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Unread postPosted: Sun Aug 01, 2010 7:19 pm
  

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Location: Central Kentucky
Intro:
I just picked up Splicers through the Christmas in July offer. I really should have picked it up sooner but I always dismissed it minor unsupported game that should have been a Rifts Dimension book. How wrong I was! It was the Rifter articles in #50 and #51 that made me curious. Well since I am about to be laid off this week (just for a few weeks such is the fickle nature of construction work) I have prepared a delightful little toy for you all to use in your Splicers games. Please note I have never played Splicers but I am well versed with the Palladium system. I have always had a fondness for grenade launchers and shotguns because I like their versatile nature both in real life and in game play. Some of the rules below are based on the Sovietski S-12/S-13P Змей “Zmey” Dragon Assault Shotgun which I created (and didn't completely finish) for Rifts. You can view it here: viewtopic.php?f=8&t=114767

Thumper Bio-Grenade Launcher

The Thumper is named for the distinctive thumping sound it makes when fired. This is a heavy eight barreled muzzle loading bio-weapon that uses compressed air to lob grenades. Air is stored in an a expandable internal bladder and discharged in a powerful blast to hurl grenades farther then they can be thrown. A series of membranes and cartilage pistons function as a compressor to keep the air bladder full. The organisms barrels will expand and contract to form a nearly airtight seal around any matter inserted into it. This allows the launcher to fire a large variety of bio grenades and special rounds designed for it. May be used as a hand held weapon (13,000 Credit value) or as an integral host armor weapon (launcher alone 10 Bio-E points). A favorite of Roughneck infantrymen this versatile weapon is usually employed in lieu of another heavy weapon. It is useful for less than lethal (riot) situations, area denial, marking target, and close quarter battle operations.

Blooper under barrel Bio-Grenade Launcher
The Thumper is also grown as a smaller single barrel organism which is suitable for mounting under the barrel of other rifle like bio-weapons, it is known as the Blooper. Grenade effects remain the same but range is reduced to 600 ft (unless noted as less). The smaller size of the air bladder and biological compressor means it must pause 3 melee actions between shots. Takes 1 melee action to load.

Mega Damage: By type of round. See below

Rate of Fire: One or two grenades may be fired per melee attack

Maximum Effective Range:800 feet (243.84 meters)

Payload: 8 individually loaded barrels. The air bladder automatically refills while firing. But if fully discharged rapidly (discharging full payload in 1 melee round) it will take 1D4+1 melee actions to refill the bladder. Each barrel takes 1 melee action to load.

Bonus: None

Bio-E Cost: 10 Bio-E points as a integral host armor weapon. Grenades must be purchased separately.

Prerequisite: None

Ammuniton Types:

Chig Grenade: As described on pg. 137 Splicers RPG. Ignore maximum effective thrown range.

Screamer Grenade: As described on pg. 104 Splicers RPG. Ignore effective thrown range. Receives no additional bonus to strike as it is not thrown weapon.

Bio-Incendiary Grenade: "Its shake and bake, and I helped!" A thick, dark brown chitinous orb (the size of a large grapefruit) filled with a volatile bio-chemical that reacts with oxygen on impact. 1D12 M.D. to a 10 ft (3.04 m) radius per grenade. A target hit will continue to burn taking an additional 1D12 M.D. per melee round lasting 1D6 melee rounds or until it is extinguished. Anything or anyone that attempts to running through the flames or touches the flames will receive 1D8 M.D. Water will not dowse the incendiary compound (though flame retardant chemicals will). The only way to dowse the incendiary compound is to roll in dirt or sand for one entire melee round (take double damage that round) or to be dowsed with fire retardant chemicals which puts the flames out in 1 melee action.

Chemical Grenades: As described on pg. 100 Splicers RPG. Any chemical used in the Chemical Sprayer maybe contained in a softball sized "puff ball" spore that detonates on impact with the target (or ground, building, etc) spraying an aerosol form of the selected chemical producing the listed weapons effect in a 10 ft radius. Cost is 3 Bio-E points per grenade. Sleep, stench, stick-um and tearing chemical grenades are very useful as a less than lethal weapon against other humans.

