be modified to perfectly fit the hand of the owner, which helps the wielder counter-act recoil. Melee weapons can also be fitted with a custom grip to allow for better handling.
Bonuses: +1 to strike. Melee weapons receive an additional bonus of +1 to parry.
Bio-E Cost: 5 points.
Prerequisite: None.
Cost: 500 credits.
• Improved Balance: Weight, venting, and the general shape of the weapon can be altered to match the body type and firing style of the wielder. Melee weapons can also be rebalanced to match the fighting style of the wielder.
Bonuses: +1 to strike. Melee weapons receive an additional bonus of +1 to parry.
Bio-E Cost: 5 points.
Prerequisite: None.
Cost: 500 credits.
Form Adjustments
These enhancements also alter the shape of stock weapons, but they are not customized to any specific user.
• Folding Stock: This enhancement is usually applied to rifles, but it can also be added to pistols. Splicers that chose this enhancement generally do so because it allows for easy concealment. The wielder can extend or retract the stock with a simple metal command (counts as one melee attack).
Bonuses: +1 to strike when added to a pistol. +15% to the Concealment skill when applied to a rifle.
Bio-E Cost: 4 points.
Prerequisite: None.
Cost: 400 credits.
• Extra Grip: An additional handle can be added underneath the barrel or on the side of the weapon for additional support. It is mainly just a cosmetic change, but it does help stabilize burst firing weapons.
Bonus: +1 to strike on a burst. This bonus only applies to burst firing weapons, but it does not apply if the weapon already had two grips.
Bio-E Cost: 4 points.
Prerequisite: None.
Cost: 400 credits.
• Folding Bipod: This enhancement is usually applied to rifles. Two retractable legs are mounted beneath the barrel. They help the shooter quickly brace his weapon in order to make aimed shots. The wielder swivels the legs of the bipod open or closed with a metal command (counts as one melee attack).
Bonus: +1 to strike on an aimed shot only.
Bio-E Cost: 4 points.
Prerequisite: None.
Cost: 400 credits.
• Extendable Tripod: Heavy support weapons like Bio-Rocket Slingers and Quill Storm Cannons are usually too large to be effectively wielded by normal humans or even some suits of Host Armor. However, this enhancement allows anyone to fire one of these massive weapons without penalty (although they still may have trouble hauling it around). A large retractable tripod is mounted to the bottom of the weapon. These strong organic legs hold the weight of the weapon so that it can be fired by anyone no matter how strong they are. The wielder can extend or retract the legs of the tripod with a mental command (counts as one melee attack). While retracted, the tripod looks like a small clawed hand, but it can instantly be extended to a length of up to five feet long.
Bonus: +1 to strike on an aimed shot only.
Bio-E Cost: 8 points.
Prerequisite: None.
Trade Value: 800 credits.
• Sniper Barrel: This enhancement can only be applied to projectile firing rifles like Bore Rifles and Demon Seed Cannons. The barrel is lengthened to help increase range and accuracy, but it does make the rifle a bit more difficult to conceal (-15% to Concealment).
Bonuses: +1 to strike and increases maximum effective range by 25%.
Bio-E Cost: 10 points.
Prerequisite: Projectile firing rifles only.
Trade Value: 1000 credits.
Optical Enhancements
Ranged weapons can be fitted with a special Bio-Tech eye that acts like a rifle scope. The eye can be mounted anywhere on the top, bottom, or sides of the weapon. It is locked forward in a fixed position and is perfectly calibrated to the weapon’s trajectory (even heavy damage will not misalign the sight). Once the wielder takes hold of the grip, he can see through this eye as if it were his own. This design actually makes it even more useful than a high-tech rifle scope. The wielder can fire from the hip, over his shoulder, stick his weapon around corners and over obstacles while remaining protected, and still fire with complete accuracy. There are multiple visual enhancements available for the Targeting Eye, but it can only receive one type of enhancement. In order to modify a weapon with multiple types of optics, it must be equipped with multiple eyes. Each eye possesses an eye lid, so the wielder can close the other eyes with a simple mental command when he wants to use a specific type of vision.
• Targeting Sight: This is the basic Bio-Tech optical enhancement. The Targeting Eye is similar to an Advanced Eye. It can recognize a face or read a small sign up to one mile away, and it also possesses passive nightvision with a range of 2000 feet, and a polarized filter. The eye has a tighter peripheral field of vision than a normal eye in order to help the shooter focus on a specific target, plus the eye superimposes a small red dot in the center of the image that acts as the crosshair. This is one of the most popular upgrades for firearms since it drastically enhances the marksmanship skills of the wielder and it allows anyone to perform some impressive trick shooting.
Bonuses: +3 to strike on an aimed shot. +2 to strike when shooting wild.
Bio-E Cost: 20 points, but only 10 points for each additional Targeting Eye.
Prerequisite: None.
Cost: 2000 credits.
• Telescopic Vision: A Targeting Eye can be enhanced to allow it to zoom in on its target. This does not actually increase the range of the organic scope, but it does transmit a larger more detailed image to the shooter. This helps the wielder make more accurate sniper shots against smaller targets.
Bonuses: +3 to strike on a “called shot,” in addition to the standard bonuses for the Targeting Sight.
Bio-E Cost: 10 points.
Prerequisite: Targeting Sight.
Cost: 1000 credits.
• Infrared Vision: The Targeting Sight can be enhanced to see into the infrared range. Infrared light is used in the targeting and combat systems of the Machine’s robots. This allows the shooter to spot these normally invisible beams of light as if they were ordinary flashlights. Smoke blocks infrared sight.
Bio-E Cost: 5 points.
Prerequisite: Targeting Sight.
Cost: 500 credits.
• Thermal Vision: This enhancement enables the Targeting Sight to see the heat released by living creatures and machines. The eye can see through smoke, in total darkness, and can even see through walls. However, the range is reduced to only 2000 feet.
Bio-E Cost: 6 points.
Prerequisite: Targeting Sight.
Cost: 600 credits.
• Nightvision: The range of the passive nightvision can be increased to 5000 feet plus the eye can see in total darkness with a range of 100 feet.
Bio-E Cost: 4 points.
Prerequisite: Targeting Sight.
Cost: 400 credits.
Security Enhancements
Security Enhancements have become increasingly popular amongst Splicers that operate in areas dominated by Waste Crawlers. These predatory humans stalk Splicers to relieve them of their Bio-Tech weapons, so special care must be taken to make sure that these vile humans can never turn the Resistance’s own weapons against them. Security Enhancements prevent anyone but the owner from using the weapon. Some Security Enhancements will even injure or kill anyone that attempts to steal a protected weapon. These enhancements can be applied to any type of hand-held weapon.
• Signature Weapon: The weapon is linked to the genetic code of the owner, so that only he or she can effectively wield the weapon. Ranged weapons will not fire, and melee weapon effects like acid or high frequency energy fields will not function in the hands of a stranger. Since Host Armor is bonded to its wearer on a genetic level, this means that someone with a Signature Weapon can use it bare handed or while piloting Host Armor. Living Armor is not bonded to any specific wearer but it already has openings to allow a user to attach the necessary neurological connections required to operate hand-held Bio-Weapons, but small holes must be added to the palms of the armor to make sure any Signature Melee Weapons can read the wielder’s DNA.
Bio-E Cost: 20 points.
Prerequisite: None.
Cost: 2000 credits.
• Razor Grip Defense: For some Splicers, it is not enough to just render their weapons useless in the hands of an enemy; they want to make their foes pay for trying to turn their own guns against them. Once a pistol, rifle, or melee weapon has been turned into a Signature Weapon, the grip can be further enhanced so that it will actually attack any stranger that tries to use it. When an unrecognized person tries to use a weapon enhanced with a Razor Grip, dozens of spikes and blades spring from the grip and tear apart the thief’s hand. This attack inflicts 4D6 M.D. or S.D.C. (based on the nature of the target), and the damage is done directly to the target’s hand. If the weapon is held in one hand, then it is guaranteed that the thief will drop the stolen item. If it is held in both hands, then there is only a 01-70% chance that the thief will drop the weapon. The Razor Grip activates when the person attempts to fire a ranged weapon, or in the case of melee weapons, it activates after being held by a stranger for three melee actions.
Bio-E Cost: 10 points.
Prerequisite: Signature Weapon.
Cost: 1000 credits.
• Electro-Shock Defense (Stun): This defensive system is preferred by Splicers that like a little insurance that they will never have to stare down the barrel of their own gun, but do not feel comfortable injuring other humans. It delivers a non-lethal electric charge that stuns the thief instead of harming him. Unarmored humans lose two attacks per melee and are -4 to strike, parry, and dodge for 1D4 melee rounds. Armored humans are partially shielded from the effect, but still lose one attack per melee and suffer penalties of -2 to strike, parry, and dodge for 1D4 melee rounds. In addition to the stun effects, it is very likely (01-70%) that the electric shock will cause the thief to drop the weapon. Like the Razor Grip, the Electro-Shock Defense is activated when a stranger attempts to fire a ranged weapon or holds onto a melee weapon for three melee actions.
Bio-E Cost: 15 points.
Prerequisite: Signature Weapon.
Cost: 1500 credits.
• Electro-Shock Defense (Lethal): The Electro-Shock Defense can be strengthened so that it delivers a much more powerful charge. Unarmored humans are instantly killed, and even armored humans take significant damage from the attack. The attack inflicts 6D6 M.D. to the target’s armor and 4D6 S.D.C. to the human inside. In addition, the target is stunned for 1D4 melee rounds, loses one attack per melee, and suffers penalties of -2 to strike, parry, and dodge.
Bio-E Cost: 20 points.
Prerequisite: Electro-Shock Defense (Stun).
Cost: 2000 credits.
Weapon Attachments
Pistols, Rifles, and other Heavy Bio-Weapons can have a secondary armament grafted to it in order to create a more versatile weapon. A pistol can only have one melee weapon or one ranged weapon attached, but a rifle can be equipped with a ranged weapon and a melee weapon. These attachments count as separate weapons when it comes to additional enhancements. For instance, a Dreadguard wants to give his Bore Rifle the Mega weapon upgrade. The rifle already has an attached Chig Launcher, but the Mega upgrade will only apply to the Bore Rifle. If the Dreadguard wants the Chig Launcher to also inflict double damage, then he will have to purchase the Mega upgrade for that separately. The only enhancements that apply to the entire weapon are Custom Shaping Enhancements, Form Adjustments, Security Enhancements, and Feeding Enhancements.
• High Frequency Bayonet: A high frequency dagger can be permanently attached to the end of the weapon’s barrel. Detachable bayonets have a tendency to decrease a rifle’s accuracy, but this is not a problem with the integrated bayonet since it is actually part of the weapon.
M.D.C. of the Bayonet: 40 M.D.C.
Mega-Damage: 2D6 M.D.
Bio-E Cost: 4 points.
Prerequisite: None.
Cost: 400 credits.
• Acid-Edged Bayonet: The high frequency blade can be enhanced so that it secretes a deadly acid that is highly corrosive to metal but relatively harmless to humans. The blade generates a continuous supply of acid as needed.
M.D.C. of the Bayonet: 40 M.D.C.
Mega-Damage: 2D6 M.D. plus the acid inflicts an additional 1D6 M.D. for 1D4 melee rounds or until washed off.
Bio-E Cost: 5 points.
Prerequisite: High Frequency Bayonet.
Cost: 500 credits.
• Ripper Bayonet: This is the ultimate bayonet enhancement. The organic blade grows into a thick mass of bone, muscle, and sinew with multiple rows of two-inch long shark teeth lining the edge. Powerful muscle contractions rapidly move these teeth back and forth, which creates the Bio-Tech equivalent of a chainsaw. Unlike a high-tech chainsaw, a Ripper Bayonet is almost completely silent (at least until it starts tearing its prey apart). This deadly blade shreds its target on contact, leaving a wicked looking two-inch wide wound that is very slow to heal (heals at one quarter the normal rate).
M.D.C. of the Bayonet: 80 M.D.C.
Mega-Damage: 5D8 M.D.
Bio-E Cost: 10 points.
Prerequisite: Acid-Edged Bayonet.
