Tech Thrown Forward
Written with help from Cdru
Reading through UT and pyramid articles (Arrow of Progress, in this case) I kind of noticed an interesting problem with UT thrown weapons. The problem is – there’s very-very few of them.
Grenades are one thing (and even they are quite limited) – but If one wants to use more “exotic” thrown weapons, their hands are tied. Sonic Shuriken is the only actual throw weapon in Ultra Tech, and its barely on par with any other weapons in its niche (which seems to be some kind of a theme with UT). We have Arrow of Progress for UT Bows, but nothing for thrown weapons!
And so, I thought “let’s make some more fun stuff to throw in sci-fi settings”. And so, I did. Here are some thrown weapon options for Ultra-tech!
General Ultra-Tech developments
All of general Ultra-Tech improvements involving targeting aids, can be applied to throw weapons. This means that someone throwing their weapon can get +1 from HUD, +3 from laser rangefinder and +2 from advanced Targeting program. In addition to that, all thrown weapons can be made from plastics, ceramics or titanium (HT p.198) or can be made superfine or upgraded with Monowire (or monomolecular) blades.
Thrown weapons dealing cutting or impaling damage can also be upgraded with vibroblade technology. To save cost and weight, these weapons have only enough power for one second of working (since it’s unlikely that someone would re-use a thrown vibroblade), and use a single A cell. The cell, of course, can be replaced or recharged.
- Eagle-eyed readers can notice that this option is essentially the same as Sonic Shuriken. Yes, it is – but it can be applied to any thrown weapon now.
Bolas, specifically, can also be upgraded with Monowire for 10x the price or use Smart Rope (UT, p.76) for double price. (Bolas at higher TLs can be assumed to use contemporary versions of rope/wire) This has obvious benefits over normal rope/wire.
Monowire Bolas deal additional 3d(10) cutting damage on hit, and on any attempt to break free using brute force, it deals thrust cutting damage based on victim’s ST +1d extra.
Smart Rope Bolas can be programmed to stiffen up on entangle, making it impossible to untie - you have to cut the rope. The owner of the bolas can obviously command the rope to go into “flex mode” (or you can try hacking the rope).
“Loyal” Weapons (TL10^)
Many sci-fi and fantasy stories include magical weapons that can move on their own or return to the owner’s hand. With this option – your characters can have this kind of weapon in their hands!
“Loyal” Weapons include in them a small contragrav robot, with simplistic AI (Complexity 5 Dedicated AI at TL10, +1 Complexity per TL after TL10). Such weapons can be commanded to return to user’s hand. They have Air Move of 4, and will try to return to user’s hand, avoiding obstacles if possible. Getting you weapon back properly allows an immediate Fast-Draw roll, on a failure the weapon is unready and you have to spend one Ready maneuver to be able to use it.
“Loyal” Weapon system adds 0.01 lbs of weight to the weapon and costs 4,000$. Such weapons cannot do anything except move (as in, they cannot be made to attack). The module requires 2A cells per 4 hours of working. It’s available for any weapon weighting up to 20 lbs.
For thrown weapons, however, a similar option becomes much more effective!
Smart Thrown Weapons (TL10^)
This is essentially the same upgrade package as with “Loyal” weapons, but with a significant benefit when applied to thrown weapons. While contragrav drone cannot attack enemies on its own, it can help direct a thrown weapon. A smart thrown weapon, can be programmed to change its course when thrown, to hit more targets – each change of course gives a cumulative -2 to Attack Roll, each target is a separate attack. So, changing your thrown disc’s course 3 times to hit 3 people will require 3 Throwing rolls, first at -0, second at -2, third at -4. Of course, the final distance of throw is subject to 1/2D and cannot be greater than weapon’s Maximum Range – after that it can only return to wielder.
Cost and weight are the same as for “Loyal” weapons.
Thrown Weapon Warheads (TL9)
At TL9, it’s possible to fit an effective warhead inside a tiny package, allowing thrown weapons to have explosive charges mounted inside them without spoiling their balance and aerodynamics.
Small, “single-use” thrown weapons like shuriken, bolas, thrown knives, etc. (roughly Bulk 0 to -2) - can mount an equivalent of Thimble Grenade with any 25 mm warhead that would make sense. This adds 0.06 lbs. to weapon weight and cost $2.5 ($103 if using Smart Grenade option). Bigger weapons, like throwing maces and hungamungas (roughly Bulk -3 to -4) can fit 40mm grenades. Especially large thrown weapons (Bulk -5 or -6) can fit warheads as big as 64mm. The charges function as grenades not warheads. The weapon effectively gains effects of the grenade as a follow-up. Bombs and minest (below) can also be mounted this way. Specify when buying or creating the weapon.