Light "Bulb": "Let there be light!" Appears as semi-transparent plant bulb filled with liquid. On impact this grenade filled with genetically engineered bioluminescent plankton that explodes into a glowing goo, bathing a 30 ft radius in bright light for 1D4+1 minutes. Various colors are available for signaling and marketing targets. A broad leafy plant based parachute can be attached by stalks and is deployed when the grenade is 600 feet (182.88 m) in the air (also triggering the chemical reaction). This allows the light bulb to effectively be used like a parachute flare (ideal for signaling or illuminating night operations). With parachute deployed the glow bulb loiters in the air for 1D3+1 minutes or until shot down.

Smoky Ink Grenade: "Man! I can't see sh*t." A baseball sized semi-transparent sphere filled with thick, viscous, black liquid. On impact with the target a oily vapor is released similar to a light fog. Reducing visibility in a 30 ft radius to 200 ft for humans and organic optics (-1 to strike, parry and dodge). However the mist sticks to glass, metal and ceramics of robots rapidly (within 2 melee actions) and builds up to the point that the robot's optics are useless and the machine must rely on non-visual sensors. Reduce all combat bonuses by half. or spend 1d4 melee actions every round wiping the inky coating off.

Thorn round: "I like to keep this handy...for close encounters." A self contained tubular round which looks like 3 x 3 inch, thick dark green rose stem, replete with tiny thorns. Inside is a bio-explosive primer and charge. The round is detonated by the compressed air of the Thumper impacting against a membrane in the base of the round. A spray of thorn flechettes are fired in a thigh cone. 20 Flechettes per shell. 4D6 M.D. Range: 200 ft Will spray a 3 ft area (Patterning rule may be applied).

Solid Slug: A "live" round, this creature resembles a giant (the size of a mans forearm) slug its head covered in semi-conical chitinous armor. The compressed air of the Thumper stimulates the explosive flesh in the tail of the creature causing it to explode launching its gory remains and its thickly armored head into the target. 5D6 M.D. Range: 400 ft. (Knockdown rule may be applied but the Thumper/Blooper fire a large enough round that it can knockdown creatures the size of a draft horse or smaller).

Optional ammunition rules:

Patterning rule: Shotgun ammunition such as buckshot, pellets, and flechettes spread out as they reach maximum range. Every 50 ft of range subtract 1D4-1 S.D.C./M.D.C from the damage roll of a successful hit to take this patterning into account. Modern buckshot patterns at roughly 1” per 3 ft (1 yard). But this is highly variable based on how the ammunition is loaded (i.e. type of powder and wadding), barrel length, choke diameter.Game masters use your discretion.

Knockdown rule: When the slug shell is used, man sized targets and smaller must roll a D20 against the attacker's roll at a -6 penalty. They must surpass the attacker's strike roll or be knocked down, suffering the loss of initiative and one attack.

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Unread postPosted: Sun Aug 01, 2010 9:34 pm
  

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OLD ONE

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nice! I likes it

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Unread postPosted: Mon Aug 02, 2010 12:16 am
  

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Hero

Joined: Thu Sep 07, 2006 7:50 pm
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Location: Gah, never give it away!
I does too.

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Well, something called The Devastator should Devastate things. 1d6x10 couldn't devastate your mother in Rifts.

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Unread postPosted: Thu Aug 05, 2010 9:59 am
  

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Quality work. I plan on shamelessly stealing this and putting it to use.

Glad to see another Splicer convert. Welcome aboard! TONS of excellent, fan-made items on the boards, be sure to look around.

