Weapons
New Weapon Category: Vibro-Weapons
A class of bladed, powered melee weapons, vibro-weapons are among the deadliest items in anyone's close combat arsenal.
A vibro-weapon consists of a mundane-looking blade with a high-yield ultrasonic generator in the hilt or handle. The ultrasonics reverberate along the blade edge. The user gets greater cutting power with less effort. Vibro applications are seen in a variety of cutting tools, from industrial-size cutters to small scalpels used by artisans and surgeons. Offensive versions were a natural evolution of the technology, from the small vibro-dagger to the large vibro-greataxe. Vibro-weapons require the Vibro-Weapon Proficiency feat.
Vibro-weapons are custom-built weapons, usually swords, knives, or axes, with a special ultrasonic generator built into the hilt or handle. This ultrasonic energy reverberates along the sharp edge of the weapon, increasing the cutting power of the weapon. Vibro weapons are rare at best and unknown at worst. Those who use vibro-weapons in combat are those who hunt the second group at best and lunatics and madmen at worst. Vibro-weapons came into being in the late 21st century as tools to aid surgery but have since gained popularity as weapons for bounty hunters, pirates, and outlaws in general. The weapons are too deadly for normal law enforcement to use. Vibro-weapons are built from scratch with specific design implements in the entire weapon; a non-vibro-weapon cannot later be made into a vibro-weapon.
Template Traits
"Vibro-weapon" is a template that can be added to any slashing or piercing melee or throwing weapon, or any firearm ammunition (referred to hereafter as the base character... er, I mean the base weapon) except chainsaws and high-frequency swords (which are essentially a lighter and easier-to-use variant of the vibro class). The weapon's proficiency group changes to "vibro" whenever it is powered up. Ammunition does not change the proficiency group of the firearm it is fired from.
A vibro-weapon uses the base weapon's statistics and special abilities, except as noted below.
Purchase DC: Base purchase DC + 3. A few ranged ammunition types have been tested but the tests largely failed; if a prototype of ranged ammunition were found its purchase DC would be equal to its base purchase DC + 7 and would be illegal for licensing purposes. Such ammunition doubles the damage of the weapon that fires it.
Damage: Same as base weapon x2. This multiplication applies to the base damage dice for purposes of critical multipliers and the like and does not apply to bonus damage from mastercraft weapons or other sources. Thus, a mastercraft vibro-scythe would deal 4d4 + 1 points of damage on a regular hit and 16d4 + 4 points of damage on a critical hit.
Critical: Same as base weapon. A few custom-built vibro-weapons have a base threat range one point greater than normal; add +1 to the purchase DC of these weapons. Of course, these custom built vibro-weapons are often mastercraft weapons as well, even up to +3 mastercraft if the customer can find someone skilled enough to craft such a blade.
Range Increment (if any): Standard for the weapon that fires the vibro-ammunition.
Weight: Same as base weapon + 1 lb. per two size categories larger than Fine (round down). Ammunition has no appreciable weight increase.
Damage Type: Change to slashing. Weapons that are both slashing and piercing, however (such as scythes), retain both types.
Size: Same as base weapon.
Restriction: Same as base weapon or Restricted, whichever results in the higher restriction rating.
Special Qualities: Electronic. Vibro-weapons rely on an energy cell to power the vibrating blade; thus, they are susceptible to FX abilities, EMP, and other effects that disable electronics. They can be easily repaired with an electrical tool kit and a replacement energy cell (purchase DC 3, 2 full-round actions, each provokes an attack of opportunity). When a vibro-weapon is powered down (via the device being disabled or the power switch being flipped to “off”), it loses all changes applied by this template (including proficiency type) except for weight until it is powered on.
Example Vibro-Weapon
Vibro-Greataxe
Purchase DC: 15
Damage: 2d12
Critical: 20/x3
Range Increment: n/a
Weight: 23 lbs.