Cost: 1000 credits.
• Targeting Light Cell: A small Light Cell can be mounted on any standard pistol, rifle or heavy weapon. This low profile device can project a beam of white light like an organic flashlight, or it can focus its beam into a small pinpoint that can be used as a laser sight. The wielder can switch back and forth between the two types of beams instantly with a simple mental command. The flashlight beam has a range of 300 feet, and the laser sight has a range of 1000 feet. The Light Cell does not count against the total number of Weapon Attachments that a firearm can possess, which means a rifle could have one ranged weapon, one melee weapon, and a Targeting Light Cell, but any weapon can only contain one Light Cell.
Bonus: +2 to strike.
Bio-E Cost: 10 points.
Prerequisite: None.
Cost: 1000 credits.
• Super Light Cell: A Targeting Light Cell can be further enhanced to allow it to fire a damaging laser blast, but it still retains its ability to project a flashlight beam or a laser targeting sight. In fact, the shooter can use the laser sight to help aim the laser blast before it is fired. A Super Light Cell has an effectively unlimited payload, so this enhancement is an excellent back up when the primary weapon exhausts its payload. As another bonus, the Super Light Cell can fire in conjunction with the primary weapon for a more powerful double attack.
Mega-Damage: 1D10 M.D.
Maximum Effective Range: 1000 feet.
Rate of Fire: Each blast counts as one melee attack. A dual attack from the Super Light Cell and the primary weapon also counts as one melee attack.
Payload: Effectively unlimited.
Bonus: Maintains the +2 to strike from the Targeting Light Cell.
Bio-E Cost: 15 points.
Prerequisite: Targeting Light Cell.
Cost: 1500 credits.
• Lightning Arc Blaster: A small cylindrical barrel is grafted under the weapon’s main barrel along with special musculature that runs throughout the weapon. This special tissue is capable of generating a powerful electric charge similar to that of an electric eel. This build up can then be released as a powerful lightning blast. The barrel of the Lightning Arc Blaster is designed to allow someone to grip it without suffering any damage from the electrical discharge (as long as they do not touch the front of the barrel when it fires). The extra tissue throughout the weapon also increases its overall M.D.C. by 10 percent. As another bonus, the Lightning Arc Blaster can fire in conjunction with the primary weapon for a more powerful double attack.
Mega-Damage: 3D12 M.D.
Maximum Effective Range: 75 feet.
Rate of Fire: Each blast counts as one melee attack. A dual attack from the Lightning Arc Blaster and the primary weapon also counts as one melee attack.
Payload: Effectively unlimited.
Bonus: +2 to strike on an aimed shot only.
Bio-E Cost: 40 points.
Prerequisite: None.
Trade Value: 4000 credits.
• Pod Launcher: This hard chitinous shell can only be attached to rifles and other heavy Bio-Weapons. Pod Launchers use compressed gas to fire a burst of “pods,” which resemble the seed pods of some strange plant or maybe the eggs of an insect. On impact these pods are ruptured, spraying the blast area with razor-sharp shrapnel. Pod Launchers grow their own pods, never needing reloading. These weapons are very effective, but must be used with care, due to their blast radius.
M.D.C. of the Pod Launcher: 2D4x10+10 M.D.C.
Mega-Damage: 3D8 M.D. to a 10-foot radius.
Maximum Effective Range: 300 feet.
Rate of Fire: Each shot counts as one melee attack.
Payload: Grows enough seed pods for 32 bursts per hour, automatically regenerates.
Bonus: +1 to strike per burst of pods.
Bio-E Cost: 50 points.
Prerequisite: Can only be grafted to a rifle or other Heavy Bio-Weapon.
Trade Value: 5000 credits.
• Plasma Flame Thrower: This powerful flamethrower can only be attached to a rifle, and it must be mounted underneath the barrel to make room for the weapon’s fuel tank. It has two side-by-side storage tanks that each contains a separate chemical. When fired, these two chemicals mix together with the air to form a devastating plasma spray. This short-range weapon is ideal for dealing with large concentrations of opponents. However, the flame thrower does make the rifle a bit front-heavy, which imposes a penalty of -1 to strike for the rifle itself. This problem can be corrected with the Improved Balance Enhancement (no penalty, plus the weapon receives the standard bonus of +1 to strike). If the rifle already had the Improved Balance Enhancement, then it must be taken again since the weight from the new flame thrower will negate the previous bonus.
M.D.C. of the Flame Thrower: 2D4x10+20 M.D.C.
Mega-Damage: 5D10 M.D.
Maximum Effective Range: 75 feet. The blast has a width of 6 feet.
Rate of Fire: Each blast counts as one melee attack.
Payload: 20 blasts. Automatically regenerates one blast every hour.
Bonus: +3 to strike, but this is the only bonus that applies to the Plasma Flame Thrower.
Bio-E Cost: 25 points.
Prerequisite: Can only be grafted to a rifle or other Heavy Bio-Weapon.
Cost: 2500 credits.
• Bio-Napalm Thrower: Plasma Flame Throwers can be further enhanced to project a sticky, long-lived napalm. This concentrated Mega-Damage fire does not dissipate quickly; but lasts for a period of 2D4 minutes, enough time to cook most targets. Only by wiping the sticky substance off can the target hope to survive. The bio-napalm is much thicker than the chemicals used in the Plasma Flame Thrower, so the payload is drastically reduced.
M.D.C. of the Flame Thrower: Unchanged.
Mega-Damage: A bio-napalm burst does 3D8 M.D. A concentrated plasma burst (counts as two attacks) does 1D8x10 M.D. Or the attacker can cover an area with bio-napalm: up to 10 feet can be covered with each hand to hand attack, so a character with four hand to hand attacks could affect an area of 40 feet; everybody in the area affected takes 2D8 M.D. Additionally, any target that is hit by the bio-napalm will continue to take damage: 2D8 M.D. every melee round for 2D4 minutes. The only way to save oneself from damage is to roll in the dirt or sand (water will not extinguish the bio-napalm) for one entire melee round, until the bio-napalm is rubbed off.
Maximum Effective Range: 75 feet.
Rate of Fire: Each blast counts as one melee attack.
Payload: 10 blasts. The weapon can manufacture enough bio-napalm to replace its entire payload in only 1D6 hours.
Bio-E Cost: 25 points.
Prerequisite: Plasma Flame Thrower.
Trade Value: 2500 credits.
• Chig Launcher: This simple-looking organic tube is the Bio-Tech equivalent of a grenade launcher. It can fire a standard Chig up to 800 feet. Each Chig must be hand-loaded into the base of the launcher like a shot gun shell (counts as one melee attack), and it can only hold one Chig at a time.
M.D.C. of the Chig Launcher: 1D6x10+20 M.D.C.
Mega-Damage: 5D8 M.D. to an 8-foot radius.
Maximum Effective Range: 800 feet.
Rate of Fire: Each shot counts as one melee attack.
Payload: 1 Chig. Each Chig must be manually loaded into the launcher (counts as one melee attack).
Bonus: +1 to strike.
Bio-E Cost: 10 points.
Prerequisite: None.
Cost: 1000 credits.
• Organic Rocket Launcher: A Chig Launcher can be enhanced into an Organic Rocket Launcher. The hollow organic tube grows into a solid mass with a single Organic Rocket mounted on the end. Instead of loading each projectile by hand, the launcher grows its own munitions. It may take longer to replace its payload than a Chig Launcher would, but there is no longer the expense of replacing spent ammunition.
M.D.C. of the Rockets: 11 M.D.C. points.
Mega-Damage: 4D10 M.D. with a blast radius of 6 feet.
Maximum Effective Range: 3000 feet.
Rate of Fire: Each shot counts as one melee attack.
Payload: 1 Organic Rocket. It takes 2D4 hours to regrow a spent rocket.
Bonus: +1 to strike on an aimed shot.
Bio-E Cost: 10 points.
Prerequisite: A Chig Launcher, which transforms (grows) into an Organic Rocket Launcher.
Cost: 1000 credits.
• Clinger Missile Launcher: For Splicers that prefer a precision blast compared to a large blast radius, they can further enhance their Organic Rocket into a Clinger Missile. The missile adheres to its target before it detonates with a special starfish-like pseudo pod. Once attached the missile explodes a millisecond later. This directs the blast inward like a shaped charge. It does far more damage to the intended target, but it does reduce the blast radius. Unlike the starfish shaped protrusions on Host Armor, the Clinger Missile keeps its pseudo pods folded up into a cone-shaped point until the missile is actually launched. This keeps the weapon more streamlined.
M.D.C. of the Rockets: 13 M.D.C. points.
Mega-Damage: 6D10 M.D. with a blast radius of 3 feet. The directed blast has a 15% chance of temporarily scrambling a robot’s internal circuitry. If this occurs, the robot is stunned for 1D4 melee rounds, loses one attack per melee round, and suffers penalties of -2 to strike, parry, and dodge.
Maximum Effective Range: 2800 feet.
Rate of Fire: Each shot counts as one melee attack.
Payload: 1 Clinger Missile. It takes 2D4 hours to regrow a spent missile.
Bonus: +1 to strike on an aimed shot.
Bio-E Cost: 8 points.
Prerequisite: An Organic Rocket, which transforms (grows) into a Clinger Missile.
Cost: 800 credits.
• Smart Rocket: The Organic Rockets and Clinger Missiles used in hand-held armaments are usually the “dumb” variety. They do not possess the neurological bundle that allows them to independently track down their targets like those used by War Mounts and Host Armor. However, this neurological bundle and targeting eye can be added later. Smart Rockets will continue to track down their prey until it strikes its target, is shot down, or until it dies within 2D4 melee rounds after being launched. Each rocket has one attack per melee and bonuses of +5 to strike and dodge. The pseudo pods mounted on the nose of Clinger Missiles makes them a bit less aerodynamic than Organic Rockets, so they only have bonuses of +4 to strike and dodge. Every rocket or missile attached to the weapon must be enhanced individually. This means that this enhancement must be taken eight times to fully upgrade the entire payload of a Bio-Rocket Slinger.
Bio-E Cost: 5 points per Organic Rocket or Clinger Missile.
Prerequisite: An Organic Rocket or Clinger Missile, which grows a neurological bundle and targeting eye.
Cost: 500 credits.
Ranged Weapon Upgrades
Many of these upgrades are identical to those used on Host Armor, War Mounts, Wing Packs, and other Bio-Tech weapons.
• Double Tap: This enhancement was designed as an inexpensive substitute for the Mega upgrade. Instead of doubling the power of each individual shot, this upgrade makes the weapon fire two shots within milliseconds of each other whenever the wielder mentally “pulls the trigger.” Like the Mega upgrade, this upgrade doubles the base damage inflicted by the ranged weapon, but each blast uses two shots. The Double Tap upgrade can only be applied to energy weapons.
Bio-E Cost: 15 points.
Prerequisite: None.
Cost: 1500 credits.
• Mega: This enhancement doubles the base damage inflicted by any ranged weapon.
Bio-E Cost: 50 points.
Prerequisite: None.
Cost: 5000 credits.
• Omni: This upgrade doubles the maximum effective range and also doubles the range of any possible blast radius (in the case of area effect weapons).
Bio-E Cost: 35 points.
Prerequisite: None.
Cost: 3500 credits.
• Super: This enhancement doubles the availability of weapons that can only be used a limited number of times.
Bio-E Cost: 15 points.
Prerequisite: None.
Cost: 1500 credits.
• Ultra: This upgrade doubles the payload of the weapon and reduces the time it takes to regrow its payload by half.
Bio-E Cost: 10 points.
Prerequisite: None.
Cost: 1000 credits.
Melee Weapon Upgrades
Melee weapons can also be upgraded for increased power.
• Mega: This enhancement doubles the base damage inflicted by any melee weapon.
Bio-E Cost: 40 points.
Prerequisite: None.
Cost: 4000 credits.