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Unread postPosted: Thu Aug 05, 2010 7:44 pm
  

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'Blooper'...even though I know it's the nickname of a genuinely lethal single-shot weapon capable of blowing the snot out of anybody caught in its blast area, I still have to fight off a smirk and a giggle when I hear that. :lol:

-Up to when I get blown away by it... Failed my roll versus Humor Factor :fool: :shock:

Good work there.

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Than the Sage among his Books,
For all the Empires and Kingdoms,
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And the Turning of a Page"

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Unread postPosted: Tue Aug 07, 2012 9:16 am
  

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Submitted to the Rifter!

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Unread postPosted: Tue Aug 07, 2012 3:48 pm
  

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Very nice Wooly.

@taalismn.....Yeah the name made me laugh too :lol: until you're on the receiving end

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Unread postPosted: Tue Aug 07, 2012 5:08 pm
  

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Joined: Wed Apr 21, 2010 5:47 pm
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Nice! I especially like the Solid Slug round idea/description. Reminds me a little of my... 'Splig' (I think) Splicers Unleashed creation.


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Unread postPosted: Sun Mar 24, 2013 5:39 am
  

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Monk

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I agree with everyone. This is a great creation. Please keep them coming.

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Unread postPosted: Sun Jun 21, 2015 3:31 pm
  

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New Ammunition Types:

Bio Luminescent paint rounds. Both normal paint and the Glow in the dark vareities for marking targets.

Grappling Hook: A reinforced bone grapnel with a sharp point designed to stick into soft material like earth or hook onto protruding objects to aid in climbing. Often attached to a spool of super strong monofilament line the grappling hook allows can be used for vertical or horizontal climbing. Range is 300 ft.

Fire Suppressant Foam round

Air Bursting counter defilade round.

Spiders Web net round.
This stick ball of super strong spider silk like substance explodes on impact with the target any hard surface and covers a 3 meter diameter circle on the ground or wall. While the web round does no damage it immobilizes a man sized or slightly larger target for 1D4+1 melee rounds in a sticky web of 2D8+4 MDC spider silk. Only explosives of flame based weapons will completely remove the web. Shooting ones way out with a kinetic energy (rail gun) or laser weapons is rather futile as the web covers a large surface area.

Complete write up to follow.

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Unread postPosted: Fri Aug 28, 2015 8:12 pm
  

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How about a grenade that causes at least low grade earthquakes?

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Unread postPosted: Sun Aug 30, 2015 6:11 pm
  

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Knight

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Comment: NEVER QUIT..... I got lucky
Submitted to the Rifter!
wow

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Unread postPosted: Sun Aug 30, 2015 6:21 pm
  

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ZINO wrote:
Submitted to the Rifter!
wow


Do you mock me sir?

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Unread postPosted: Tue Sep 01, 2015 11:15 am
  

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Champion

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Wooly wrote:
Submitted to the Rifter!

You did said that. Aug 07, 2012.

Any news?

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Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D


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Unread postPosted: Tue Sep 01, 2015 12:21 pm
  

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abtex wrote:
Wooly wrote:
Submitted to the Rifter!

You did said that. Aug 07, 2012.

Any news?


None. :(

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Unread postPosted: Wed Sep 02, 2015 11:06 am
  

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Champion

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Wooly wrote:
Submitted to the Rifter!

maybe it was a different Wooly. up 9 messages.

sorry if i am wrong :thwak: :thwak: :frust:

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I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D


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Unread postPosted: Wed Sep 02, 2015 5:56 pm
  

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abtex wrote:
Wooly wrote:
Submitted to the Rifter!

maybe it was a different Wooly. up 9 messages.

sorry if i am wrong :thwak: :thwak: :frust:


I have no idea what you are trying to communicate friend.

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Unread postPosted: Mon Sep 07, 2015 1:46 pm
  

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Hero

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How about a grenade that sends out a LARGE amount of foam to protect the target of the grenade instead of harming it,making it a "bumper " grenade?

