King Industries has been developing superior weapons for a long time and missiles are not excluded from that list of activity. As previously mentioned, KI is a master at nanotechnology and therefore tends to have missiles smaller while equally as devastating to those used throught the Megaverse (TM) at large. All King Industries missiles are designed for use in all enviroments and to change enviroments. All KI missiles are considered "smart" bombs and can track single or multiple targets. If all targets have gone out of range it can stop and weight for a new target or to be defused, depending on the duration of its life expectancy. If not defused it will either self-destruct (01-50% chance) OR the engines will fail and it will automatically shut down with no explosion (51-00%) unless design specifications vary for either option. Also, if the casing of a missile is destroyed the explosive contents will NOT be forced together resulting in no explosion. That tactic eliminates the possiblity of destroying a missile volley by blowing up only one missile or having a missile launcher blow up and destroying the vehicle it is mounted on with its own ammunition. ---------------------------------------------------------------------- KI Grenades (G): These are the standard hand thrown greandes or mortar rounds. Diameter: 2 inches Length: 4 inches Weight: 6 oz. M.D.C.: 5 KI Anti-Personnel Mines (APM): These mines are desined to be small, unobtrusive, and deadly to personnel and others lightly armored. They are effective mainly functional against ground targets or other surfaces where it will be walked on. It comes equipped with a light array of passive sensors so as to detect incoming targets and explode when approached or on contact. Their sensitivity can be to targets as little as 2 lbs., but 30 lbs. is the standard setting. They can detect possible targets as far away as 100 ft. Height: 0.5 inches Diameter: 8 inches Weight: 12 oz. M.D.C.: 3 KI Mini-Missiles (MM): Mini-Miisiles are small missiles to be used by personnel. KI mini-missiles function in such a way that they only need a storage facility, not a launcher, and, in a pinch, can be launched manually. Diameter: 1 inch Length: 4 inches Weight: 2 lbs. Speed: 1980 mph (Mach 3) Range: 10 miles M.D.C.: 5 Life Expectancy: 1 hour Bonuses: +3 strike, +6 dodge KI Short Range Missiles (SRM): KI Short Range Missiles are considered short range in space enviroments, where they were developed. They are a heavier ordianance than mini-missiles, but smaller and lighter than medium and long range missiles. These are also one of few types of missile with special controls allowing it to be piloted remotely by either the firer or a central command hooked up via satellite. Diameter: 6 inches Length: 2 feet Weight: 16 lbs. Range: 100 miles M.D.C.: 10 Speed: 3630 mph (Mach 5.5) Life Expectancy: 8 hours Bonuses: +4 strike, +6 dodge KI Anti-Vehicle Mines (AVM): Anti-Vehicle mines are similar to Anti-Personnel mines except their targets are usually those that weigh over 600 lbs. Although the sensitivity on these mines can be brought down to the contact of 8 lbs. They also have the same passive sensor system that alerts them to the presence of targets within 500 feet. Height: 4 inches Diameter: 1 ft. Weight: 20 lbs. M.D.C.: 8 KI Medium Range Missiles (MRM): Medium Range Missiles are those missiles designed to go against tanks and large robots. This is the only other type of missile designed to be remotely controlled if so optioned. However, most pilots and fighting forces will not use such a feature in heavy combat, and leave it set as a fire-and-forget weapon. It will automatically be that way unless optioned to do otherwise before the firing sequence has begun. When fired only the pilot has the coded frequency necessary to pilot the missile. That frequency can be sent to a central command station to control the missile if the pilot allows it. Many automated defense satellites will send the control codes to the central command when firing. Diameter: 1 ft. Length: 4 ft. Weight: 48 lbs. Range: 1000 miles M.D.C.: 20 Speed: 5478 mph (Mach 8.3) Life Expectancy: 16 hours Bonuses: +5 strike, +6 dodge KI Anti-Mecha Mines (AMM): These mines are designed to take out large robot vehicles who would have a difficult time detecting their small size. They usually will only be sensitive to targets weighing over 1500 lbs., but can be sensitive up to 25 lbs. They also have the same passive sensor array as the other