• Retractable Hooks: Any bladed weapon can be enhanced with a series of retractable, razor-sharp hooks that spring forth from the blade whenever the weapon pierces its target. These hooks tear into the internal circuitry (or flesh) of the target and cause horrific damage when the blade is removed. The weapon inflicts an additional 2D8 M.D. when the blade is yanked from the victim (does not count as an additional melee attack). This attack is incredibly painful to living targets. The victim is momentarily overcome with shock, loses initiative and one attack per melee, and suffers penalties of -1 to strike, parry, and dodge for one melee round. Subsequent attacks increase the duration of the penalties. Robots suffer no additional penalty.
Mega-Damage: The weapon inflicts an additional 2D8 M.D. whenever it is removed.
Bio-E Cost: 10 points.
Prerequisite: Only bladed weapons can be enhanced with Retractable Hooks.
Trade Value: 1000 credits.
• Breakaway Blade: This strange upgrade can only be applied to weapons that already possess the Retractable Hooks Bio-Enhancement. Instead of just inflicting extra damage by pulling the jagged blade out of the target, the wielder can chose to release the blade inside the victim. Once the blade is separated from the hilt, a new blade begins to grow in its place, and most importantly, the old blade grows uncontrollable within the target, tearing it apart from the inside. The organic fragment sprouts dozens of razor sharp spikes that push their way through the target for 2D4 melee rounds. They shred everything in their path until the rapid growth rate overtaxes the severed blade and it dies. However, the network of bone spikes left within the target will remain until they are surgically removed. The spikes seriously impair mobility for robots and living organisms. Anyone struck with a Breakaway Blade will suffer penalties of -3 to strike, parry, and dodge and will have two less attacks per melee round until the organic weapon is surgically removed. Humans wearing armor (even Host Armor) may also be impaled by several of the spikes (01-45% chance) as they snake throughout the target. In this case, the human inside suffers 3D6 S.D.C. every melee round for 1D4 melees.
Mega-Damage: In addition to the normal damage inflicted by the blade, it inflicts 3D8 M.D. every melee round for 2D4 melees.
Payload: The weapon can only replace detached blades 5 times every 24 hours. Lost blades take 4D4 melee rounds to completely regenerate.
Bio-E Cost: 40 points.
Prerequisite: Retractable Hooks and Enhanced Regeneration. The Breakaway Blade Bio-Enhancement is added to these enhancements. It does not replace them.
Trade Value: 4000 credits.
• Acid Injectors: Edged weapons can be enhanced with hundreds of microscopic pores that fire a deadly spray of acid whenever the blade pierces its target. This enhancement goes far beyond simple Acid Edged Weapons. Instead of just dribbling acid into the wound, the blade sprays its powerful organic solvent deep into the delicate internal circuitry of the target for maximum damage. The acid is devastating to metal alloys and other inorganic materials, but it is relatively harmless to living tissue (only inflicts 1D4 S.D.C. per melee round for 1D6 melees). This enhancement can be used in conjunction with Retractable Hooks, a Breakaway Blade, or the Electro-Shock Enhancement, and it can even be used to strengthen Acid Edged Weapons.
Mega-Damage: The weapon inflicts an additional 2D8 M.D. per melee round for 1D6 melees.
Payload: 10 blasts. One blast regenerates every 3D6 minutes. In the case of Acid Edged Weapons, the blade still produces enough acid to continuously deliver its normal attack, but it can only deliver the more powerful attack with the same limitations listed above.
Bio-E Cost: 20 points.
Prerequisite: Only bladed weapons can be enhanced with Acid Injectors.
Trade Value: 2000 credits.
• Electro-Shock: Any melee weapon can be enhanced to allow it deliver a powerful electrical discharge on contact. A simple mental command alerts the weapon that it should expel its electrical charge the next time it strikes (does not count as a melee attack) which means the wielder does not have to try to time this attack (automatically fires on impact). The weapon can only generate so many charges a day, so they must be used sparingly. When used against living creatures, the target must also roll to save vs. stun (15 or higher, with any possible bonuses from P.E.) or else lose initiative, two melee attacks and are -4 to strike, parry, and dodge for 2D4 melee rounds. An electrical attack on Host Armor will inflict the usual damage to the armor plus 2D6 S.D.C. or H.P. damage to the pilot inside, but the pilot does not suffer any other penalties. Machines do not suffer any stun penalties.
Mega-Damage: The weapon inflicts an additional 4D10 M.D. on impact.
Payload: 10 electrical charges. One charge regenerates every hour.
Bio-E Cost: 15 points.
Prerequisite: None.
Trade Value: 1500 credits.
Feeding Enhancements
All Bio-Weapons must be periodically recharged by submerging them in a nutrient rich fluid found within the Underground Havens. This works well for most short-term assignments, but some Splicers have to spend months in the field, and normal Bio-Weapons become useless if they go too long without food. Most weapons will only function for 1D6+3 days before they must be brought back to the Underground Havens for a recharge. Warriors that spend more than a week topside are practically required to modify their weapons with Feeding Enhancements so that they can function longer in the field.
• Increased Operational Duration: This enhancement doubles the length of time a Bio-Weapon will function before it needs to be fed. The item will work normally for 2D6+6 days before it ceases to operate and goes dormant.
Bio-E Cost: 15 points.
Prerequisite: None.
Cost: 1500 credits.
• Fasting: This is another enhancement designed to extend the amount of time that a Bio-Weapon will operate in the field. Any ranged or melee weapon can be modified so that it will feed on itself in order to remain at peak functionality. The weapon will work as normal for 2D6+6 days, but once it reaches the point where its abilities would normally shut down, it is able to keep itself powered up by feeding off its own M.D.C. The weapon will stop regenerating and will actually devour one point of its own M.D.C. each day to keep itself running at peak efficiency. However, it does have a built-in safety mechanism that prevents the weapon from consuming too much of its strength. Once M.D.C. is reduced by half, it will go dormant like a normal Bio-Weapon so that it does not starve to death. M.D.C. will regenerate at its normal rate once it has been fed.
Bio-E Cost: 12 points.
Prerequisite: Increased Operational Duration.
Cost: 1200 credits.
• Speed Reload: Weapons that possess the Fasting Enhancement can be further augmented with the Speed Reload feature. It is similar to Fasting in that it allows the weapon to feed upon itself for fuel, but in this case, the weapon can be made to cannibalize itself in order to rapidly replenish its own depleted payload. For every four points of M.D.C. consumed by the weapon, one round or energy blast is regenerated. Projectiles, acid, or napalm take one melee round to regenerate, but energy blasts are instantly restored. Larger projectiles like Organic Rockets consume ten points of M.D.C., but they still only take one melee round to regrow. Most energy weapons have an unlimited payload, but this enhancement is popular among Splicers that use Bio-Energy Pistols or Rifles because it forces the weapon to tap its own strength rather than that of the wielder. Whether the wielder wants to regrow one round or ten, they are all replenished at the same time. This ability can inflict severe damage to the firearm, but it is far better than running out of ammo in a tight situation.
Bio-E Cost: 30 points.
Prerequisite: Fasting, but Speed Reload is added to the weapon, it does not replace it.
Cost: 3000 credits.
• Feeding Link: The Librarians tried to create hand-held Bio-Weapons that could be fed in the field to increase their operational timeframes, but the end results were always too bulky and unwieldy. Instead they created a way to feed these weapons by linking them to Bio-Tech creations that were already self-sufficient like Host Armor and War Mounts. A small feeding tube near the grip can link with a suit of Host Armor at the wrist, or the tube can extend up to a length of three feet in order to link with a War Mount. One hour linked to either of these Bio-Tech creatures will keep the weapon satiated for one day. It still recharges or regrows its payload at the same rate, but as long as the Host Armor or War Mount can stay fed, the weapon will be able to operate indefinitely.
Bio-E Cost: 15 points.
Prerequisite: Fasting.
Cost: 1500 credits.
• Share Strength: The Feeding Link upgrade can be further enhanced to allow for more than just nutrients to be transferred between the weapon and the wielder. The life force energy of these living devices can be made to flow back and forth through the feeding tube at the command of the wielder. The shooter can even tap his own strength to temporarily increase the power of his Bio-Weapon. Of course, this link does not create energy, it can only transfer it. This means one item must be weakened in order to strengthen the other. The link can be used to transfer M.D.C. from a suit of Host Armor to a connected Bio-Weapon (or vice versa), or it can be used to increase the weapon’s destructive power. By tapping the strength of Host Armor, the damage inflicted by any melee or ranged weapon can be increased by fifty percent. This power boost can be maintained indefinitely, but while the weapon is empowered (and for 1D6 minutes afterward), the Host Armor is weakened; losing one attack per melee round, -3 to P.S., and suffering penalties of -2 to strike, parry, and dodge. For some reason, tapping the strength of the human pilot can create even more powerful effects (and penalties). In this case, the damage inflicted by the linked Bio-Weapon is doubled, but the pilot loses two attacks per melee round and suffers penalties of -3 to strike, parry, and dodge.
Bio-E Cost: 20 points.
Prerequisite: Feeding Link, but Share Strength is added to the weapon, it does not replace it.
Trade Value: 2000 credits.
Miscellaneous Enhancements
• Lock Tight Tendrils: This enhancement offers a unique way to holster a ranged or melee weapon. Instead of placing the weapon in a sheath or slinging it over the shoulder with a strap, the wielder just presses the weapon against any part of his body and the weapon quickly ties itself down with dozens of tiny tendrils. The tendrils are unobtrusive and are only visible upon close inspection. They do not impair movement or mobility in any way. It only takes a few seconds to attach the weapon (counts as one melee attack), but it can be removed in an instant. A simple mental command causes the tendrils to sever themselves from the weapon so that the user can make some impressive quick draws. Severed tendrils dissolve after a few minutes (2D4 melee rounds) for easy clean up and to prevent the weapon from leaving a trail. Despite the frail appearance of these tendrils, they are surprisingly strong. Anyone attempting to pull the weapon off the owner against his will must have a Robotic/Splicer P.S. of 40 or higher, or they can attempt to cut through the tendrils (they have a total of 25 M.D.C.).
Bonus: +3 on initiative when first drawing the weapon.
Bio-E Cost: 10 points.
Prerequisite: None.
Cost: 1000 credits.
• Hair Trigger: Bio-Tech firearms do not actually have triggers. Instead the wielder mentally fires the weapon through a neurological connection. This connection can be enhanced to allow for faster communication, which means the shooter can squeeze off shots more quickly.
Bonus: +1 on initiative.
Bio-E Cost: 4
Prerequisite: None.
Trade Value: 400 credits.
• Enhanced Regeneration: The healing rate of any living weapon can be dramatically increased. Damage that would normally take hours to heal can now be repaired in minutes (1D4 M.D.C. per minute). This upgrade is very useful for Splicers that rely on the Speed Reload Enhancement.
Bio-E Cost: 30
Prerequisite: None.
Trade Value: 3000 credits.
• Increased M.D.C.: After investing so much time and money into their favorite custom weapon, many Splicers like to increase its durability to make sure it survives the rigors of combat.
Bio-E Cost: 10 points for every 10 M.D.C. Maximum increase is 100 M.D.C.
Prerequisite: None.
Cost: 1000 credits for every 10 M.D.C.
Last edited by slappy on Wed Jun 28, 2006 12:49 am, edited 25 times in total.
Ranged weapon of choice for my scarecrow is Bio-E pistol for fairly obvious reasons with his 41 PE. Based on 50 pts at 1st lvl here's where I'd start his upgrades:
Custom Grip (5)
Custom Balance(5)
Targeting Sight(20)
Chig Launcher(10) - did I mention he likes to blow things up?
2nd - Organic Rocket Launcher (10) (4 pts saved)
3rd - Clinger Missile Launcher (8) (10 pts saved)
4th - Nothing (24 pts saved)
5th - Omni Launcher (35) (3 pts saved) - I did mention he likes to blow things up right?
6th - Ultra Launcher (10), Smart Rocket (5) (3 pts saved)
7th - Increased Operational Duartion (15)
Custom Grip (5)
Custom Balance(5)
Targeting Sight(20)
Chig Launcher(10) - did I mention he likes to blow things up?
2nd - Organic Rocket Launcher (10) (4 pts saved)
3rd - Clinger Missile Launcher (8) (10 pts saved)
4th - Nothing (24 pts saved)
5th - Omni Launcher (35) (3 pts saved) - I did mention he likes to blow things up right?