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Unread postPosted: Sun Oct 18, 2015 10:22 pm
  

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Champion

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Comment: Mondos non cogitarus, Consilium!
Tangler: upon impact/detonation, the seed-pod blooms into a large mass of thorny tenacle-vines that restrict & crush the target. If used as a land-mine like ordinance, the plant goes for the nearest movement source within 1 meter.

Skunker: Similar to the Bio-Luminescent paint rounds, these ammo pods splash a foul smelling substance upon impact. Good for combat training, playing pranks or as a warning to others.

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Last edited by BookWyrm on Mon Nov 16, 2015 1:33 am, edited 1 time in total.

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Unread postPosted: Sat Nov 14, 2015 11:43 pm
  

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Love the grenade ideas guys!

Here is the piece Chuck did to illustrate this weapon: https://anonmgur.com/up/5c6cf15cce10756 ... cc4b8b.jpg

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Unread postPosted: Sun Nov 15, 2015 3:46 pm
  

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D-Bee

Joined: Sun Aug 17, 2014 11:27 pm
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After reading this and looking at the concept art for it. Well anyone who has played Metal Gear Solid 4 should know what I am thinking.

Archangel + this weapon = Raging Raven

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Unread postPosted: Tue Dec 08, 2015 11:39 pm
  

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Comment: Mondos non cogitarus, Consilium!
Chig-Bolas (better known as the 'Double-thump'): A crafty Geneticist came up with this ammo, a pair of Chig-Grenades attached to each other by a thin but stretching line of sticky spider-silk-steel. The ammo unit appears as two Chig-Bombs pressed together. Once launched, the two separate in-flight, connected by the strand which stretches out to wrap around the target. The Chigs detonate on impact with either the target or each other.

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BookWyrm aka The Horn'd One
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Honourable but not gullible;
a Hero of the Megaverse. :D


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Unread postPosted: Fri Jan 08, 2016 12:41 am
  

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Comment: I have writing disability so if need me retype please let me known thank for read and posting please be respectful
Wooly wrote:
Intro:
I just picked up Splicers through the Christmas in July offer. I really should have picked it up sooner but I always dismissed it minor unsupported game that should have been a Rifts Dimension book. How wrong I was! It was the Rifter articles in #50 and #51 that made me curious. Well since I am about to be laid off this week (just for a few weeks such is the fickle nature of construction work) I have prepared a delightful little toy for you all to use in your Splicers games. Please note I have never played Splicers but I am well versed with the Palladium system. I have always had a fondness for grenade launchers and shotguns because I like their versatile nature both in real life and in game play. Some of the rules below are based on the Sovietski S-12/S-13P Змей “Zmey” Dragon Assault Shotgun which I created (and didn't completely finish) for Rifts. You can view it here: http://forums.palladium-megaverse.com/v ... 8&t=114767

Thumper Bio-Grenade Launcher

The Thumper is named for the distinctive thumping sound it makes when fired. This is a heavy eight barreled muzzle loading bio-weapon that uses compressed air to lob grenades. Air is stored in an a expandable internal bladder and discharged in a powerful blast to hurl grenades farther then they can be thrown. A series of membranes and cartilage pistons function as a compressor to keep the air bladder full. The organisms barrels will expand and contract to form a nearly airtight seal around any matter inserted into it. This allows the launcher to fire a large variety of bio grenades and special rounds designed for it. May be used as a hand held weapon (13,000 Credit value) or as an integral host armor weapon (launcher alone 10 Bio-E points). A favorite of Roughneck infantrymen this versatile weapon is usually employed in lieu of another heavy weapon. It is useful for less than lethal (riot) situations, area denial, marking target, and close quarter battle operations.

Blooper under barrel Bio-Grenade Launcher
The Thumper is also grown as a smaller single barrel organism which is suitable for mounting under the barrel of other rifle like bio-weapons, it is known as the Blooper. Grenade effects remain the same but range is reduced to 600 ft (unless noted as less). The smaller size of the air bladder and biological compressor means it must pause 3 melee actions between shots. Takes 1 melee action to load.

