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campaigns:muko_starwars:eq-devastator

DataTable

Item name Damage Type Range M/A Clip Weight Cost Mod Notes
Devastator launcher - - - None - 6.4kg 3600 - Weapon-group: Exotic
Manticore Rocket Dart 3D6(10)Pierce 40m Multi 20 3.0kg 120 1/2/2/3Standard ammunition
Dragonbreath Dart 5D4(12)Bash 25m - 12 4.2kg 1225 1/2/3 4m Blast Radius
Wyvernsting Dart 1D6(8¾)Pierce 30m - 20 3.2kg 280 1/2/3 3D6 Toxic damage Fort DC15 for half
Brightbone Dart 2D4(05)Toxic 40m - 15 3.6kg 190 1/3 Negates nonfull visual concealment
Breathless +75 1 Null-oxygen flight
Golden Arrow +0 +50+0 3 +0 equipment bonus to hit
Viperlaunch +1 cat +250 2 Allows one step faster fire
Whisperflight +25 1 Listen DC 20 to hear

Devastator launcher

The devestator launcher was supposed to be an all-purpose utility weapon developed by Zenlabs. Unfortunately for Zenlabs, their chief of security Mark Estane stole their prototype and all project data, intent on selling it to their competitors. Why exactly it failed to reach the competitors is unknown. But it continues development in the hands of Mark Estane. It has been spotted several times after its initial theft.
Notable sites:
Zimirr farming fascility on Amella/Buk
Tress airport on Kentam/Tymne

The devastator is a terrifying weapon, capable of switching ammunition type depending on the task at hand. It is a modular collapsible weapon consisting of three key elements.
The first part is the stock, which houses the onboard computer that makes last-minute trajectory calibrations. It is also in charge of weapon alteration depending on current configuration.
The second part is the ammunition loader, which varies in size depending on the current equipped ammunition. It also detects which ammunition type is inserted and relays this information to the onboard computer so it can adjust the configuration accordingly.
The third part is the body and the barrel. The barrel changes width and length depending on current configuration. And the body automaticly adjusts slidable weights giving the rifle a more solid grip. The body also houses the different magnification aspects, although this part was never fully developed.

General Data

Devastator Size
Length 1 340 mm
Width 248 mm
Heigth 562 mm
Weight 6 440 g
Clip Size
Length 480 mm
Width 54 mm
Height 135 mm
Weight (Empty) 12 g
Weight (Full) 3 092 g
Rocket Dart Size
Length 134 mm
Diameter 36 mm
Weight 154 g

Switching between single-shot, multi-fire, and Autofire is a move action, and they are all mutually exclusive.
Loading the weapon with a different type of ammonition is a standard action.
Loading the weapon with the same type of ammonition is a move action.

On a critical miss (nat1) the devastator jams and spends the remainder of your turn unjamming itself and resetting itself to the current configuration.

Weapon Modifications

Several aftermarket modifications have been developed by its secondary proprietor (Skyr).
Including:
Magnetic-rail assisted launch system (Costs: 250)
Internal magazine (Costs: 1000)

Magnetic-rail assisted launch system
+5m range to range increments
+1 damage

Internal magazine
holds 10 manticore rocketdarts

Ammunition Types

Code name: Manticore
Standard Rocket Dart
The Manticore rocket dart is the standard ammonition used for the devastator launcher. It uses high-grade civilian rocket fuel for its propulsion system. The devastator rocket dart can reach speeds in excess of 1000 m/s but cannot achieve flight in zero-oxygen envoironments.
Initial target: 3d6 points of piercing damage
Cost per clip: 120C

Code name: Dragonbreath
Devastator High Explosive Dart
The high explosive dart replaces some of the fuelspace in the dart with a high explosive compartment. It also replaces the standard trigger with a terrasteel alloy trigger that can survive the initial physical trauma to ignite the fuel compartment as well as the explosive properties of the warhead.
Blast radius: 4m
Initial target: 5d4 points of bludgeoning damage
Secondary targets: 5d4 points of bludgeoning damage, DC15 Reflex save for half damage
Cost per clip: 225C

Code name: Wyvernsting
Devastator Poison Dart
The Wyvernsting Posion Dart is a different type of dart entirely, the nose of the dart has been replaced by an injection mechanism, utilizing the kinetic energy of the dart to pierce the skin of the recipient and deliver its toxic payload.
Initial target: 3d6 toxic damage (poison) Fort DC 15 for half
Cost per clip: 180C

Code name: Brightbone
Devastator Illuminating Dart
Modified from the Wyvernsting and Dragonbreath darts, Skyr devised a method of delivering large payloads of sticky flourocent goo that glows in the dark. The composition of the goo is almost the same as is in a glowrod, but with a few binding chemicals that will allow it to withstand the trauma of the impact and disperse more evenly.
The goo and projected light comes in a broad variety of colours.