6th - Ultra Launcher (10), Smart Rocket (5) (3 pts saved)
7th - Increased Operational Duartion (15)
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- D-Bee
- Posts: 30
- Joined: Wed Mar 02, 2005 4:26 pm
Awesome
All i have to say is..... i want more...You are the man slappy... You take all this stuff you have created for splicers and write a whole book! Are you doing anything with general equip, not just weapons?
I added another Feeding Enhancement. I listed it below for convenience.
Speed Reload: Weapons that possess the Fasting Enhancement can be further augmented with the Speed Reload feature. It is similar to Fasting in that it allows the weapon to feed upon itself for fuel, but in this case, the weapon can be made to cannibalize itself in order to rapidly replenish its own depleted payload. For every four points of M.D.C. consumed by the weapon, one round or energy blast is regenerated. Projectiles, acid, or napalm take one melee round to regenerate, but energy blasts are instantly restored. Larger projectiles like Organic Rockets consume ten points of M.D.C., but they still only take one melee round to regrow. Whether the wielder wants to regrow one round or ten, they are all replenished at the same time. This ability can inflict severe damage to the firearm, but it is far better than running out of ammo in a tight situation. Note: This enhancement makes it so that a Bio-Energy Pistol or Rifle will tap its own strength rather than that of the wielder.
Bio-E Cost: 30 points.
Prerequisite: Fasting, but Speed Reload is added to the weapon, it does not replace it.
Cost: 3000 credits.
Speed Reload: Weapons that possess the Fasting Enhancement can be further augmented with the Speed Reload feature. It is similar to Fasting in that it allows the weapon to feed upon itself for fuel, but in this case, the weapon can be made to cannibalize itself in order to rapidly replenish its own depleted payload. For every four points of M.D.C. consumed by the weapon, one round or energy blast is regenerated. Projectiles, acid, or napalm take one melee round to regenerate, but energy blasts are instantly restored. Larger projectiles like Organic Rockets consume ten points of M.D.C., but they still only take one melee round to regrow. Whether the wielder wants to regrow one round or ten, they are all replenished at the same time. This ability can inflict severe damage to the firearm, but it is far better than running out of ammo in a tight situation. Note: This enhancement makes it so that a Bio-Energy Pistol or Rifle will tap its own strength rather than that of the wielder.
Bio-E Cost: 30 points.
Prerequisite: Fasting, but Speed Reload is added to the weapon, it does not replace it.
Cost: 3000 credits.
Last edited by slappy on Thu Apr 21, 2005 11:01 pm, edited 1 time in total.
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- D-Bee
- Posts: 26
- Joined: Tue Apr 22, 2003 11:31 pm
I appreciate that. I'm just a whore for praise. Here's a little something as a thank you.
Quill Storm Cannon (Heavy Bio-Weapon)
This heavy anti-infantry weapon is the Bio-Tech equivalent of a mini-gun. It was built to quickly mow down everything in its path, but it has a tendency to burn through its payload rather rapidly. It is too heavy to fire like a standard rifle, so it is designed to be fired from the hip. This firing style reduces the accuracy, but the sheer amount of projectiles unleashed by the weapon compensates for this problem quite nicely. This two-handed weapon requires a Splicer P.S. of 22 or higher (or a human P.S. of 35 or higher) to wield it effectively. Characters with a P.S. less than this amount are -4 to strike. The enormous barrel is actually a bundle of twenty smaller gun barrels. Each one of these narrow barrels is capable of firing one razor-sharp quill every second. When all twenty quill launchers fire in rapid succession, the weapon unleashes a nearly continuous stream of deadly spikes. The bulky carapace shell at the base of the of the cannon stores the weapon’s payload of one thousand quills, but anyone that has used a Quill Storm Cannon knows it is easier to exhaust this huge supply of spikes then one might think.
Weight: 60 lbs.
M.D.C. of the Cannon: 3D4x10+30 M.D.C.
Mega-Damage: 6D10 to a 5 foot area per burst of 100 quills, 3D4x10 to a 10 foot area per burst of 200 quills, or 5D4x10 to a 20 foot area per burst of 400 quills.
Maximum Effective Range: 1000 feet.
Rate of Fire: Each burst counts as one attack per melee.
Payload: 1000 quills. Spent quills are completely replenished after 24 hours.
Bonus: +1 to strike.
Trade Value: 15,000 credits.
Quill Storm Cannon (Heavy Bio-Weapon)
This heavy anti-infantry weapon is the Bio-Tech equivalent of a mini-gun. It was built to quickly mow down everything in its path, but it has a tendency to burn through its payload rather rapidly. It is too heavy to fire like a standard rifle, so it is designed to be fired from the hip. This firing style reduces the accuracy, but the sheer amount of projectiles unleashed by the weapon compensates for this problem quite nicely. This two-handed weapon requires a Splicer P.S. of 22 or higher (or a human P.S. of 35 or higher) to wield it effectively. Characters with a P.S. less than this amount are -4 to strike. The enormous barrel is actually a bundle of twenty smaller gun barrels. Each one of these narrow barrels is capable of firing one razor-sharp quill every second. When all twenty quill launchers fire in rapid succession, the weapon unleashes a nearly continuous stream of deadly spikes. The bulky carapace shell at the base of the of the cannon stores the weapon’s payload of one thousand quills, but anyone that has used a Quill Storm Cannon knows it is easier to exhaust this huge supply of spikes then one might think.
Weight: 60 lbs.
M.D.C. of the Cannon: 3D4x10+30 M.D.C.
Mega-Damage: 6D10 to a 5 foot area per burst of 100 quills, 3D4x10 to a 10 foot area per burst of 200 quills, or 5D4x10 to a 20 foot area per burst of 400 quills.
Maximum Effective Range: 1000 feet.
Rate of Fire: Each burst counts as one attack per melee.
Payload: 1000 quills. Spent quills are completely replenished after 24 hours.
Bonus: +1 to strike.
Trade Value: 15,000 credits.
Re: Awesome
OrionPrime wrote: Are you doing anything with general equip, not just weapons?
I forgot that I created a few pieces of general equipment under the Deliveryman O.C.C. They're already up on the board here.
I'm still making changes to the Weapon Enhancements. Made a change to the Extra Grip Enhancement and the Fasting Enhancement plus I added the following enhancements to Weapon Attachments:
• Targeting Light Cell: A small Light Cell can be mounted on any standard pistol, rifle or heavy weapon. This low profile device can project a beam of white light like an organic flashlight, or it can focus its beam into a small pinpoint that can be used as a laser sight. The wielder can switch back and forth between the two types of beams instantly with a simple mental command. The flashlight beam has a range of 300 feet, and the laser sight has a range of 1000 feet. The Light Cell does not count against the total number of Weapon Attachments that a firearm can possess, which means a rifle could have one ranged weapon, one melee weapon, and a Targeting Light Cell, but any weapon can only contain one Light Cell.
Bonus: +2 to strike.
Bio-E Cost: 10 points.
Prerequisite: None.
Cost: 1000 credits.
• Super Light Cell: A Targeting Light Cell can be further enhanced to allow it to fire a damaging laser blast, but it still retains its ability to project a flashlight beam or a laser targeting sight. In fact, the shooter can use the laser sight to help aim the laser blast before it is fired. A Super Light Cell has an effectively unlimited payload, so this enhancement is an excellent back up when the primary weapon exhausts its payload. As another bonus, the Super Light Cell can fire in conjunction with the primary weapon for a more powerful double attack.
Mega-Damage: 1D10 M.D.
Maximum Effective Range: 1000 feet.
Rate of Fire: Each blast counts as one melee attack. A dual attack from the Super Light Cell and the primary weapon also counts as one melee attack.
Payload: Effectively unlimited.
Bonus: Maintains the +2 to strike from the Targeting Light Cell.
Bio-E Cost: 15 points.
Prerequisite: Targeting Light Cell.
Cost: 1500 credits.
• Targeting Light Cell: A small Light Cell can be mounted on any standard pistol, rifle or heavy weapon. This low profile device can project a beam of white light like an organic flashlight, or it can focus its beam into a small pinpoint that can be used as a laser sight. The wielder can switch back and forth between the two types of beams instantly with a simple mental command. The flashlight beam has a range of 300 feet, and the laser sight has a range of 1000 feet. The Light Cell does not count against the total number of Weapon Attachments that a firearm can possess, which means a rifle could have one ranged weapon, one melee weapon, and a Targeting Light Cell, but any weapon can only contain one Light Cell.
Bonus: +2 to strike.
Bio-E Cost: 10 points.
Prerequisite: None.
Cost: 1000 credits.
• Super Light Cell: A Targeting Light Cell can be further enhanced to allow it to fire a damaging laser blast, but it still retains its ability to project a flashlight beam or a laser targeting sight. In fact, the shooter can use the laser sight to help aim the laser blast before it is fired. A Super Light Cell has an effectively unlimited payload, so this enhancement is an excellent back up when the primary weapon exhausts its payload. As another bonus, the Super Light Cell can fire in conjunction with the primary weapon for a more powerful double attack.
Mega-Damage: 1D10 M.D.
Maximum Effective Range: 1000 feet.
Rate of Fire: Each blast counts as one melee attack. A dual attack from the Super Light Cell and the primary weapon also counts as one melee attack.
Payload: Effectively unlimited.
Bonus: Maintains the +2 to strike from the Targeting Light Cell.
Bio-E Cost: 15 points.
Prerequisite: Targeting Light Cell.
Cost: 1500 credits.
Booster Patch
This small Bio-Tech device is a modified version of a Slap Patch. Instead of releasing a cocktail of healing chemicals, the Booster Patch injects a potent combination of adrenaline, steroids, and raw bio-energy. These tiny patches are used to temporarily super charge Bio-Tech devices like Host Armor, War Mounts, and Wing Packs, and they can even be used to empower hand-held weapons. The effects may be temporary, but they are impressive.
When applied to a War Mount or suit of Host Armor, the device gains an additional 30 M.D.C. to its main body, one attack per melee round, bonuses of +1 to strike, parry, and dodge, +15 to Splicer P.S., and its running speed and flight speed (if applicable) are both increased by 20 percent. In addition, the damage inflicted by any built-in weapon systems is increased by 25 percent. The surge lasts for 1D4 minutes, but when the boost subsides, the War Mount or Host Armor feels tired and is -2 on initiative, -2 to strike, parry, and dodge, and speed is reduced by 30 percent for 5D6 minutes, plus spent ammunition takes twice as long to regenerate for the next 2D4 hours.
When placed on a Wing Pack, the organic jet pack gains an additional 30 M.D.C. to its main body, one attack per melee round, bonuses of +1 on initiative, +1 to strike, and +2 to dodge, and most impressively, a speed boost of 150 mph. In addition, the damage inflicted by any built-in weapon systems is increased by 25 percent. A Booster Patch can empower a Wing Pack for 2D4 minutes, but when the surge fades, the pack will completely shut down for 3D6 minutes (including all built-in weapon systems). Archangels love using Booster Patches despite the risks of losing flight capabilities in midair.
Booster Patches can also be used to super charge pistols, rifles, and other heavy Bio-Weapons. They temporarily increase the range and damage of the weapon by 50 percent. The effect lasts for 3D4 minutes, but when the boost subsides, the weapon goes dormant for 5D6 minutes (even if it has not exhausted its payload), and it is unable to regenerate spent ammunition for 24 hours.
The Booster Patch must remain in place the entire time in order to maintain the power surge. If the patch is removed prematurely, the bonuses will only last for another melee round, after which the item will immediately begin experiencing withdrawal symptoms.
A Bio-Tech devise can only be enhanced with a Booster Patch three times per day and only one patch can be used at a time. Trying to apply multiple patches to the same item or using too many in one day has serious repercussions. The chemical cocktail released by these tiny devises already pushes organic technology to its limits, and using too many can cause an item to meltdown. Instead of the normal bonuses, the item loses two attacks per melee, suffers penalties of -3 on initiative, -5 to strike, parry, and dodge, and speed is reduced by 50 percent. In addition, the hyper-metabolic boost rages out of control which actually causes the Bio-Tech devise to begin consuming itself. The item loses 1D4 M.D. every melee round for 2D4+2 minutes and all ammunition is devoured before it can be fired. The stress from this overdose is very taxing to the organism and it cannot heal any damage or regenerate any ammunition for 24 hours.