Mega Damage: By type of round. See below

Rate of Fire: One or two grenades may be fired per melee attack

Maximum Effective Range:800 feet (243.84 meters)

Payload: 8 individually loaded barrels. The air bladder automatically refills while firing. But if fully discharged rapidly (discharging full payload in 1 melee round) it will take 1D4+1 melee actions to refill the bladder. Each barrel takes 1 melee action to load.

Bonus: None

Bio-E Cost: 10 Bio-E points as a integral host armor weapon. Grenades must be purchased separately.

Prerequisite: None

Ammuniton Types:

Chig Grenade: As described on pg. 137 Splicers RPG. Ignore maximum effective thrown range.

Screamer Grenade: As described on pg. 104 Splicers RPG. Ignore effective thrown range. Receives no additional bonus to strike as it is not thrown weapon.

Bio-Incendiary Grenade: "Its shake and bake, and I helped!" A thick, dark brown chitinous orb (the size of a large grapefruit) filled with a volatile bio-chemical that reacts with oxygen on impact. 1D12 M.D. to a 10 ft (3.04 m) radius per grenade. A target hit will continue to burn taking an additional 1D12 M.D. per melee round lasting 1D6 melee rounds or until it is extinguished. Anything or anyone that attempts to running through the flames or touches the flames will receive 1D8 M.D. Water will not dowse the incendiary compound (though flame retardant chemicals will). The only way to dowse the incendiary compound is to roll in dirt or sand for one entire melee round (take double damage that round) or to be dowsed with fire retardant chemicals which puts the flames out in 1 melee action.

Chemical Grenades: As described on pg. 100 Splicers RPG. Any chemical used in the Chemical Sprayer maybe contained in a softball sized "puff ball" spore that detonates on impact with the target (or ground, building, etc) spraying an aerosol form of the selected chemical producing the listed weapons effect in a 10 ft radius. Cost is 3 Bio-E points per grenade. Sleep, stench, stick-um and tearing chemical grenades are very useful as a less than lethal weapon against other humans.

Light "Bulb": "Let there be light!" Appears as semi-transparent plant bulb filled with liquid. On impact this grenade filled with genetically engineered bioluminescent plankton that explodes into a glowing goo, bathing a 30 ft radius in bright light for 1D4+1 minutes. Various colors are available for signaling and marketing targets. A broad leafy plant based parachute can be attached by stalks and is deployed when the grenade is 600 feet (182.88 m) in the air (also triggering the chemical reaction). This allows the light bulb to effectively be used like a parachute flare (ideal for signaling or illuminating night operations). With parachute deployed the glow bulb loiters in the air for 1D3+1 minutes or until shot down.

Smoky Ink Grenade: "Man! I can't see sh*t." A baseball sized semi-transparent sphere filled with thick, viscous, black liquid. On impact with the target a oily vapor is released similar to a light fog. Reducing visibility in a 30 ft radius to 200 ft for humans and organic optics (-1 to strike, parry and dodge). However the mist sticks to glass, metal and ceramics of robots rapidly (within 2 melee actions) and builds up to the point that the robot's optics are useless and the machine must rely on non-visual sensors. Reduce all combat bonuses by half. or spend 1d4 melee actions every round wiping the inky coating off.

Thorn round: "I like to keep this handy...for close encounters." A self contained tubular round which looks like 3 x 3 inch, thick dark green rose stem, replete with tiny thorns. Inside is a bio-explosive primer and charge. The round is detonated by the compressed air of the Thumper impacting against a membrane in the base of the round. A spray of thorn flechettes are fired in a thigh cone. 20 Flechettes per shell. 4D6 M.D. Range: 200 ft Will spray a 3 ft area (Patterning rule may be applied).

Solid Slug: A "live" round, this creature resembles a giant (the size of a mans forearm) slug its head covered in semi-conical chitinous armor. The compressed air of the Thumper stimulates the explosive flesh in the tail of the creature causing it to explode launching its gory remains and its thickly armored head into the target. 5D6 M.D. Range: 400 ft. (Knockdown rule may be applied but the Thumper/Blooper fire a large enough round that it can knockdown creatures the size of a draft horse or smaller).