Blast radius: 4m
Initial and secondary targets: A sickly pale glow surrounds the subject, subjects sheds light as a candle.
Cost per clip: 140C

Ammo Modifications

Modifying the ammunition uses a simple slot system, each ammo type has up to three slots.
Mod1(Control): The first slot is control based, this usually involves around the propulsion of the dart, or otherwise.
Mod2(Effect): The second slot is effect based, this usually involves changing the body or tip of the dart to deliver a secondary effect.
Mod3(Data): The third slot is information based, this usually involves embedding the ammunition with a computer and a transmitter that can send a form of data, or a reciever that can recieve a form of data.
You can only have one modification in a slot at any given time.

Code name: Breathless
Zero-oxygen thrust modification (mod1)
The zero oxygen dart is the same basic design as the other darts, but utilizes the more expensive starship fuel instead of civilian rocket fuel allowing it to be fired in conditions without oxygen, like in space.
This modification allows the rocket darts to fly even in envoironments where no ambient oxygen is available.
Cost per clip: +75C

Code name: Golden
Computer assisted guidance (mod3)
By replacing the original exhaust valve by a modular exhaust valve you enable the projectile to change course mid-flight. This is fascilitated by targeting information fed to the targeting computer in the warhead by the onboard computer. Thus enabling more accurate shots to be taken due to an intelligent warhead.
This modification gives an equipment bonus to hit as listed below.
Researched so far: +0
Cost per clip: +50C +25C/+1

Code name: Viperlaunch
Rapid fire body modification (mod2)
The invention of the recoil powered reload system was monolithic in the war industry, unfortunately it did not attribute to rockets as they were otherwise recoil free. However it was later discovered that you can still have them provide mechanical energy by holding on to them while they are thrusting, as thus this modification will delay the first rocket by a fraction of a second, but otherwise provide a sustained hail of rcket darts.
This modification enables autofire in rockets that can already multifire and multifire in rockets that are otherwise incapable.
Cost per clip: +250C

Code name: Whisperflight
Quiet thrust modification (mod1)
By replacing the propulsion engine by a more layered one, it was possible to achieve almost the same speed but much quieter. Of course it still goes *plonk* when it hits something. This modification makes the rocketdart harder to detect by audible means, Listen check DC20 means you can hear it.
Cost per clip: +50C

History

When the devastator was stolen, only a handful of ammunition types had been developed, and only one ammunition modification type. These were:
(Ammo)Maticore Rocket Dart
(Ammo)Dragonbreath Rocket Dart
(Ammo)Wyvernsting Rocket Dart
(Mod)Breathless modification

Later Skyr developed:
(Ammo)Wisplight Rocket Dart
(Mod)Golden Arrow +0 Modification

In-The-Werks

* = Developed

 -= Darts =-
Tracking dart implants nanotransmitters which enables close range tracking of target for up to 8 hours (mod1?)
Ion Darts with added Magnetic grappler
Smokebomb darts
 - Minor effect as mod2?
Tanglefoot rocket
 - Minor effect as mod2?
Incendiary rocket darts
 - Minor effect as mod2?
Targeting dart, uses subsonics to echolocate targets within 30m (mod1?) - Relays targeting information
 - Mod2 to see from the dart through a monitor?
Knockdown rocket darts (Radius?)
 - Minor effect as mod3?
Stun rocket
 - Minor effect as mod2
Nausea gas rocket dart (Nauseating effect, may be set on fire)
 - Minor nauseating effect as mod2?
Targeting computer
* - Guided rocket darts (mod1)
*Faerie fire glowrod stuff (negate concealment, including from smoke?)
  - Minor effect as mod2?
Flares?

 -= Mods =-
Screamers (mod2) - Fort DC 14 or deafened? (Radius?)
*Rapid fire rocket darts (mod2) - Enables autofire in multifire rockets and multifire in autofire rockets
*Nonlethal poison for the wyvernsting.
*Whisperflight silent rocket (mod3)

 -= Abilities =-
*Rail assisted launch - +1 dmg? +5m range?
*Additional clip mod (for Manticore rocket)
  10 Manticore rocket darts
Grenade capabilities
  - Personal anti infantry artillery (Grenade relays surrounding targeting information)
Burn a warhead for flamethrowing capabilities

-= OMGWTF? =-
Multishot darts hitting each target evenly (RTI)
Guided cluster rockets (RTI)
Implosion rocket darts (Singularity black hole stuff?)

Gøgl

campaigns/muko_starwars/eq-devastator.txt · Last modified: 2019/05/14 17:48 (external edit)