High Technology Weapons in The 21th century Era for AD&D

This era covers the level of technology that can be found in movies like (listed in no particularly order): "Eraser" / "TimeCop" / "Space Above and Beyond" / "Judge Dredd". Computer technology is slightly more advanced than is to be found in 20th century

New Weapon List: ([Name of Weapon] by [creator] [(Point of inspiration )]
- Splint Grenade by Piet R Kramer (Movie: "Eraser")


Splint Grenade: These dangerous grenades fill an 15' area with hundreds of 5inch long splinters. In the first round after its thrown, will it lift itself 2 yards into the air (Straight up from where it landed), in the second round will there be an explosion where the grenade will spray its context over a 10' area below it. Everyone caught is this area will suffer 2d4 hits (doing 1d6+2 / 1d8+2 points of damage), save vs Paralysis / Poison / Death magic at -2, a save means the character hidden behind some hardcover material (If no such item is nearby is the save at -6, a shield is softcover). Everyone beyond 10' but within 15', only suffer 1d4 hits if the save vs P /P /DM -0 fails. Everyone that fails their save must save vs death or suffer their "hits" number of critical hits.


All those marked* with an "*" is described in The Complete Guide to RPG Technology*
Bold marked is my own work. Italic is reserved for those from the Net that would like to contribute. There is a limitation to what a human eye can effectively see at  500yards even though the bullets are lethal out to 2000yards. Binoculars may increase that limit (500yds)


Era: 21th century and later

Cal Name Type Range in Yards (x 10) WSM ROF (Reload Ammo (Charges) Notes (Pwr / Code) Cost (cr)

Weight (Lbs)

Knockdown Damage
PB S M L VL

Sm - Med

Large

Hull

DV

These include a variety of weapons. All are designed to project a beam, missile, or ray of some sort at a target in range. All need power and ammunition to function. Hi-Tech missile weapons can be fired twice per round and a normal attack roll is made.

Laser Pistol*   light 1

3

6

9 - f 1 (1r 10 H / D 30k 3 d4

5d6

/10
Laser Rifle*   light 2 10

20

30 - a 1 (1r 6 H / D 36k 6 d6 6d6 /10

Laser Weapons - Each shot sends a laser beam at the target.

Pstl Mark I Blaster* Sonic 2 5 10 15 25 a 8 (1) H / D 6k 1d6 1d6 -
Pstl Mark II Blaster* Sonic 2 5 10 15 25 a 8 (1) H / D 12k 1d6 2d6 -
Pstl Mark III Blaster* Sonic 3 7 14 21 28 s 8 (1) H / D 18k 1d8 3d6 -
Pstl Mark IV Blaster* Sonic 2 5 10 15 28 s 8 (1) H / D 24k 2d4 4d6 /15
Rfl Mark V Blaster* Sonic 3 7 14 21 30 s 6 (1) 2H / D 30k 1d10 5d6 -
Rfl Mark VI Blaster* Sonic 3 7 14 21 30 vs 6 (1) 2H / D 36k 1d12 6d6 -
Rfl Mark VII Blaster* Sonic 3 7 14 21 35 vs 6 (1) 2H / D 42k 2d6 7d6 -
Rfl Mark VIII Blaster* Sonic 3 7 14 21 40 vs 6 (1) 2H / D 48k 2d8 8d6 /10

Mark Blaster Weapons - Each shot sends a sonic blast at the target. Mark I-IV are pistols and Mark V-VIII are rifles. The wielder of sonic missile weapon doesn't make a normal "to hit" roll. Instead, the target makes a saving throw vs. paralyzation to avoid being hit. This saving throw is made at a bonus of +2 if the weapon is used at medium range, or +5 if the target is at long range. PB is -2 to save, VL (Very Long) is +10 to save.

MK I Disruptor* 4 5 10 15 a * 20 H / D 20k 1d20 -
MK I Disruptor rifle* 10 20 30 a * 30 H / D 45k 2d20 -
MK II Disruptor* 10 20 30 a * 30 H / D 40k 2d20 -
MK II Disruptor rifle* 10 25 50 60 a * 40 H / D 85k 4d20 -
MK III Disruptor * 60 a * 40 H / D 80k 4d20 -
MK III Disruptor rifle* 120 s * 50 H / D 125k 6d20 -
MK IV Disruptor * 120 a * 50 H / D 120k 6d20 -
MK IV Disruptor rifle* 240 s * 60 H / D 165k 8d20 -

* Disruptors - Each shot sends a disruption beam at its target. A disruption beam disrupts cells in living matter causing damage to creatures eternally. All disruptors have two settings: Standard, High Power. Standard is as in the table. High Power allows a rate of fire of 2 shots per round, a +1d10 damage, and drains double the amount of power (i.e. two charges).