mines and can detect possible targets as far away as 1000 ft. Height: 1 ft. Diameter: 4 ft. Weight: 60 lbs. KI Long Range Missiles (LRM): These are the most powerful, robot mounted missile weapons used by King Industries. Diameter: 3 ft. Length: 12 ft. Weight: 1200 lbs. Speed: 8415 mph (Mach 12.75) M.D.C.: 40 Range: 5000 miles Life Expectancy: 24 hours Bonuses: +6 strike, +6 dodge KI Anti-Ship Mines (ASM): Anti-Ship Mines are those that will take out ships be it in space or in the water. As most ships that these are designed to take out have difficulty locating objects smaller than 8 feet in diameter while travelling at high speeds, the Anti-Ship mine is a great tool for taking out unsuspecting ships. It has a discrete engine system that will help it avoid the effects of gravity from planets, asteroids, and stars, as well as to help it keep its position in space or underwater. They are also made of the radar absorbant coating which makes it invisible to most sensor systems and has a camouflage system that will allow it to blend in with the surrounding environment. They are only sensitive to ships weighing more than 1 ton. Diameter: 5 ft Weight: 1000 lbs. KI Anti-Ship Missiles (ASMi): These huge missile are typically only mounted on larger ships, base locations, or specially designed mobile firing platforms. They are designed to take out objects in orbit or large star cruisers in ship-to-ship combat. As King Industries grows ever more desperate for money, some of these have become incredible area effect weapons designed to take out large population centers. Diameter: 8 ft. Length: 32 ft. Weight: 2 tons M.D.C: 100 Range: 100,000 miles Speed: 13,596 mph (Mach 20.6) Life Expectancy: 72 hours Bonuses: +4 strike, + 6 dodge ---------------------------------------------------------------------- Anti-Matter: LRM: 4D6x100 M.D., 300 ft. blast radius ASM: 2D6x1000 M.D., 1000 ft blast radius ASMi: 6D6x1000 M.D., 4000 ft blast radius Armor Piercing: G: 6D6 M.D., 1 ft. blast radius APM: 1D6x10 M.D., 3 ft. blast radius MM: 2D4x10 M.D., 2 ft. blast radius SRM: 2D6x10 M.D., 5 ft. blast radius AVM: 2D4x10+10 M.D., 10 ft. blast radius MRM: 3D6x10 M.D., 8 ft. blast radius AMM: 3D6x10 M.D., 15 ft. blast radius LRM: 4d6x10 M.D., 12 ft. blast radius ASM: 1d4x100 M.D., 25 ft blast radius ASMi: 2d4x100 M.D., 20 ft blast radius Fire Retardant: G: 10 ft radius MM: 12 ft radius SRM: 20 ft radius MRM: 40 ft radius Fragmentation: G: 5D6 M.D., 20 ft blast radius APM: 6D6 M.D., 25 ft blast radius MM: 6D6 M.D., 25 ft blast radius SRM: 1D4x10 M.D., 40 ft blast radius AVM: 1D6x10 M.D., 50 ft blast radius MRM: 2D6x10 M.D., 75 ft blast radius AMM: 2D6x10+20 M.D., 90 ft blast radius LRM: 3D6x10+60 M.D., 150 ft blast radius ASM: 1D4x100 M.D., 400 ft blast radius ASMi: 2D4x100 M.D., 500 ft blast radius High Explosive: G: 1D4x10 M.D., 15 ft blast radius APM: 1D6x10 M.D., 20 ft blast radius MM: 1D6x10 M.D., 20 ft blast radius SRM: 3D4x10 M.D., 35 ft blast radius AVM: 4D4x10 M.D., 40 ft blast radius MRM: 3D6x10+20 M.D., 55 ft radius AMM: 4D6x10 M.D., 60 ft radius LRM: 6D6x10 M.D., 80 ft blast radius ASM: 1D4x100+100 M.D., 125 ft radius ASMi: 3D4x100 M.D., 200 ft radius Nuclear (low-yield): LRM: 1D4x100 M.D., 300 ft radius ASM: 3D6x100 M.D., 800 ft radius ASMi: 6D6x100 M.D., 1200 ft radius Nuclear (high-yield): LRM: ASMi: Plasma: G: 1D6x10 M.D., 30 ft radius APM: 2D4x10 M.D., 40 ft radius MM: 2D4x10 M.D., 35 ft radius SRM: 4D4x10 M.D., 45 ft radius AVM: 3D6x10+10 M.D., 50 ft radius MRM: 5D6x10+20 M.D., 60 ft radius AMM: 6D6x10 M.D., 80 ft radius LRM: 1D4x100+50 M.D., 100 ft radius ASM: 3D4x100 M.D., 150 ft radius ASMi: 4D6x100 M.D., 200 ft radius Proton Torpedo: LRM: 3D6x100 M.D., 150 ft radius ASMi: 6D6x100 M.D., 200 ft radius Smoke/Gas: Smoke: A variety of colors of smoke are available from black, red, orange, yellow, green, blue, violet, and white. Poison Gas: Requires a save vs. Lethal Poison or take 6D6 points of damage directly to the hit points per melee in the cloud. Will also do half damage to M.D.C. creatures who fail to save. Nerve Gas: Requires a save vs. Non-Lethal Poison or take 2d4 points of damage per melee in the cloud (half if an M.D.C. creature) plus will be blinded and nauseus for 4D6 minutes after leaving the cloud. Penalties are -9 to all combat bonuses, reduce attacks per melee and skill proficiency by half. G: 30 ft radius, lasts 3D4 melees APM: 45 ft radius, lasts 1D4 minutes MM: 55 ft radius, lasts 1D4+1 minutes SRM: 70 ft radius, lasts 2D4 minutes MRM: 100 ft radius, lasts 2D6 minutes Stun/Flash G: 15 ft radius APM: 20 ft radius MM: 25 ft radius SRM: 35 ft radius MRM: 50 ft radius