Rocket-Boosted Weapons (TL9+)
Any “non-spinning” thrown weapons (such as throwing knives, spears and harpoons) can be fitted with Rocket Boosters, giving them extra range and damage. A thrown rocket-weapon doesn’t ignite for a short distance (usually 10 yards), if it hits someone at this distance, it only deals normal damage. After it ignites, however - the weapon accelerates to supersonic speed. Use damage numbers and range similar to Rocket Arrows (Pyramid 3-96 p.16), with some differences shown on the table below. Rocket weapons have no 1/2D range.
Rocket-Boosted Weapons Table
* - added to the original weapon stats.
[1] - these can have their velocity reduced, trading damage for increased range. Divide damage by the same factor by which you increase the range. For example, increasing advanced rocket’s range to 2,850 yards is a 1.5x increase, which would reduce its damage to 6d x 4 imp.
Grenade Options
Looking at UT grenades – there is definitely room from improvement. So, here’s some improvement.
Impact grenades – any size of hand grenade (but not saucer grenades, for obvious reasons) can be made into impact grenades. These grenades do not have a fuse and instead explode immediately when they land. Impact Grenades cost the same as normal grenades, and can be made from normal grenades with an Explosives+3 or Soldier roll.
Mines – any size of grenade is available as a mine, made to be placed instead of thrown. Choose whether the mine is activated on contact, proximity (up to 10 yards) or laser sensor (a laser beam reaches up to 300 yards in a straight line). Cost is unchanged. Smart Mines can have more advanced sensors (most types of sensors in UT are available at respective TLs) and can be programmed to recognize IFF transmitters and react to specific signatures (such as be triggered by a particular smell, with chemsniffer sensor). Basic arming of Smart Mine takes 3 seconds, while advanced programming takes 10 minutes and a Programming or Soldier/TL -2. Cost and weight are also unchanged from grenades.
Bombs - any size of grenade can be made as a remotely-activated bomb. The bombs can be planted or stuck to something (if you have adhesive) and generally work as normal explosives. They can be triggered by a timer (up to 24 hours) or by a remote activation (using radio or whatever type of communication is the default in the setting).
Bug Bombs – A very specific kind of grenade that can follow your enemies, Bug Bomb is a mixture of grenade and cheap, single-use Robobug (UT, p.111).
When thrown, spider grenade “unfurls” and starts moving in direction of the closest enemy, as long as its fuse allows (Ground Move 2, Air Move 4). Then it detonates its warhead and self-destructs in process. Cost and weight are as for Robobug, but it comes with built-in single-use power cell that cannot be replaced.
Smart Bug Bombs are full-on Brilliant Weapons, that can be programmed and triggered from distance. Build those as Robobug carrying a Smart Grenade, with respective cost.
All Robobug forms and options are available for Bug Bombs. (Though it’s very likely that some forms of Toy Soldier shape can be classified as a war crime in many societies)
More options for Smart Grenades - Smart Grenades already have a lot of features, but expanded features of normal grenades demand that smart grenades be even better! With this, Smart Grenades can be programmed to detonate on contact with specific targets, not explode near friendlies. They can also be programmed to communicate with each other, to detonate in sequence or to back-up each other (e.g. Grenade 1 detonates if Grenade 2 was defused), and more. Smart Saucer grenades can be programmed to explode after a certain number of bounces.
Advanced smart grenade programming can be done with a Programming or Soldier/TL -2 and takes 10 minutes to do.
This makes it so smart grenades are worth it as
New Warhead Type - Monowire Coil (TL9)
These warheads combine technologies of Fragwire (UT, p.102) with Monowire cutting capabilities. Inside each of them is a tightly-wound monowire coil, fixed around the memory-metal core. When the warhead is triggered, the coil explodes with a ping sound that is quieter than any explosion (about as loud as an air gun, HT, p.158). and deals 3d cutting damage with (10) Armor Divisor over designated radius.
Monowire Coil Table
Larger Charges - These will be Bombs in most situations, as 100mm warheads are too heavy to be thrown by humans. But big aliens, robots or power-armored troopers may, in theory, throw very big grenades with 100mm warheads. 10 lbs, $120, Bulk -5.
Thrown Weapon Accessories
These are some gadgets that can be used alongside thrown weapons.
Power Bandoleer - this bandoleer can hold up to 6 lbs. of throwing weapons, and gives +1 to Fast-Draw them. In addition, the bandoleer has a socket for one C cell, that can recharge vibroblade weapons for 100 uses. $100, 1 lb.
Smart Holster - a variation of Power Holster optimized for throwing weapons. It holds up to 1 lbs. of thrown weapons, and is powered by a B cell. Smart Holster automatically cleans and sharpens weapons in it (giving them +1 to damage for one use), and can recharge vibroblade weapons if provided with power (Smart Holster can take B or C cells for that). It can also coat weapons in poison, if provided enough doses.
Smart Holster gives +2 to Fast-Draw for any weapon stored in it.
$1,000, 2 lbs. B/100 uses (not including cells spent on recharging vibroblades).
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