In the case of multiple patches, the overdose can be cut short by quickly removing one of the patches. The meltdown penalties end 1D4 melee rounds after any additional patches are removed. In addition, the chemicals released from the remaining patch no longer provide any additional bonuses. All it does is alleviate the penalties of withdrawal (no penalties). Of course, once the boost from that patch subsides, then the item experiences the normal withdrawal symptoms. In the case of using too many patches in one day, even removing the final patch early will not end the overdose. The item has simply been pushed beyond its limits and there is no way to stop the meltdown. When fighting other Splicers, it is a common tactic to counteract Booster Patches by forcing an overdose with another patch. These items can be an incredible asset in battle, but they also make devastating weapons in the hands of a clever adversary. Splicers generally make it a practice not to use more than two Booster Patches in a day to make sure they never accidentally overdose, and to make sure they can quickly counteract the effects if an enemy does use a Booster Patch against them.
Unlike Slap Patches, Booster Patches cannot be used on normal humans. They are designed to be used on powerful Bio-Tech creations, and the chemicals contained within these patches are incredibly harmful. Some despicable members of the Resistance even use Booster Patches to interrogate or torture other humans. Many of the chemicals are completely incompatible with S.D.C. tissue which helps mitigate the damage, but the other compounds still induce some horrible effects. Within seconds of using a Booster Patch on a human, the person’s muscles spasm so violently it feels like they may tear right off the bone. His senses become so over stimulated, that it actually renders him almost completely blind and deaf, and his body is wracked with a horrible fever that feels like his skin is on fire. The effect is rarely fatal, but it is incredibly painful and debilitating. The victim only has one attack per melee round and suffers penalties of -10 to strike, parry, and dodge, and speed is reduced to 10 percent for 5D4 minutes. In addition, the person loses 1D4 S.D.C. every minute for 2D6 minutes. After the effects fade, the person begins to regain his senses, but is still weak and in shock and suffers penalties of -2 to strike, parry, and dodge and loses 2 attacks per melee round for 1D4 hours.
Super-powered humans like Scarecrows and Gene-Thieves can actually empower themselves with Booster Patches, but it does come with some risks. These characters receive the same bonuses as War Mounts and suits of Host Armor, but in addition to the normal limitations and penalties from coming down from a boost, they also risk over-taxing their systems with every use. Organic technology is still quite different than human physiology, and sometimes Booster Patches are still too much even for these powerful individuals. Every time one of these super humans uses a Booster Patch, he must make a save vs. poisons of 7 or higher or else he will suffer the same penalties as if he is experiencing an overdose. Some beings are hearty enough that this is never a concern, but others only use Booster Patches in extreme circumstances because even though the chance of an overdose is small, the side-effects are incredibly dangerous.
M.D.C. of the Device: 5 M.D.C.
Limitations: Can only be used once every 24 hours. The chemicals are automatically regenerated after 24 hours.
Trade Value: 4000 credits.
This small Bio-Tech device is a modified version of a Slap Patch. Instead of releasing a cocktail of healing chemicals, the Booster Patch injects a potent combination of adrenaline, steroids, and raw bio-energy. These tiny patches are used to temporarily super charge Bio-Tech devices like Host Armor, War Mounts, and Wing Packs, and they can even be used to empower hand-held weapons. The effects may be temporary, but they are impressive.
When applied to a War Mount or suit of Host Armor, the device gains an additional 30 M.D.C. to its main body, one attack per melee round, bonuses of +1 to strike, parry, and dodge, +15 to Splicer P.S., and its running speed and flight speed (if applicable) are both increased by 20 percent. In addition, the damage inflicted by any built-in weapon systems is increased by 25 percent. The surge lasts for 1D4 minutes, but when the boost subsides, the War Mount or Host Armor feels tired and is -2 on initiative, -2 to strike, parry, and dodge, and speed is reduced by 30 percent for 5D6 minutes, plus spent ammunition takes twice as long to regenerate for the next 2D4 hours.
When placed on a Wing Pack, the organic jet pack gains an additional 30 M.D.C. to its main body, one attack per melee round, bonuses of +1 on initiative, +1 to strike, and +2 to dodge, and most impressively, a speed boost of 150 mph. In addition, the damage inflicted by any built-in weapon systems is increased by 25 percent. A Booster Patch can empower a Wing Pack for 2D4 minutes, but when the surge fades, the pack will completely shut down for 3D6 minutes (including all built-in weapon systems). Archangels love using Booster Patches despite the risks of losing flight capabilities in midair.
Booster Patches can also be used to super charge pistols, rifles, and other heavy Bio-Weapons. They temporarily increase the range and damage of the weapon by 50 percent. The effect lasts for 3D4 minutes, but when the boost subsides, the weapon goes dormant for 5D6 minutes (even if it has not exhausted its payload), and it is unable to regenerate spent ammunition for 24 hours.
The Booster Patch must remain in place the entire time in order to maintain the power surge. If the patch is removed prematurely, the bonuses will only last for another melee round, after which the item will immediately begin experiencing withdrawal symptoms.
A Bio-Tech devise can only be enhanced with a Booster Patch three times per day and only one patch can be used at a time. Trying to apply multiple patches to the same item or using too many in one day has serious repercussions. The chemical cocktail released by these tiny devises already pushes organic technology to its limits, and using too many can cause an item to meltdown. Instead of the normal bonuses, the item loses two attacks per melee, suffers penalties of -3 on initiative, -5 to strike, parry, and dodge, and speed is reduced by 50 percent. In addition, the hyper-metabolic boost rages out of control which actually causes the Bio-Tech devise to begin consuming itself. The item loses 1D4 M.D. every melee round for 2D4+2 minutes and all ammunition is devoured before it can be fired. The stress from this overdose is very taxing to the organism and it cannot heal any damage or regenerate any ammunition for 24 hours.
In the case of multiple patches, the overdose can be cut short by quickly removing one of the patches. The meltdown penalties end 1D4 melee rounds after any additional patches are removed. In addition, the chemicals released from the remaining patch no longer provide any additional bonuses. All it does is alleviate the penalties of withdrawal (no penalties). Of course, once the boost from that patch subsides, then the item experiences the normal withdrawal symptoms. In the case of using too many patches in one day, even removing the final patch early will not end the overdose. The item has simply been pushed beyond its limits and there is no way to stop the meltdown. When fighting other Splicers, it is a common tactic to counteract Booster Patches by forcing an overdose with another patch. These items can be an incredible asset in battle, but they also make devastating weapons in the hands of a clever adversary. Splicers generally make it a practice not to use more than two Booster Patches in a day to make sure they never accidentally overdose, and to make sure they can quickly counteract the effects if an enemy does use a Booster Patch against them.
Unlike Slap Patches, Booster Patches cannot be used on normal humans. They are designed to be used on powerful Bio-Tech creations, and the chemicals contained within these patches are incredibly harmful. Some despicable members of the Resistance even use Booster Patches to interrogate or torture other humans. Many of the chemicals are completely incompatible with S.D.C. tissue which helps mitigate the damage, but the other compounds still induce some horrible effects. Within seconds of using a Booster Patch on a human, the person’s muscles spasm so violently it feels like they may tear right off the bone. His senses become so over stimulated, that it actually renders him almost completely blind and deaf, and his body is wracked with a horrible fever that feels like his skin is on fire. The effect is rarely fatal, but it is incredibly painful and debilitating. The victim only has one attack per melee round and suffers penalties of -10 to strike, parry, and dodge, and speed is reduced to 10 percent for 5D4 minutes. In addition, the person loses 1D4 S.D.C. every minute for 2D6 minutes. After the effects fade, the person begins to regain his senses, but is still weak and in shock and suffers penalties of -2 to strike, parry, and dodge and loses 2 attacks per melee round for 1D4 hours.
Super-powered humans like Scarecrows and Gene-Thieves can actually empower themselves with Booster Patches, but it does come with some risks. These characters receive the same bonuses as War Mounts and suits of Host Armor, but in addition to the normal limitations and penalties from coming down from a boost, they also risk over-taxing their systems with every use. Organic technology is still quite different than human physiology, and sometimes Booster Patches are still too much even for these powerful individuals. Every time one of these super humans uses a Booster Patch, he must make a save vs. poisons of 7 or higher or else he will suffer the same penalties as if he is experiencing an overdose. Some beings are hearty enough that this is never a concern, but others only use Booster Patches in extreme circumstances because even though the chance of an overdose is small, the side-effects are incredibly dangerous.
M.D.C. of the Device: 5 M.D.C.
Limitations: Can only be used once every 24 hours. The chemicals are automatically regenerated after 24 hours.
Trade Value: 4000 credits.
Last edited by slappy on Thu May 12, 2005 8:55 pm, edited 1 time in total.
- taalismn
- Priest
- Posts: 48602
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Looking at Slappy's weapons enhancements, I'm impressed.
But here are a few uniquely biological enhancements that could be considered(though I really haven't fleshed them out, this being rather spur of the moment):
*Bio-Self Destruct----THe ultimate security device of last resort...3 BIO-E for a simple melts-into-sludge mechanism, 5 for an explosive take-someone-with-me device that does damage equal to one rd(even if the weapon is empty)+ any additional damage from remaining ammo(or 1d6-2d4 MD if a melee weapon), to a 6 ft blast area(acid and gore-based weapons do an extra 1d6 of damage and a +5 ft of blast radius due to the liquid nature of their ammo). Mechanism can be a simple code-lock, time delay, or for an additional 3 Bio-E, remote detonated by Bio-Comm(great if the Machine overruns your camp).
*Sentinel(Ranged Weapons)----A crude animal intelligence and muscle-frame that turns the gun into a robot gun mount, keeping watch as ypu sleep, or turning it into a trap.....THe weapon sits on a minutuare 'stump' with tendril rootlets that can be used to atatch it to any surface(even a ceiling)... In its basic form, Has 2 attacks per melee, and bonuses to strike, and crude optical/auditory sensory system that can be set to I.D. up to 25 different targets(considered 'SAFE')...all others are fired on...and has a threshold range of 500 ft. Sensory package enhancements can add to the bonuses and range of the sensor system.
Basic Cost: 10 Bio-E. 5 Bio-E per additional attack per melee. 3 bio-e for remote Bio-Comm direction(can be fired by remote control)
*Leash Instinct---Gives the weapon limited animal mobility(a coiled tail or small legs or combination), basic senses(usually a sense of smell or bio-comm transponder) that allows the weapon to seek out its owner and go to them, leaping to hand. Can typically be called from as far away as 150 ft(or pick up their spell/trace), further for the bio-comm seeker. Typically walks/crawls at a speed of 6, and is easily inconvenienced by obstacles(not smart enough to open doors, but will crawl over or around obstacles) and can leap up to 8 ft to land in its owner's hand(s). Gives a +1 to initiative for quick-draws.
Cost: 15 Bio-E, 3 for bio-commseeker
*WarCry---When fired/used, the weapon gives off an animalistic shriek, bloodthirsty howl, or enhanced insectile buzz that can be psychologically duanting to opponents....Useless against the Machine, but great against animals and other humans, and many soldiers just love having a weapon that seems as stoked as they are. Can be disabled for stealth operations.
Horror Factor: 2d4+2
Cost: 5 Bio-E
But here are a few uniquely biological enhancements that could be considered(though I really haven't fleshed them out, this being rather spur of the moment):
*Bio-Self Destruct----THe ultimate security device of last resort...3 BIO-E for a simple melts-into-sludge mechanism, 5 for an explosive take-someone-with-me device that does damage equal to one rd(even if the weapon is empty)+ any additional damage from remaining ammo(or 1d6-2d4 MD if a melee weapon), to a 6 ft blast area(acid and gore-based weapons do an extra 1d6 of damage and a +5 ft of blast radius due to the liquid nature of their ammo). Mechanism can be a simple code-lock, time delay, or for an additional 3 Bio-E, remote detonated by Bio-Comm(great if the Machine overruns your camp).