Active Plasmoids are a force of reactive energies that are consistently drawn together when shot from an emmitter. What this accomplishes is a short, but relatively stable energy field sharper than vibro-blades. Active-Plasmoids will also deflect other forms of energy, including other active plasmoids on different frequencies. What this means is that energy weapons will bounce off of the energy barrier created by the active plasmoid into another direction. Lasers, particle beams, plasma, and tri-beams are all victim to this effect. Active plasmoids on the same frequency, however, will stick together. They are relatively easy to pull apart, requiring a combined P.S. of 16 or greater. For this reason, most active plasmoid weapons have variable frequency settings. Active Plasmoid weapons are also given a variable range depending on the strength of the emmitter. Active plasmoids flow through the emmitter and return to it at about .95c (95% the speed of light). Depending on the focusing crystal, the color of the active plasmoids will alter. An active plasmoid weapon will have a primary or secondary color. The color does not indicate strength, but it may reveal personal preferences or alliances of the owner. Active plasmoid weapons are nearly weightless because the blade is only energy. This allows for faster maneuverability and bonus of +2 to strike and +3 to parry. Active plasmoids also give off minor amounts of light and heat about equal to 1 candle per 12 inches of energy blade. ---------------------------------------------------------------------- Energy Knife: Damage: 3D6 M.D. Range: 1-18 inches Payload: 24 hours Emmitter Size: 6 inches M.D.C.: 10 Energy Sword: Damage: 5D6 M.D. Range: 6-48 inches Payload: 12 hours Emmitter Size: 12 inches M.D.C.: 20 Energy Spear: Damage: 6D6 M.D. Range: 20-200 inches Payload: 6 hours Emmitter Size: 24 inches M.D.C.: 35
LASERS: Lasers are fairly common throughout any moderately advanced civilization in the Megaverse (TM). They are cheap, efficient, reliable, silent, and deadly when wielded in the right hands. All King Industries lasers come equipped with an automatic laser targeter when the trigger is partially depressed. This gives ALL King Industries Laser weapons a bonus of +1 to strike. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * KI-LW-002 Laser Pistol: Damage: 3D6 M.D. Range: 1000 ft. Payload: 50 shots per KI E-Clip Rate of Fire: Standard Cost: 18,000 credits ---------------------------------------------------------------------- ION BLASTERS: Ions are particles of supercharged electrons that do large amounts of damage upon impacting a target. They are slightly more complex than lasers, but still cheap and efficient. They also do more damage and are harder to defend against. ---------------------------------------------------------------------- PLASMA WEAPONS: Plasma is another weapon development common under the more advanced civilizations. Plasma weapons shoot an ultra hot liquid that does incredible amounts of damage. These weapons are very difficult to defend against and do large amounts of damage. Their shortcomings include a more limited range, major power consumption, and general bulkiness for all the insulation. ---------------------------------------------------------------------- TRI-BEAM WEAPONS: These are probably another key examples of King Industries hard at work with industrial espionage. The design schematics were imitated from the Arkhons who created this kind of technology. At first it seemed a mere triviality as something to do just so the Arkhons couldn't have a monopoly on the manufacture of these weapons. However, the triviality turned out to be something important as the damage capability by far superceded that of conventional energy weapons. Tri-Beams combine plasma, lasers, and particle beams in such a manner that breaks down molecular bonds doing double damage to most materials. The only material exempt from the destructive power of these weapons are forcefields and cerasteel, another development stolen from the Arkhons by King Industries. ---------------------------------------------------------------------- PARTICLE BEAM ACCELERATORS:
shotgunlo@hotmail.com
Franklin Pierce College
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Rindge, NH 03461
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