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Wednesday, December 16, 2009

[RPG] Weapons of the Ancients: 01-

:: These items are scaled to Metamorphosis Alpha/Gamma World/Mutant Future:

I will wait to gauge reactions/input before proceeding with additional offerings.

Weapons of the Ancients-

KMerHiayt ('Artifice - Standard Issue - Ballistic Hypersonic')
* Type: Carbine/Rifle
* Effect: Lethal 2d6x5 DP
* Range: roughly 1,000 Yards
* Ammo.: 50/100/300/case-fed
* Weight: 3 to 5 Lbs.

Many nations and honour-allegiances fielded variations on these weapons, each with slightly different mechanisms, ammunition(s), performance values, and specific applications, ranging from short-barrelled commando versions to long, heavy-barrelled sharp-shooter weapons.

:: For those that prefer more detail:

Of these, different eras within the same basic 'family' line demonstrate the Ancients concern for ever changing applications and an apparent desire for the 'ultimate' version of each such, as there are so many different sorts found in caches and the like. Most were caseless designs with independent propellant charges that could be 'hotshotted' by doubling-up the spheres of highly compressed chemical filaments. Ignition was generally through the use of a simple mechanical trigger advancing a diamagnetic ring/sleeve around the propellant chamber of the barrel which caused the bonds of the propellent sphere to loosen, explosively expand, and force air under great pressure against the projectile, launching it down the length of the barrel and along its trajectory.
:: In general the ammunition is a small synthetic or metalloid projectile so aerodynamic in design so as to exhibit virtually flat ballistics out to the maximum range, whereupon friction with the atmosphere results in the destruction of the projectile. The velocity of these projectiles varies with make and model, propellant charge, and projectile design and composition, but averaged over 4,000 fps (feet per second).
:: Although the velocity certainly accounts for most of the deleterious effect upon its target, the projectile designs, in general, were crafted to create elastic deformation of surface tissues to roughly the mid-torso point before fragmenting into two separate wound channels, almost invariably one pitching high and exiting at near vertical angle, while the second exits slightly lower on the target than the impact plane, and demonstrating considerable yaw.
:: Hydrostatic compression is the primary 'knockdown' mechanism with a secondary effect of explosive tissue disruption throughout the wound channels (at impact through fragmentation, and the subsequent secondary channels). Blood loss is correspondingly high depending on penetration depth, cross-sectional density of tissues (whether a limb or the torso were struck, etc.), and angle of incidence. In short, if body armour is defeated, the target is likely incapacitated.

:: Referees of a particularly insidious bent may wish to occasionally confound characters with incompatibilities between weapons and ammunitions, helicoil magazines, and of course, different accessory rail, and power-port standards.


  1. Wow, the detail would be cool for an arms-master to spout off at random points. Where would you put it in a rulebook?

  2. JDJarvis: Cool. Thanks. :)

    I'm thinking of putting it in the section immediately preceding the actual listing of individual weapons.
    --I have at least that much detail to describe thrown/projected explosives, electro-chemical ordinance, and other death-dealing and crowd-suppression technologies of the Ancients, and thing a broad overview of the tech would greatly aid in the immersion of the setting, as well as aid the Referee in describing particular items found in explorations.