Optional ammunition rules:

Patterning rule: Shotgun ammunition such as buckshot, pellets, and flechettes spread out as they reach maximum range. Every 50 ft of range subtract 1D4-1 S.D.C./M.D.C from the damage roll of a successful hit to take this patterning into account. Modern buckshot patterns at roughly 1” per 3 ft (1 yard). But this is highly variable based on how the ammunition is loaded (i.e. type of powder and wadding), barrel length, choke diameter.Game masters use your discretion.

Knockdown rule: When the slug shell is used, man sized targets and smaller must roll a D20 against the attacker's roll at a -6 penalty. They must surpass the attacker's strike roll or be knocked down, suffering the loss of initiative and one attack.


Real like this can see it as side mount on Swarm lord armor

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Unread postPosted: Fri Jan 08, 2016 12:42 am
  

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Megaversal® Ambassador

Joined: Sun Dec 19, 2010 7:35 pm
Posts: 269
Comment: I have writing disability so if need me retype please let me known thank for read and posting please be respectful
Wooly wrote:
Intro:
I just picked up Splicers through the Christmas in July offer. I really should have picked it up sooner but I always dismissed it minor unsupported game that should have been a Rifts Dimension book. How wrong I was! It was the Rifter articles in #50 and #51 that made me curious. Well since I am about to be laid off this week (just for a few weeks such is the fickle nature of construction work) I have prepared a delightful little toy for you all to use in your Splicers games. Please note I have never played Splicers but I am well versed with the Palladium system. I have always had a fondness for grenade launchers and shotguns because I like their versatile nature both in real life and in game play. Some of the rules below are based on the Sovietski S-12/S-13P Змей “Zmey” Dragon Assault Shotgun which I created (and didn't completely finish) for Rifts. You can view it here: http://forums.palladium-megaverse.com/v ... 8&t=114767

Thumper Bio-Grenade Launcher

The Thumper is named for the distinctive thumping sound it makes when fired. This is a heavy eight barreled muzzle loading bio-weapon that uses compressed air to lob grenades. Air is stored in an a expandable internal bladder and discharged in a powerful blast to hurl grenades farther then they can be thrown. A series of membranes and cartilage pistons function as a compressor to keep the air bladder full. The organisms barrels will expand and contract to form a nearly airtight seal around any matter inserted into it. This allows the launcher to fire a large variety of bio grenades and special rounds designed for it. May be used as a hand held weapon (13,000 Credit value) or as an integral host armor weapon (launcher alone 10 Bio-E points). A favorite of Roughneck infantrymen this versatile weapon is usually employed in lieu of another heavy weapon. It is useful for less than lethal (riot) situations, area denial, marking target, and close quarter battle operations.

Blooper under barrel Bio-Grenade Launcher
The Thumper is also grown as a smaller single barrel organism which is suitable for mounting under the barrel of other rifle like bio-weapons, it is known as the Blooper. Grenade effects remain the same but range is reduced to 600 ft (unless noted as less). The smaller size of the air bladder and biological compressor means it must pause 3 melee actions between shots. Takes 1 melee action to load.

Mega Damage: By type of round. See below

Rate of Fire: One or two grenades may be fired per melee attack

Maximum Effective Range:800 feet (243.84 meters)

Payload: 8 individually loaded barrels. The air bladder automatically refills while firing. But if fully discharged rapidly (discharging full payload in 1 melee round) it will take 1D4+1 melee actions to refill the bladder. Each barrel takes 1 melee action to load.

Bonus: None

Bio-E Cost: 10 Bio-E points as a integral host armor weapon. Grenades must be purchased separately.

Prerequisite: None

Ammuniton Types:

Chig Grenade: As described on pg. 137 Splicers RPG. Ignore maximum effective thrown range.