Cal Name Type Range in Yards (x 10) WSM ROF (Reload Ammo (Charges) Notes (Pwr / Code) Cost (cr)

Weight (Lbs)

Knockdown Damage
PB S M L VL

Sm - Med

Large

Hull

DV

Handweapons:* -
Needler* 2 4 6 f * 10 C / D 4k * -
Stun Ray Pistol* 1 2 3 f * 10 S / D 5k * -
Stun Ray Rifle* 3 6 9 a * 6 S / D 7,5k * -

Needler - A clip for a needler contains 10 small needles coated with a paralysis drug (save vs. poison or become paralyzed for 5d4 rounds). The energy cell will be used up after 30 shots. This weapon is completely soundless.
Stun Ray Weapons - A successful shot does no damage, but knocks the victim out for 1d20 rounds.

ElectroFlail*   - - S / D 12k 2d6
EnergyMace* - - C / B 60k 10d6
Paralysis Rod* - - CSH / D 3,5k *
Stun Whip* - - C / D 4k *
Light Saber* - - H / C 48k 8d6
Vibro Blade* - - H / C 18k 3d6
Energy Weapons
Some weapons combine elements of melee and missile weapons. All are close combat weapons that can't be thrown and need power.
Electroflail - A flail made of mithril and charged with electricity. The slightest touch cause a severe shock. The Solar Energy Cell is good for 40 minutes.
Energy Mace - This energized club is powered by a Chemical Energy Cell good for 20 minutes.
Paralysis Rod - This 1 yard long rod may be powered by a Chemical Energy Cell (good for 4 hours), a Solar Energy Cell (good for 8 hours), or a Hydrogen Energy Cell (good for 12 hours). When brought into contact with exposed flesh (not protected by clothing, armor, etc.), it overloads the victim's synapses, causing unconsciousness and paralysis lasting 4d4 hours. The victim can't be awakened prematurely.
Stun Whip - The Chemical Energy Cell in this item is good for 30 minutes. A target hit by one of these 3 yard wire whips becomes unconscious for 5d4 minutes.
Light Saber (Vibro Blade) - The handle of this device houses a the energy cell good for 20 minutes. When in use, a blue-etched force field forms a 1 foot blade that will cut through almost anything (GMs discretion).
Vibro Dagger - Similar to the vibro blade, but with a blade of only 6 inches long, the vibro dagger's cell is good for 30 minutes.
Cal Name Type Range in Yards (x 10) WSM ROF (Reload Ammo (Charges) Notes (Pwr / Code) Cost (cr)

Weight (Lbs)

Knockdown Damage
PB S M L VL

Sm - Med

Large

Hull

DV

Grenades and Explosive -
Chemex Grenade* - 1 2 3 - - - / F 4k 4 10d6 -
Energy Grenade* - " " " - - - / F 4,5k 4 12d6 2d4
Fragment Grenade* - " " " - - - / F 2,5k 4 5d6 -
Poison Gas Grenade*  - " " " - - - / F 2,5k 4 * -
Stun Grenade* - " " " - - - / F 3k 4 * -
Tear Gas Grenade* - " " " - - - / F 2k 4 * -
Grenades
These are exploding devices usually delivered by hand. A character should use the standard grenade-like missile combat rules. Before throwing the grenade, the character activates it by "pulling the pin" on it. Once the pin is pulled, the grenade automatically explodes the next round. All characters within 9 yards of an exploding grenade are suffer the effects of the grenade. Damage is halved if save vs. paralyzation is made by victims.
Chemex Grenade - Creates a chemical explosion (complete with lung-searing flame) within the area.
Energy Grenade - Releases blast of energy within the area.
Fragment Grenade - Covers the area with jagged metal chards.
Poison Gas Grenade - Spews poison gas throughout the area that hangs in the air for 1d6 rounds (-2 if area is windy). Characters must save vs. poison or suffer 3d6 points of damage for each round exposed to the gas.
Stun Grenade - Spews paralysis gas that acts like poison gas, but hangs in the air for only 1d4 rounds. also, characters are knocked unconscious by the gas for 5d4 rounds taking no damage if a save vs poison is failed.
Tear Gas Grenade - Spews tear gas that hangs in the air for 1d6 rounds (-2 if area is windy). Characters make a save vs poison. Failure indicates that the character suffers a -2 "to hit" and suffers a –1 penalty to armor class. The effects last for 3 rounds.
CDP A* - - / F 6k 10 10d6
CDP B* - - / F 7k 17 12d6
Heavy Artillery -
Concussion Bomb* - 7,5k