*Sentinel(Ranged Weapons)----A crude animal intelligence and muscle-frame that turns the gun into a robot gun mount, keeping watch as ypu sleep, or turning it into a trap.....THe weapon sits on a minutuare 'stump' with tendril rootlets that can be used to atatch it to any surface(even a ceiling)... In its basic form, Has 2 attacks per melee, and bonuses to strike, and crude optical/auditory sensory system that can be set to I.D. up to 25 different targets(considered 'SAFE')...all others are fired on...and has a threshold range of 500 ft. Sensory package enhancements can add to the bonuses and range of the sensor system.
Basic Cost: 10 Bio-E. 5 Bio-E per additional attack per melee. 3 bio-e for remote Bio-Comm direction(can be fired by remote control)
*Leash Instinct---Gives the weapon limited animal mobility(a coiled tail or small legs or combination), basic senses(usually a sense of smell or bio-comm transponder) that allows the weapon to seek out its owner and go to them, leaping to hand. Can typically be called from as far away as 150 ft(or pick up their spell/trace), further for the bio-comm seeker. Typically walks/crawls at a speed of 6, and is easily inconvenienced by obstacles(not smart enough to open doors, but will crawl over or around obstacles) and can leap up to 8 ft to land in its owner's hand(s). Gives a +1 to initiative for quick-draws.
Cost: 15 Bio-E, 3 for bio-commseeker
*WarCry---When fired/used, the weapon gives off an animalistic shriek, bloodthirsty howl, or enhanced insectile buzz that can be psychologically duanting to opponents....Useless against the Machine, but great against animals and other humans, and many soldiers just love having a weapon that seems as stoked as they are. Can be disabled for stealth operations.
Horror Factor: 2d4+2
Cost: 5 Bio-E
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
I continue to add more hand-held weapon enhancements. Here are the latest:
• Retractable Hooks: Any bladed weapon can be enhanced with a series of retractable, razor-sharp hooks that spring forth from the blade whenever the weapon pierces its target. These hooks tear into the internal circuitry (or flesh) of the target and cause horrific damage when the blade is removed. The weapon inflicts an additional 2D8 M.D. when the blade is yanked from the victim (does not count as an additional melee attack). This attack is incredibly painful to living targets. The victim is momentarily overcome with shock, loses initiative and one attack per melee, and suffers penalties of -1 to strike, parry, and dodge for one melee round. Subsequent attacks increase the duration of the penalties. Robots suffer no additional penalty.
Mega-Damage: The weapon inflicts an additional 2D8 M.D. whenever it is removed.
Bio-E Cost: 10 points.
Prerequisite: Only bladed weapons can be enhanced with Retractable Hooks.
Trade Value: 1000 credits.
• Hair Trigger: Bio-Tech firearms do not actually have triggers. Instead the wielder mentally fires the weapon through a neurological connection. This connection can be enhanced to allow for faster communication, which means the shooter can squeeze off shots more quickly.
Bonus: +1 on initiative.
Bio-E Cost: 4
Prerequisite: None.
Trade Value: 250 credits.
• Retractable Hooks: Any bladed weapon can be enhanced with a series of retractable, razor-sharp hooks that spring forth from the blade whenever the weapon pierces its target. These hooks tear into the internal circuitry (or flesh) of the target and cause horrific damage when the blade is removed. The weapon inflicts an additional 2D8 M.D. when the blade is yanked from the victim (does not count as an additional melee attack). This attack is incredibly painful to living targets. The victim is momentarily overcome with shock, loses initiative and one attack per melee, and suffers penalties of -1 to strike, parry, and dodge for one melee round. Subsequent attacks increase the duration of the penalties. Robots suffer no additional penalty.
Mega-Damage: The weapon inflicts an additional 2D8 M.D. whenever it is removed.
Bio-E Cost: 10 points.
Prerequisite: Only bladed weapons can be enhanced with Retractable Hooks.
Trade Value: 1000 credits.
• Hair Trigger: Bio-Tech firearms do not actually have triggers. Instead the wielder mentally fires the weapon through a neurological connection. This connection can be enhanced to allow for faster communication, which means the shooter can squeeze off shots more quickly.
Bonus: +1 on initiative.
Bio-E Cost: 4
Prerequisite: None.
Trade Value: 250 credits.
Nice hand Weapon Enhancements.
You forgot something.
Might move the Note to just above the start of Custom Shaping. It's important to the weapon's information and several of the Enhancements.
Should basic Regeneration be slower, maybe on a hourly, six hour or even a daily rate? But daily maybe too slow.
Then have an Enhancement for Enhanced Regeneration.
How fast would "Damage" caused by Feeding Enhancements that use the weapon's M.D.C. heal? or
Would that type of "Damage" only be healed in the Bio-Bath?
You forgot something.
slappy wrote:I continue to add more hand-held weapon enhancements. Here are the latest:
from Feeding Enhancement
Note: Since the Splicers RPG does not list the M.D.C. of any of the ranged weapons, just use 1D6x10+20 M.D.C. for pistols, 2D4x10+20 M.D.C. for rifles, and 3D4x10+30 M.D.C. for super heavy weapons like the Bio-Rocket Slinger. All weapons regenerate at a rate of 1D8 M.D.C. every 5 minutes.
Might move the Note to just above the start of Custom Shaping. It's important to the weapon's information and several of the Enhancements.
Should basic Regeneration be slower, maybe on a hourly, six hour or even a daily rate? But daily maybe too slow.
Then have an Enhancement for Enhanced Regeneration.
How fast would "Damage" caused by Feeding Enhancements that use the weapon's M.D.C. heal? or
Would that type of "Damage" only be healed in the Bio-Bath?
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Thanks for the tip on moving the M.D.C. note. I'll figure out where to put it after I get home from work today. As for the regeneration rates, those are actually in line with the melee weapon regeneration rates listed in the main book (they don't all have a rate listed, but some do). I thought it was a little high too, but it should work pretty well. I just figure regeneration stops when the Fasting Enhancement has to kick in, but the normal healing rate re-engages after the weapon has been dipped in the Bio-Goo Stew back at the underground havens.
I keep going back and forth on whether I want to add Enhanced Regeneration rates. My fear is that it will make the Speed Reload Enhancement way too powerful. Anybody have an opinion on that?
I keep going back and forth on whether I want to add Enhanced Regeneration rates. My fear is that it will make the Speed Reload Enhancement way too powerful. Anybody have an opinion on that?
slappy wrote:Thanks for the tip on moving the M.D.C. note.
..I just figure regeneration stops when the Fasting Enhancement
has to kick in, but the normal healing rate re-engages after the
weapon has been dipped in the Bio-Goo Stew back at the
underground havens.
I keep going back and forth on whether I want to add Enhanced
Regeneration rates. My fear is that it will make the Speed Reload
Enhancement way too powerful. Anybody have an opinion on that?
If you have a rifle with 80 M.D.C. Speed Reload would only give
you 19-20 rounds tops. Normal Regenerate is 1D8 per 5 minutes.
You would use up the rounds faster that you get is back. And you
need to use upto 47 Bio-E to get Increased Op Duration, Fasting
and then Speed Reload. Because Speed Reload uses Fasting and
so does not Regenerate until bath time. So Regenerate and an
Enhanced form would be no help at all with the Feeding Upgrades.
So some Regenerate in the field to recover from Feeding may
be needed.
I think that I will take Ultra Upgrade for 10 Bio-E and Increased Op
Duration for 15. At least for starts.
I hope the next book has a lot more hand weapons in it. With a
few more weapon type.
But a gift for you. Something from my little list :
• (New) Fattie Tissue - when using Feeding Enhancements the
Fattie Tissue is used up first. But not damaged like when the
Weapon it eating itself. Fattie Tissue adds weight to the weapon,
but helps to stop or it least reduces the damage to it self.
Not sure what it feeds on to regenerate. One of the reason it has
not seen the light of the Forums.
Last edited by abtex on Tue May 03, 2005 1:42 pm, edited 1 time in total.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
I like that. I can imagine a rifle with a bunch of fat rolls and a few chins.
I was actually thinking that damage inflicted from Speed Reload heals at the normal rate, and the only time the weapon stops regenerating is when it has gone past its operational duration. So Speed Reload could be used mutiple times without having to take it back for a bio-bath, but then you risk weakening your Custom Rifle too badly. It may quickly replace your ammo, but a lucky shot could kill your favorite gun while it is weakened. That's why I keep shying away from Enhanced Regeneration Rate.
I was actually thinking that damage inflicted from Speed Reload heals at the normal rate, and the only time the weapon stops regenerating is when it has gone past its operational duration. So Speed Reload could be used mutiple times without having to take it back for a bio-bath, but then you risk weakening your Custom Rifle too badly. It may quickly replace your ammo, but a lucky shot could kill your favorite gun while it is weakened. That's why I keep shying away from Enhanced Regeneration Rate.
slappy wrote:I like that. I can imagine a rifle with a bunch of
fat rolls and a few chins.
Must get this out of my head.
So an over weight Custom Rifle with WarCry, Lock Tight Tendrils,
Bipod and few other enhancements is hit. Now it is flapping around
on the ground crying out in pain. But it cannot regenerate because
it's gone past its operational duration.
Ok. Now I feel better.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
abraham wrote:how about this as a enhancment
flame breather-does just what it seis it does!
It's hidden in his posting call: Plasma Flame Thrower
Do a web page search and you will find it.
Still no Kitchen Sink enhance but give slappy time
It will be there
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
Because I have no idea what it will bring back with it.
taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...
taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink...
I took Abtex's advice and stretched the normal regeneration rate to 1D8 per hour. And then here are the latest enhancements.
• Breakaway Blade: This strange upgrade can only be applied to weapons that already possess the Retractable Hooks Bio-Enhancement. Instead of just inflicting extra damage by pulling the jagged blade out of the target, the wielder can chose to release the blade inside the victim. Once the blade is separated from the hilt, a new blade begins to grow in its place, and most importantly, the old blade grows uncontrollable within the target, tearing it apart from the inside. The organic fragment sprouts dozens of razor sharp spikes that push their way through the target for 2D4 melee rounds. They shred everything in their path until the rapid growth rate overtaxes the severed blade and it dies. However, the network of bone spikes left within the target will remain until they are surgically removed. The spikes seriously impair mobility for robots and living organisms. Anyone struck with a Breakaway Blade will suffer penalties of -3 to strike, parry, and dodge and will have two less attacks per melee round until the organic weapon is surgically removed. Humans wearing armor (even Host Armor) may also be impaled by several of the spikes (01-45% chance) as they snake throughout the target. In this case, the human inside suffers 3D6 S.D.C. every melee round for 1D4 melees.
Mega-Damage: In addition to the normal damage inflicted by the blade, it inflicts 3D8 M.D. every melee round for 2D4 melees.
Payload: The weapon can only replace detached blades 5 times every 24 hours. Lost blades take 4D4 melee rounds to completely regenerate.
Bio-E Cost: 40 points.
Prerequisite: Retractable Hooks and Regeneration: Enhanced. The Breakaway Blade Bio-Enhancement is added to these enhancements. It does not replace them.
Trade Value: 4000 credits.
• Electro-Shock: Any melee weapon can be enhanced to allow it deliver a powerful electrical discharge on contact. A simple mental command alerts the weapon that it should expel its electrical charge the next time it strikes (does not count as a melee attack) which means the wielder does not have to try to time this attack (automatically fires on impact). The weapon can only generate so many charges a day, so they must be used sparingly. When used against living creatures, the target must also roll to save vs. stun (15 or higher, with any possible bonuses from P.E.) or else lose initiative, two melee attacks and are -4 to strike, parry, and dodge for 2D4 melee rounds. An electrical attack on Host Armor will inflict the usual damage to the armor plus 2D6 S.D.C. or H.P. damage to the pilot inside, but the pilot does not suffer any other penalties. Machines do not suffer any stun penalties.
Mega-Damage: The weapon inflicts an additional 4D10 M.D. on impact.
Payload: 10 electrical charges. One charge regenerates every hour.
Bio-E Cost: 15 points.
Prerequisite: None.