Screamer Grenade: As described on pg. 104 Splicers RPG. Ignore effective thrown range. Receives no additional bonus to strike as it is not thrown weapon.

Bio-Incendiary Grenade: "Its shake and bake, and I helped!" A thick, dark brown chitinous orb (the size of a large grapefruit) filled with a volatile bio-chemical that reacts with oxygen on impact. 1D12 M.D. to a 10 ft (3.04 m) radius per grenade. A target hit will continue to burn taking an additional 1D12 M.D. per melee round lasting 1D6 melee rounds or until it is extinguished. Anything or anyone that attempts to running through the flames or touches the flames will receive 1D8 M.D. Water will not dowse the incendiary compound (though flame retardant chemicals will). The only way to dowse the incendiary compound is to roll in dirt or sand for one entire melee round (take double damage that round) or to be dowsed with fire retardant chemicals which puts the flames out in 1 melee action.

Chemical Grenades: As described on pg. 100 Splicers RPG. Any chemical used in the Chemical Sprayer maybe contained in a softball sized "puff ball" spore that detonates on impact with the target (or ground, building, etc) spraying an aerosol form of the selected chemical producing the listed weapons effect in a 10 ft radius. Cost is 3 Bio-E points per grenade. Sleep, stench, stick-um and tearing chemical grenades are very useful as a less than lethal weapon against other humans.

Light "Bulb": "Let there be light!" Appears as semi-transparent plant bulb filled with liquid. On impact this grenade filled with genetically engineered bioluminescent plankton that explodes into a glowing goo, bathing a 30 ft radius in bright light for 1D4+1 minutes. Various colors are available for signaling and marketing targets. A broad leafy plant based parachute can be attached by stalks and is deployed when the grenade is 600 feet (182.88 m) in the air (also triggering the chemical reaction). This allows the light bulb to effectively be used like a parachute flare (ideal for signaling or illuminating night operations). With parachute deployed the glow bulb loiters in the air for 1D3+1 minutes or until shot down.

Smoky Ink Grenade: "Man! I can't see sh*t." A baseball sized semi-transparent sphere filled with thick, viscous, black liquid. On impact with the target a oily vapor is released similar to a light fog. Reducing visibility in a 30 ft radius to 200 ft for humans and organic optics (-1 to strike, parry and dodge). However the mist sticks to glass, metal and ceramics of robots rapidly (within 2 melee actions) and builds up to the point that the robot's optics are useless and the machine must rely on non-visual sensors. Reduce all combat bonuses by half. or spend 1d4 melee actions every round wiping the inky coating off.

Thorn round: "I like to keep this handy...for close encounters." A self contained tubular round which looks like 3 x 3 inch, thick dark green rose stem, replete with tiny thorns. Inside is a bio-explosive primer and charge. The round is detonated by the compressed air of the Thumper impacting against a membrane in the base of the round. A spray of thorn flechettes are fired in a thigh cone. 20 Flechettes per shell. 4D6 M.D. Range: 200 ft Will spray a 3 ft area (Patterning rule may be applied).

Solid Slug: A "live" round, this creature resembles a giant (the size of a mans forearm) slug its head covered in semi-conical chitinous armor. The compressed air of the Thumper stimulates the explosive flesh in the tail of the creature causing it to explode launching its gory remains and its thickly armored head into the target. 5D6 M.D. Range: 400 ft. (Knockdown rule may be applied but the Thumper/Blooper fire a large enough round that it can knockdown creatures the size of a draft horse or smaller).

Optional ammunition rules:

Patterning rule: Shotgun ammunition such as buckshot, pellets, and flechettes spread out as they reach maximum range. Every 50 ft of range subtract 1D4-1 S.D.C./M.D.C from the damage roll of a successful hit to take this patterning into account. Modern buckshot patterns at roughly 1” per 3 ft (1 yard). But this is highly variable based on how the ammunition is loaded (i.e. type of powder and wadding), barrel length, choke diameter.Game masters use your discretion.