*

-
Fission Bomb (C)* - - / F 17k 4d10*10
Fission Bomb (D)* - / F 17k 6d10*10 6d10*10-1/3yd
Fusion Bomb* - / F 10k 15d10 /10
Matter Bomb (Alpha)* - / F 8k 15d6 /10
Matter Bomb (Beta)* - / F 20k 30d6 /10
Matter Bomb (Delta)* - / F 50k 6d6*10 /10
Micro-Missile - / F 30k 7d6 1d3
Mini-Missile 10 30 50 - / F 40k 2d10*10 2d8+4
Neutron Bomb* 30 60 90 - / F 15k 2d10*10 -
SDP* - / F 3k

6d6

2d2
Surface Missile* 1000 2000 4000 - - / F 70k

*

*

Bombs & Missiles
This category includes demolition charges, small warheads, and sophisticated missiles. These items have any type of fusing device the GM wishes (proximity, impact, heat, time delay, etc.). Most lack delivery and guidance systems and have to be carried to the desired spot and detonated. All characters within area of effect suffer damage. Damage is halved if save vs. paralyzation is made by victims.
CDP A (Concentrated Damage Pack Type A) & CDP B (Concentrated Damage Pack Type B) - A canvas backpack full of plastic explosives designed to be placed by the bearer against a structure to be destroyed. Blast radius is 30 yards for type A and 60 yards for type B. Structure save vs Disintegration.
Concussion bomb - A canister 10 inches long and 3 in diameter with small "hooks" that fit various delivery systems. Has the effect of a stun grenade, but has a 60-yard blast radius and a cloud duration of 2d6 minutes.
Fission Bomb - A black steel sphere 15 inches in diameter. Has a 1-mile blast radius. Come in 2 versions: Clean and Dirty. The dirty bomb causes radiation (GM decides the effects of radiation).
Fusion Bomb - A 50-inch diameter black steel disc. The blast radius is 60 feet.
Matter Bomb - A disc similar in appearance to a fusion bomb. Comes in alpha, beta, and delta types. The alpha has a blast radius of 9 yards; the beta has a blast radius of 30 yards; and the delta has a blast radius of 60 yards.
Micro-Missile - A 3-inch long missile that comes complete with its own plastic handgrip/launcher. It does a blast radius of 15 yards.
Mini-Missile - A 15-inch long missile in its own disposable, shoulder-held launcher. It has a blast radius of 30 yards.
Neutron Bomb - A 18-inch in diameter duralloy sphere. This bomb has a blast radius of 300 yards. The bomb only damages living beings; it doesn't harm equipment, vehicles, or buildings.
SDP (Small Damage Pack) - A canvas bag of plastic explosives. The blast radius is 12 yards.
Surface Missile - A slender 3 yards long cylinder, usually fixed to a military installation, or vehicle, and directed by computers and radar at the launch site. There are 3 types of surface missiles: neutron, fission, an concussion. The first two are simple bomb of the appropriate type attached to a surface missile. The latter type will do 30d10 points of damage to anyone in a 100-yard blast radius.

Phaser I 5 10 15 * 50
Phaser II 10 20 30 * 100

A phaser is different than other weapons in that it has a setting controls that allows various forms of damage.
SPREAD:
Normal - The wielder makes a normal "to hit" roll.
Wide - The wielder doesn't make a normal "to hit" roll. Instead, the target makes a saving throw vs. paralyzation to avoid being hit. This saving throw is made at a bonus of +2 if the weapon is used at medium range, or +5 if the target is at long range.
SETTING:
The number following the setting is the number of charges that will be drained from the battery per hit. Wide-spread attacks will drain twice the number of charges per person affected. The setting are as followed:
Stun (1) - Target must make a successful saving throw vs. wands or be rendered rigidly immobile for 5d4 rounds. A save indicates that the stun didn't affect the character this time. The ray from this setting is blue.
1 (2) - Target suffer 1d10 points of damage, save vs. wands for half damage. The ray color from settings 1 through 10 are various shades of red (1 being light red, and 10 being dark red).
2 (3) - Target suffer 2d10 points of damage, save vs. wands for half damage.
3 (4) - Target suffer 3d10 points of damage, save vs. wands for half damage.
4 (5) - Target suffer 4d10 points of damage, save vs. wands for half damage.
5 (6) - Target suffer 5d10 points of damage, save vs. wands for half damage.
6 (7) - Target suffer 6d10 points of damage, save vs. wands for half damage.
7 (8) - Target suffer 7d10 points of damage, save vs. wands for half damage.
8 (9) - Target suffer 8d10 points of damage, save vs. wands for half damage.
9 (10) - Target suffer 9d10 points of damage, save vs. wands for half damage.
10 (12) - Target must save vs. death magic or die.
Maximum (14) - This setting causes matter to vanish. It affects even matter (or energy) of a magical nature. Disintegration is instantaneous, and its effects are permanent. Anything within the 10' X 10' X 10' cube is obliterated. A thin, green ray (no wide-spread attack) causes physical material affected to glow and vanish leaving no trace.
Overload (all) - This setting causes the phaser to build up energy that surpasses safety parameters until it explodes destroying the phaser. Phaser I has a blast radius of 25 yards and does 5d10 points of damage to living things in the blast radius. Phaser II has a blast radius of 50 yards and does 5d20 points of damage to living things in the blast radius.