Damage Type: Slashing
Size: Large
Restriction: Res (+2)
Special Qualities: Electronic
A deadly weapon made even deadlier, vibro-greataxes are most commonly seen in the hands of space pirates and other Martian goons. The vibro-greataxe is also the signature melee weapon of the famous space pirate and gunman James Eastwood.
Vehicles
Dunerider
Crew: 1
Passengers: 1
Cargo Capacity: 0 lbs.
Initiative: +1
Maneuver: -2*
Top Speed: 340 (34)*
Defense: 17*
Hardness: 5
Hit Points: 40
Size: L
Purchase DC: 39
Restriction: Lic (+1)
The dunerider is an unconventional vehicle. The design is based off of motorcycles, so it is controlled in a similar fashion. The dunerider, however, operates much like a hovercraft, albeit a very powerful one. The dunerider uses the same technology that empowers hovercrafts in order to glide along the terrain of Mars with rapid speed. As it flies, it makes a lot of sound, and kicks up a significant amount of dust, especially when going top speed. While it is not true “hover” technology as witnessed in the Gravity Age, a dunerider is capable of hovering three feet above water or ground at street speed or above. All biker gangs on Mars use some variation of the dunerider. Each gang is loyal to its own company, make, and model, with the Harley Davidson versions the most popular. Duneriders are one square wide and two squares long. Unlike other motorcycles, special armor plates on the sides of the vehicle provide one-quarter cover to the driver and passenger.
*Unlike other motorcycle-type vehicles, a dunerider is built for combat. Duneriders come equipped with duralloy armour by default. A dunerider with no armour installed has a maneuver modifier of +2, top speed of 380 (38), Defense of 9, 30 hp, and grants no cover. Installing armour once more adds 10 hp and one-quarter cover, in addition to the normal modifiers applied by the armour.
Mechs
Battleframe
The battleframe is an uncommon sight in all but the most crucial of military police forced entries. Standing at ten feet tall and in a very humanoid shape, it is not unlike a large suit of armor. Equipped to deal with targets both at a distance and at close ranges, it is believed that this mech will be crucial to victory in Operation Roach Extermination.
Size: Large (-1 size)
Bonus Hit Points: 100
Superstructure: Vanadium
Hardness: 20
Armour: Resilium
Bonus to Defense: +6
Armor Penalty: -5
Reach: 10 ft.
Strength Bonus: +8
Dexterity Penalty: —
Speed: 30 ft.
Base Purchase DC: 40
Standard Equipment Package: Pilot’s cockpit (helmet and torso), M-53 Firestar rocket launcher (shoulders), 1 six-rocket pack for M-53 Firestar rocket launcher (back), 6 50-round ammo belts for T-95 Cavalcade chaingun (left arm), Mark V Oracle targeting system (right arm), jetpack (boots), handheld LK8 armor-piercing pike (no slots), handheld Warpath recoilless rifle (no slots) comm system (no slots)
UEP EK-41 Mechanized Quadrupedal Support Vehicle
The EK-41 is a wide “head” on four thick legs. It is used as a heavy support vehicle in times of war, and has seen little use in the UEP’s military up until Operation Roach Extermination, in which it plays a vital support role in enemy-controlled territory. It relies on its size and strength to avoid close-combat foes, but its lack of effective close-range weaponry makes it better off avoiding “beetles” and other massive bugs at short distances.
Size: Huge (-2 size)
Bonus Hit Points: 200
Superstructure: Vanadium
Hardness: 20
Armor: Duralloy
Bonus to Defense: +8
Armor Penalty: -8
Reach: 10 ft.
Strength Bonus: +16
Dexterity Penalty: —
Speed: 40 ft.
Base Purchase DC: 44
Standard Equipment Package: Pilot’s cockpit (helmet and torso), Mark V Oracle targeting system (visor), jetpack (back), 6 50-round ammo belts for T-95 Cavalcade chaingun (left arm), T-95 Cavalcade chaingun (right arm), M-87 Talon missile launcher (shoulders), class III sensor system (belt), comm system (no slots)