Trade Value: 1500 credits.
• Enhanced Regeneration: The healing rate of any living weapon can be dramatically increased. Damage that would normally take hours to heal can now be repaired in minutes (1D4 M.D.C. per minute). This upgrade is very useful for Splicers that rely on the Speed Reload Enhancement.
Bio-E Cost: 30
Prerequisite: None.
Trade Value: 3000 credits.
• Breakaway Blade: This strange upgrade can only be applied to weapons that already possess the Retractable Hooks Bio-Enhancement. Instead of just inflicting extra damage by pulling the jagged blade out of the target, the wielder can chose to release the blade inside the victim. Once the blade is separated from the hilt, a new blade begins to grow in its place, and most importantly, the old blade grows uncontrollable within the target, tearing it apart from the inside. The organic fragment sprouts dozens of razor sharp spikes that push their way through the target for 2D4 melee rounds. They shred everything in their path until the rapid growth rate overtaxes the severed blade and it dies. However, the network of bone spikes left within the target will remain until they are surgically removed. The spikes seriously impair mobility for robots and living organisms. Anyone struck with a Breakaway Blade will suffer penalties of -3 to strike, parry, and dodge and will have two less attacks per melee round until the organic weapon is surgically removed. Humans wearing armor (even Host Armor) may also be impaled by several of the spikes (01-45% chance) as they snake throughout the target. In this case, the human inside suffers 3D6 S.D.C. every melee round for 1D4 melees.
Mega-Damage: In addition to the normal damage inflicted by the blade, it inflicts 3D8 M.D. every melee round for 2D4 melees.
Payload: The weapon can only replace detached blades 5 times every 24 hours. Lost blades take 4D4 melee rounds to completely regenerate.
Bio-E Cost: 40 points.
Prerequisite: Retractable Hooks and Regeneration: Enhanced. The Breakaway Blade Bio-Enhancement is added to these enhancements. It does not replace them.
Trade Value: 4000 credits.
• Electro-Shock: Any melee weapon can be enhanced to allow it deliver a powerful electrical discharge on contact. A simple mental command alerts the weapon that it should expel its electrical charge the next time it strikes (does not count as a melee attack) which means the wielder does not have to try to time this attack (automatically fires on impact). The weapon can only generate so many charges a day, so they must be used sparingly. When used against living creatures, the target must also roll to save vs. stun (15 or higher, with any possible bonuses from P.E.) or else lose initiative, two melee attacks and are -4 to strike, parry, and dodge for 2D4 melee rounds. An electrical attack on Host Armor will inflict the usual damage to the armor plus 2D6 S.D.C. or H.P. damage to the pilot inside, but the pilot does not suffer any other penalties. Machines do not suffer any stun penalties.
Mega-Damage: The weapon inflicts an additional 4D10 M.D. on impact.
Payload: 10 electrical charges. One charge regenerates every hour.
Bio-E Cost: 15 points.
Prerequisite: None.
Trade Value: 1500 credits.
• Enhanced Regeneration: The healing rate of any living weapon can be dramatically increased. Damage that would normally take hours to heal can now be repaired in minutes (1D4 M.D.C. per minute). This upgrade is very useful for Splicers that rely on the Speed Reload Enhancement.
Bio-E Cost: 30
Prerequisite: None.
Trade Value: 3000 credits.
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Modified Grubs for Bore Weapons
These are particular Grubs developed by Bio-slayer. Actually how these grubs come to existence is something that not even Librarians full understand. Is basically a passage of bio-energy between the Bio-Slayer that mutate the Grubs. Note that the grubs could be took from the Bore weapon and loaded into a different bore weapon.
Explosive Grubs “Chubby”: The Grubs look obese, with a semi-transparent skin. They do not chew like their brothers and have halved range due to their size. But once they chew inside the target they explode!!
Damage: 1d10 plus explosion inflict 1d6x10 to a radius of 2ft
Bio-E cost: 10 for Grub 35 for Bore Weapon
Carnivorous Grubs “Lecter”: Simply Grubs specifically thought for flesh rather than for metal. Not particularly effective toward robots, they are nasty toward living being.
Damage: 3d8 M.D.C./S.D.C plus 2d8 M.D.C. to M.D.C. being and 3d6 damage directly form Hit Points to S.D.C. beings for 1d4 melees/rounds. It Hurt like hell , like having piranhas eating you from inside out!! These grubs, and relative Bore weapons, are illegal in all human heaven
Bio-E :15 for Grubs, 40 for Bore Weapon
Tracking Grubs “Judas”: The Grubs does less damage than their cousins and don’t chew. Instead they emit a scrambled signals that only Bio-Comms can detect. Useful to track down enemies.
Damage: 1d4 M.D.C./S.D.C. Range of signal: 6 Miles Lifespan: The Grub can live for roughly 24 hours plus 1d6 hours
Bio-E Cost: 5 for grubs, 20 for Bore Weapon
Thermal search grubs “killer-bee” : These grubs are really complex, infact they have a thermal sensor and two small wings that allow them to fly toward target avoiding obstacles or even doing sharp turns
Damage - same as normal Bore Gun Grubs Range - 500ft more than normal Grubs Lifespan: 2d4melees(they tend to live longer than normal grubs mostly because they have to catch the prey)
Bonus: +1 to strike
Bio-E cost: 20 for single grub, 50 for Bore Weapon
Force Piercing Grub “Krueger” : These Grubs are covered into a spiky chitin shell. These spikes generate a small vibration field that make it “slippery” toward force field. Basically the Grub can bypass force fields and do damage beyond that.
Damage: 1d6 to force field and usual Bore gun damage to the machine behind the field.
Bio-E Cost: Special ONLY Bio-Slayers and Butchers can have such modification; no other O.C.C. can!! 15 for single Grub, 35 for Bore Weapon
These are particular Grubs developed by Bio-slayer. Actually how these grubs come to existence is something that not even Librarians full understand. Is basically a passage of bio-energy between the Bio-Slayer that mutate the Grubs. Note that the grubs could be took from the Bore weapon and loaded into a different bore weapon.
Explosive Grubs “Chubby”: The Grubs look obese, with a semi-transparent skin. They do not chew like their brothers and have halved range due to their size. But once they chew inside the target they explode!!
Damage: 1d10 plus explosion inflict 1d6x10 to a radius of 2ft
Bio-E cost: 10 for Grub 35 for Bore Weapon
Carnivorous Grubs “Lecter”: Simply Grubs specifically thought for flesh rather than for metal. Not particularly effective toward robots, they are nasty toward living being.
Damage: 3d8 M.D.C./S.D.C plus 2d8 M.D.C. to M.D.C. being and 3d6 damage directly form Hit Points to S.D.C. beings for 1d4 melees/rounds. It Hurt like hell , like having piranhas eating you from inside out!! These grubs, and relative Bore weapons, are illegal in all human heaven
Bio-E :15 for Grubs, 40 for Bore Weapon
Tracking Grubs “Judas”: The Grubs does less damage than their cousins and don’t chew. Instead they emit a scrambled signals that only Bio-Comms can detect. Useful to track down enemies.
Damage: 1d4 M.D.C./S.D.C. Range of signal: 6 Miles Lifespan: The Grub can live for roughly 24 hours plus 1d6 hours
Bio-E Cost: 5 for grubs, 20 for Bore Weapon
Thermal search grubs “killer-bee” : These grubs are really complex, infact they have a thermal sensor and two small wings that allow them to fly toward target avoiding obstacles or even doing sharp turns
Damage - same as normal Bore Gun Grubs Range - 500ft more than normal Grubs Lifespan: 2d4melees(they tend to live longer than normal grubs mostly because they have to catch the prey)
Bonus: +1 to strike
Bio-E cost: 20 for single grub, 50 for Bore Weapon
Force Piercing Grub “Krueger” : These Grubs are covered into a spiky chitin shell. These spikes generate a small vibration field that make it “slippery” toward force field. Basically the Grub can bypass force fields and do damage beyond that.
Damage: 1d6 to force field and usual Bore gun damage to the machine behind the field.
Bio-E Cost: Special ONLY Bio-Slayers and Butchers can have such modification; no other O.C.C. can!! 15 for single Grub, 35 for Bore Weapon
"The baron is made of raw win. Search your feelings, you know it to be true."
- The Baron of chaos
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- Joined: Sun Nov 05, 2000 2:01 am
- Location: Dark Dimension
- The Baron of chaos
- Champion
- Posts: 2298
- Joined: Sun Nov 05, 2000 2:01 am
- Location: Dark Dimension
Slappy tell me what you think about this one. I think tha tothe rthan weapon we should cover also non strictly military stuff.
Squidly technologies
The Squidly are a species of invertebrate organism akin to sea mollusk like clam. These mollusks look like spheres of muscle fibers and tendons. By itself do nothing apart crawling slowly in slat water. But things changes when it find an “house”. This can be any hollow object mad eof any material(mollusk does not trigger nano-plague) but generally M.D.C. organic material are used. Once in the house the Squidly wrap in and around and move it! It need a Bio-Comm in order to work, this is not needed for Outrider and Packmasters. Squidly differ form typical Bio-technology in that is not create into a gene-pool, or better the first Squidly did, but now they are cultivated like Lobster, in huge pools of salt water . Often bandits steal some Squidly in order to start a cultivation by themselves. Is used in various things, often in place of hydraulics components.
IQ: 1d4, very LOW animal intelligence Life span: 5 +2d8 years
M.D.C.: 1d4 for juvenile ones, 1d10 for adults
Self Moving Wheels: Rubber tires can still be used, but the problem is how to move them without engines? Answer is an invertebrate organism. The Squidly! The wheels then can be mounted under any wood or bone structures.
Speed: A single wheel can carry 150 lb and move at speed of 60 mph, Two wheels can carry 280lb and move at speed of 110mph, four wheels can carry 500lb at a max speed of 160 mph, six wheels is the max possible to tie together with neural cords, carry 1000lb and have a max speed of 180mph
Cost: Each Wheel cost 5.00 credits
Living hammer: Basically a jackhammer made of bone and M.D.C. wood. Digging Speed: 20 mph
Damage as weapon: 1d8 M.D.C. M.D.C.: 2d6+20
Cost: 600 credits
Nunchaku: The nunchaku are made of two carved M.D.C. wood sticks, filled with a Squidly organism. This grant the nunchaku a massive strength to strike and entangle. Can be used as paired weapon( Parry and Strike)
Damage: 1d6 M.D.C.
M.D.C.: 2d10
Cost: 100 credits
Self aware puppet/plushy: This is a grim dangerous world for child and sometimes giving them something to focus so to not being shocked by the horrors surrounding them is not bad. Plus can be helpful. These ones are basically puppets with a small Squidly sawn inside. The Squidly grant movement to the puppet often in reaction to the owner(you hug him he hug you, you pet him he pet you and so on). The puppets are not too strong and as wheels need a bio-comms to be controlled.
IQ: same as Squidly is programmed in case of attack of machines to bring the kids to safe places.
PS: Splicer Strength of 13+ 2d4, PP: 4 (clumsy)
M.D.C.(actually the have a soft S.D.C. shell covering an hard elastic M.D.C. being): 1d8+2
Muscle Rope: A squidly mixed to M.D.C. hemp, make a super strong rope, able to sustain heavy weights.
M.D.C.: 25 for each 100ft of length
Max Weight: 500lb per 100f of rope
Muscle armor aka. Clam armor:
This is a peculiar bio-armor. At first glance look like a normal military fatigues or a biker gearsuite with hard chitin looking plates on chest, shoulder, back, forearms and legs . Cover all body except head. When worn, it wraps around wearer, empowering him like an exoskeleton.
MDC: Main Body: 2d4x10+10 M.D.C. – Arms and Legs: 1d12 M.D.C. each– Head: none but often a ceramic Helmet is worn 100 M.D.C.
Weight: 10lb (4.5 kg.)
Armor regeneration: 2d6 M.D.C. per minute, and destroyed sections regenerate in 12 hours
Bonus: +2d6 to wearer PS and consider it Splicer/Robotic, +1d8 to PP, Increase running speed by 1d10x10%, reduce fatigue by 50%, +1 to initiative
Cost: 15.000 – 20.000 credits Favored by Militia , and as host armor replacement by Dreadguards and Roughnecks. Bandits covet this armor very much.