Knockdown rule: When the slug shell is used, man sized targets and smaller must roll a D20 against the attacker's roll at a -6 penalty. They must surpass the attacker's strike roll or be knocked down, suffering the loss of initiative and one attack.


Real like this can see it as side mount on Swarm lord armor

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Unread postPosted: Sat Sep 03, 2016 7:12 pm
  

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Anybody ever think of a cement grenade? Basically a grenade made of bio-technology created cement.

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Unread postPosted: Tue Dec 12, 2017 11:44 pm
  

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Comment: Mondos non cogitarus, Consilium!
abe wrote:
Anybody ever think of a cement grenade? Basically a grenade made of bio-technology created cement.


A variation on the 'Light "Bulb" ' round, but instead of the paint, the chemical spreads fast & solidifies upon impact. The round itself is an opaque gray instead of semi-transparent. When used in conjunction with the parachute, a mid-air burst covers a large area (10ft sq.) in the 'plant-crete'; anything or anyone caught in the splash-down suffers a -10% on movement as it hardens.

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Unread postPosted: Tue Jan 16, 2018 12:17 pm
  

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How about a rust grenade for use against the machine?


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Unread postPosted: Wed Jan 17, 2018 3:50 am
  

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Comment: Mondos non cogitarus, Consilium!
abe wrote:
How about a rust grenade for use against the machine?


As above, but instead the rust-colored bulb spreads an oxidizing organic 'goo' that accelerates oxidation & rusting on metals, especially on the forces of The Machine. The exact process is a closely guarded secret among the Gardeners. If the grenade bursts mid-air, the 'goo' spreads over a 15 ft area, inflicting up to 10% additional damage per round until the target(s) fall apart.

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Unread postPosted: Sun Apr 01, 2018 7:11 pm
  

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What a fun thread to revisit! I carried a M203 grenade launcher for a time as an infantryman. They are devastating weapons that go from great to excellent in the hands of a skilled grenadier who can lob grenades at an angle into hardened positions.

A “carom” round for banked ricochet shots would be the cats pajamas!

An eye ball “camera grenade” round that can be lobbed into a room allowing the operator to get a glimpse into an area coupled with a motion activated or command detonated bio-explosive.

A grenade filled with “toe popper” submunitions that can be scattered over a target for early warning , arena denial and minor damage to cripple extremities/ damage external sensors.

Counter Defilade round. A powerful fragmentary round that can be automatically set to detonate over or inside a target area. A laser is used to “paint” the target area and the round will automatically explode when it reaches that point. A h

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Unread postPosted: Sun Apr 01, 2018 7:31 pm
  

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I’ve re-hosted the Thumper illustration Chuck Walton did on comission for me at GenCon 2015.

https://ibb.co/hj2BfS

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Unread postPosted: Mon Apr 02, 2018 6:11 pm
  

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I remember that, very cool indeed.

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Unread postPosted: Sat Oct 20, 2018 8:12 pm
  

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How about a goofy grenade to slow down living enemies?


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Unread postPosted: Tue Feb 19, 2019 10:43 pm
  

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Comment: Mondos non cogitarus, Consilium!
abe wrote:
How about a goofy grenade to slow down living enemies?


Another variant of the 'cement' grenade, the 'goofy' performs like it's predecessor only the material doesn't harden completely, becoming a thick, brown-colored goop that hinders movement but doesn't stop it completely (-5 penalty). The material is colored brown to differentiate itself from the grey colored version. The prototype of this grenade was developed by a Geneticist wanting to play a bad prank on a Roughneck that made the comment "I'd rather wade through Dracos droppings than be assigned weapons-testing." Needless to say, the accompanying scent was later removed.

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Unread postPosted: Mon Mar 18, 2019 9:46 pm
  

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How about combination Grenades, like say a combination cement and rust grenade? Or a grumpier grenade that makes machines attack each other?

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