Energy forms* (Cells, batteries etc)

 


rv = Revolving
ss = Single Shot
sa = Single Auto
at = Automatic
ab = Auto Bolt
/c = continues (auto)
ba = Bolt Action
m = manual


Name Type Range in Yards (x 10) WSM ROF (Reload Ammo (Charges) Notes (Pwr / Code) Cost (cr)

Weight (Lbs)

Knockdown Damage
PB S M L VL

Sm - Med

Large

Hull

DV

Various Weaponry

9mm Adv Combat Rifle

2 10 20 40 6666 1 20 3d12 - 36
9mm AdvCombat rifle SABOT 6666 1 20 2d12 - 24
Barsoomian Radium Pistol 6666 2 12 Exploding Bullets 2d20 40
"Electric Rifle" 1667 1 40 (Space 1889 Gauss Rifle) 2d12 28
Gause Rifle 1667 1 40 3d10 30
"Klingon Plasma Cannon" 6666 1 5 /w Energy Pack 1d12*10 1d12 120
"Hand Beamer" - Laser 1667 1 5 1d20 20
Laser Pistol (Early Fed.) 833 11 20 *DV 40, save for 10)

4d10

- 40*/10*
"Blaster pistol" 833 1 10

2d8

16
"Blaster" (Apokolips) Std. 833 1 10 2d12 25
"Blaster" Hvy 833 1 10

10d6

1d6 64
"Blaster" XHvy 833 1 10

10d6*2

1d10 144
Dalembert Gazi Blaster 833 1 25 4d8 38+1d6rad
Svortza Blaster 833 1 20 4d8 38+1d6rad
MKI Klingon Disruptor 833 1 25 4d8 38/12
MKI Disruptor Rifle 1667 1 25 4d8 38/12
MKII Disruptor (STTOS) 20
     std setting 6666 1 3d12 1d4 38/12
     High power 1667 2 Disintegrate 250lbs 2d12, vs death or die _ D/25
MKIII Hand Disruptor (STTNG) 25
    Std setting 6666 1 3d12 1d4 38/12
    High Power 1667 2 Disintegrate 250lbs 2d12, vs death or die _ D/25
MKIV Disruptor Rifle (STTNG) 55
    Std Setting 6666 1 3d12 1d4 38/12
    High Power 1667 2 Disintegrate 250 lbs 2d12, vs death or die _

D/25

MKI Phaser/Phaser I (STTOS) 20 cost lbs knkdwn dmg DV
  1. Stun, lgt 2 6 14 24 833 1 Paralysed for d10 rd

d10

- 38*/12*
   2. Stun 833 2 Unconscious, 2d10+10 rd 2d10 - 38*/12*
  3. Stun 833 3 Unconscious, 3d10+20 rd 3d10 - 38*/12*
  4. Stun, Wide Angle 833 4 Unconscious, 2d10+10 rd 2d10 - 38*/12*
  5. Stun, Hvy 833 2 Uncons. 6d6 hours,
Save vs. Death or receive
permanent nerve damage
10d6 - 60*/20*
  6. Heat - 1 2 3 3 2 7000 F 4d10 1d4 40/20
  7. Weld/ Cut 1 1 5d10 1d5 50/25
  8. Disrupt/Kill 2 6 14 24 833 2 14d6 - 75/20
  9.Dematerialize 333 4 Disintegrate 250 lbs 5d6 ,vs death or die D/25
  10. Overload 50y blast radius

10,000 in blast radius

MKI Phaser/Phaser I / Civilian Model 20
  1. Stun, lgt 2 6 14 24 833 1 Paralysed for d10 min. d10 - 38*/12*
  2. Stun 833 2 Unconscious, 2d10+10 rd 2d10 - 38*/12*
  3. Stun 833 3 Unconscious, 3d10+20 rd 3d10 - 38*/12*
  4. Stun, Wide Angle 833 4 Unconscious, 2d10+10 rd 2d10 -