Squidly technologies
The Squidly are a species of invertebrate organism akin to sea mollusk like clam. These mollusks look like spheres of muscle fibers and tendons. By itself do nothing apart crawling slowly in slat water. But things changes when it find an “house”. This can be any hollow object mad eof any material(mollusk does not trigger nano-plague) but generally M.D.C. organic material are used. Once in the house the Squidly wrap in and around and move it! It need a Bio-Comm in order to work, this is not needed for Outrider and Packmasters. Squidly differ form typical Bio-technology in that is not create into a gene-pool, or better the first Squidly did, but now they are cultivated like Lobster, in huge pools of salt water . Often bandits steal some Squidly in order to start a cultivation by themselves. Is used in various things, often in place of hydraulics components.
IQ: 1d4, very LOW animal intelligence Life span: 5 +2d8 years
M.D.C.: 1d4 for juvenile ones, 1d10 for adults
Self Moving Wheels: Rubber tires can still be used, but the problem is how to move them without engines? Answer is an invertebrate organism. The Squidly! The wheels then can be mounted under any wood or bone structures.
Speed: A single wheel can carry 150 lb and move at speed of 60 mph, Two wheels can carry 280lb and move at speed of 110mph, four wheels can carry 500lb at a max speed of 160 mph, six wheels is the max possible to tie together with neural cords, carry 1000lb and have a max speed of 180mph
Cost: Each Wheel cost 5.00 credits
Living hammer: Basically a jackhammer made of bone and M.D.C. wood. Digging Speed: 20 mph
Damage as weapon: 1d8 M.D.C. M.D.C.: 2d6+20
Cost: 600 credits
Nunchaku: The nunchaku are made of two carved M.D.C. wood sticks, filled with a Squidly organism. This grant the nunchaku a massive strength to strike and entangle. Can be used as paired weapon( Parry and Strike)
Damage: 1d6 M.D.C.
M.D.C.: 2d10
Cost: 100 credits
Self aware puppet/plushy: This is a grim dangerous world for child and sometimes giving them something to focus so to not being shocked by the horrors surrounding them is not bad. Plus can be helpful. These ones are basically puppets with a small Squidly sawn inside. The Squidly grant movement to the puppet often in reaction to the owner(you hug him he hug you, you pet him he pet you and so on). The puppets are not too strong and as wheels need a bio-comms to be controlled.
IQ: same as Squidly is programmed in case of attack of machines to bring the kids to safe places.
PS: Splicer Strength of 13+ 2d4, PP: 4 (clumsy)
M.D.C.(actually the have a soft S.D.C. shell covering an hard elastic M.D.C. being): 1d8+2
Muscle Rope: A squidly mixed to M.D.C. hemp, make a super strong rope, able to sustain heavy weights.
M.D.C.: 25 for each 100ft of length
Max Weight: 500lb per 100f of rope
Muscle armor aka. Clam armor:
This is a peculiar bio-armor. At first glance look like a normal military fatigues or a biker gearsuite with hard chitin looking plates on chest, shoulder, back, forearms and legs . Cover all body except head. When worn, it wraps around wearer, empowering him like an exoskeleton.
MDC: Main Body: 2d4x10+10 M.D.C. – Arms and Legs: 1d12 M.D.C. each– Head: none but often a ceramic Helmet is worn 100 M.D.C.
Weight: 10lb (4.5 kg.)
Armor regeneration: 2d6 M.D.C. per minute, and destroyed sections regenerate in 12 hours
Bonus: +2d6 to wearer PS and consider it Splicer/Robotic, +1d8 to PP, Increase running speed by 1d10x10%, reduce fatigue by 50%, +1 to initiative
Cost: 15.000 – 20.000 credits Favored by Militia , and as host armor replacement by Dreadguards and Roughnecks. Bandits covet this armor very much.
"The baron is made of raw win. Search your feelings, you know it to be true."
I like it. There's some really good stuff in there (again ).
Personally, I stay away from the non-combat stuff because I don't want to try to define things in the Splicers world, only to have them redefined by Carmen when he puts out some sourcebooks. I avoid the general culture, civilian gear, and habitations of the Resistance because those are products of Carmen's creative vision that have yet to be described (more to the point, yet to be published). I stick to the culture that has been defined in the main book, and just add to capabilities of the warriors. I considered the Waste Crawlers to be a stretch of this rule already, but I figured they wouldn't be covered for years.
That's also what keeps me from writing up the Librarians and Engineers despite the fact I have a pretty specific vision of what they are and how they work. I wish Carmen wasn't so damn creative with the Powers Unlimited series so he could get cracking on some Splicers Sourcebooks, but I love those books just as much and can't wait for the third.
Personally, I stay away from the non-combat stuff because I don't want to try to define things in the Splicers world, only to have them redefined by Carmen when he puts out some sourcebooks. I avoid the general culture, civilian gear, and habitations of the Resistance because those are products of Carmen's creative vision that have yet to be described (more to the point, yet to be published). I stick to the culture that has been defined in the main book, and just add to capabilities of the warriors. I considered the Waste Crawlers to be a stretch of this rule already, but I figured they wouldn't be covered for years.
That's also what keeps me from writing up the Librarians and Engineers despite the fact I have a pretty specific vision of what they are and how they work. I wish Carmen wasn't so damn creative with the Powers Unlimited series so he could get cracking on some Splicers Sourcebooks, but I love those books just as much and can't wait for the third.
- The Baron of chaos
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Woo Hoo!!! More stuff for me to add to the site once I get my regular net access again!!
Great stuff there Slappy and Baron
Great stuff there Slappy and Baron
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My GoFund Me - Help Me Walk Again
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My GoFund Me - Help Me Walk Again
• Extendable Tripod: Heavy support weapons like Bio-Rocket Slingers and Quill Storm Cannons are usually too large to be effectively wielded by normal humans or even some suits of Host Armor. However, this enhancement allows anyone to fire one of these massive weapons without penalty (although they still may have trouble hauling it around). A large retractable tripod is mounted to the bottom of the weapon. These strong organic legs hold the weight of the weapon so that it can be fired by anyone no matter how strong they are. The wielder can extend or retract the legs of the tripod with a mental command (counts as one melee attack). While retracted, the tripod looks like a small clawed hand, but it can instantly be extended to a length of up to five feet long.
Bonus: +1 to strike on an aimed shot only.
Bio-E Cost: 8 points.
Prerequisite: None.
Trade Value: 800 credits.
• Share Strength: The Feeding Link upgrade can be further enhanced to allow for more than just nutrients to be transferred between the weapon and the wielder. The life force energy of these living devices can be made to flow back and forth through the feeding tube at the command of the wielder. The shooter can even tap his own strength to temporarily increase the power of his Bio-Weapon. Of course, this link does not create energy, it can only transfer it. This means one item must be weakened in order to strengthen the other. The link can be used to transfer M.D.C. from a suit of Host Armor to a connected Bio-Weapon (or vice versa), or it can be used to increase the weapon’s destructive power. By tapping the strength of Host Armor, the damage inflicted by any melee or ranged weapon can be increased by fifty percent. This power boost can be maintained indefinitely, but while the weapon is empowered (and for 1D6 minutes afterward), the Host Armor is weakened; losing one attack per melee round, -3 to P.S., and suffering penalties of -2 to strike, parry, and dodge. For some reason, tapping the strength of the human pilot can create even more powerful effects (and penalties). In this case, the damage inflicted by the linked Bio-Weapon is doubled, but the pilot loses two attacks per melee round and suffers penalties of -3 to strike, parry, and dodge.
Bio-E Cost: 20 points.
Prerequisite: Feeding Link, but Share Strength is added to the weapon, it does not replace it.
Trade Value: 2000 credits.
Bonus: +1 to strike on an aimed shot only.
Bio-E Cost: 8 points.
Prerequisite: None.
Trade Value: 800 credits.
• Share Strength: The Feeding Link upgrade can be further enhanced to allow for more than just nutrients to be transferred between the weapon and the wielder. The life force energy of these living devices can be made to flow back and forth through the feeding tube at the command of the wielder. The shooter can even tap his own strength to temporarily increase the power of his Bio-Weapon. Of course, this link does not create energy, it can only transfer it. This means one item must be weakened in order to strengthen the other. The link can be used to transfer M.D.C. from a suit of Host Armor to a connected Bio-Weapon (or vice versa), or it can be used to increase the weapon’s destructive power. By tapping the strength of Host Armor, the damage inflicted by any melee or ranged weapon can be increased by fifty percent. This power boost can be maintained indefinitely, but while the weapon is empowered (and for 1D6 minutes afterward), the Host Armor is weakened; losing one attack per melee round, -3 to P.S., and suffering penalties of -2 to strike, parry, and dodge. For some reason, tapping the strength of the human pilot can create even more powerful effects (and penalties). In this case, the damage inflicted by the linked Bio-Weapon is doubled, but the pilot loses two attacks per melee round and suffers penalties of -3 to strike, parry, and dodge.
Bio-E Cost: 20 points.
Prerequisite: Feeding Link, but Share Strength is added to the weapon, it does not replace it.
Trade Value: 2000 credits.
• Acid Injectors: Edged weapons can be enhanced with hundreds of microscopic pores that fire a deadly spray of acid whenever the blade pierces its target. This enhancement goes far beyond simple Acid Edged Weapons. Instead of just dribbling acid into the wound, the blade sprays its powerful organic solvent deep into the delicate internal circuitry of the target for maximum damage. The acid is devastating to metal alloys and other inorganic materials, but it is relatively harmless to living tissue (only inflicts 1D4 S.D.C. per melee round for 1D6 melees). This enhancement can be used in conjunction with Retractable Hooks, a Breakaway Blade, or the Electro-Shock Enhancement, and it can even be used to strengthen Acid Edged Weapons.
Mega-Damage: The weapon inflicts an additional 2D8 M.D. per melee round for 1D6 melees.
Payload: 10 blasts. One blast regenerates every 3D6 minutes. In the case of Acid Edged Weapons, the blade still produces enough acid to continuously deliver its normal attack, but it can only deliver the more powerful attack with the same limitations listed above.
Bio-E Cost: 20 points.
Prerequisite: Only bladed weapons can be enhanced with Acid Injectors.
Trade Value: 2000 credits.
Mega-Damage: The weapon inflicts an additional 2D8 M.D. per melee round for 1D6 melees.
Payload: 10 blasts. One blast regenerates every 3D6 minutes. In the case of Acid Edged Weapons, the blade still produces enough acid to continuously deliver its normal attack, but it can only deliver the more powerful attack with the same limitations listed above.
Bio-E Cost: 20 points.
Prerequisite: Only bladed weapons can be enhanced with Acid Injectors.
Trade Value: 2000 credits.
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- D-Bee
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On the weapon mod rules.... I think Roughnect should get a higher amount of bio-e to spend on thier weapon...as they are the grunts of the houses and would make more sense... all they are...is thier armor and hand-held weapons... nothing more... so it would make sense to give them more in the weapon area...
Majority of Roughneck weaponry will be on their HA, not handheld.
What a cruel thing is war: to separate and destroy families and friends, and mar the purest joys and happiness God has granted us in this world; to fill our hearts with hatred instead of love for our neighbors, and to devastate the fair face of this beautiful world. - R E Lee
People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf. - G Orwell
People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf. - G Orwell
OrionPrime wrote:On the weapon mod rules.... I think Roughnect should get a higher amount of bio-e to spend on thier weapon...as they are the grunts of the houses and would make more sense... all they are...is thier armor and hand-held weapons... nothing more... so it would make sense to give them more in the weapon area...
I considered giving them the most points, but then I realized the standard forces always get the stock gear and the special forces are the ones that get to customize their armaments.
Look at the movie Black Hawk Down as an example. The Rangers are elite forces in the Army, but even they and stock weapons. The Delta soldiers, however, fully customized their armaments.
I see the Roughnecks as elite forces in the Resistance (compared to the militia or other under-equipped warriors), but the Dreadguard, Outriders, and others are the special forces.