38*/12*

  5. Stun, Hvy 833 2 Uncons. 6d6 hours, Save
vs. Death or receive permanent
nerve damage
6d10 - 60*/20*
  6. Heat - 1 2 3 3 2 (7000 F) 4d10 1d4 40/20
  7. Weld/cut - 1 1 2d20 1d5 50/25
MKIII Phaser/ Phaser II (STTOS) 35
  1. Stun, lgt 2 6 14 24 833 1 Paralysed for d10 rd d10 38*/12*
   2. Stun 833 2 Unconscious, 2d10+10 rd 2d10 38*/12*
  3. Stun 833 3 Unconscious, 3d10+20 rd 3d10 38*/12*
  4. Stun, Wide Angle 833 4 Unconscious, 2d10+10 rd 2d10 38*/12*
  5. Stun, Hvy 833 2 Uncons. 6d6 hours,
Save vs. Death or receive
permanent nerve damage
6d10 60*/20*
  6. Heat - 1 2 3 3 2 7000 F 4d10 40/20
  7. Weld/ Cut - 1 1 5d10 50/25
  8. Disrupt/Kill 2 6 14 24 833 2

13d6

75/20
  9.Dematerialize 333 4 Disintegrate 300 lbs

2d12, vs death or die

D/25
  10. Overload 150y blast radius 1,000,000 in blast radius
MKIII Phaser/ Phaser Rifle (STTOS) 50
  1. Stun 2 6 14 24 833 2 Unconscious, 2d10+10 rd 2d10 - 38*/12*
  2. Stun, Wide Angle 833 4 Unconscious, 2d10+10 rd 2d10 - 38*/12*
3. Stun, Hvy 833 2 Uncons. 6d6 hours, Save
vs. Death or receive permanent
nerve damage
6d10 - 60*/20*
  4. Heat - 1 2 3 3 2 (7000 F) 10d6 1d4 40/20
  5. Disrupt/kill 2 6 14 24 833 2 13d6 1d6 75/20
  6.Dematerialize 333 4 Disintegrate 500 lbs 2d20, vs death or die _ D/50
  7. Overload 150y blast radius 1,000,000 in blast radius
MKII Phaser/Phaser 1B (Movies) 20
  1. Stun 2 6 14 24 833 2 Unconscious, 2d10+10 rd 2d10 - 40*/15*
  2. Stun, Wide Angle 833 4 Unconscious, 2d10+10 rd 2d10 - 40*/15*
  3. Stun, Hvy 833 2 Uncons. 6d6 hours, Save
vs. Death or receive permanent
nerve damage
3d20 - 65*/25*
  4. Heat - 1 2 3 3 2 (7000 F) 10d6 1d6 60/30
  5. Disrupt/Kill 2 6 14 24 833 2 14d6 1d8 80/30
  6. Dematerialize 833 4 Disintegrate 300 lbs

3d8, vs death or die

1d3 D/30
  7. Overload 50y blast radius 10,000 in blast radius
MKII Phaser/Phaser 2B (Movies) 40
  1. Stun 2 6 14 24 833 2 Unconscious, 2d10+10 rd vs rod 2d10 - 40*/15*
  2. Stun, Wide Angle 833 4 Unconscious, 2d10+10 rd vs rod 2d10 - 40*/15*
  3. Stun, Hvy 833 2 Uncons. 6d6 hours, Save
vs. Death or receive permanent
nerve damage
auto 8d6 - 65*/25*
  4. Heat - 1 2 3 3 2 (7000 F) 10d6 1d6 60/30
  5. Disrupt/Kill 2 6 14 24 833 2 8d10 1d8 80/30
  6.Dematerialize 833 4 Disintegrate 500 lbs 2d20, vs Death or die D/50
  7. Overload 150y blast radius

1,000,000 in blast radius

Name Type Range in Yards (x 10) WSM ROF (Reload Ammo (Charges) Notes (Pwr / Code) Cost (cr)

Weight (Lbs)

Knockdown Damage
PB S M L VL

Sm - Med

Large

Hull

DV

*DV 40, save for 10), Phaser hits where setting is stun, is only temporary (75%), except Stun Hvy (heavy) which is full damage.

cr: Is used for credit, or monetary amount. As it is not always good to know the price in AD&D gold (gp) as the price most likely would high at best and incompatible in most cases. I will let it be up to the DM to find a exchange rate from Credit(cr) to Gold Pieces(gp).


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