Sci Fi Weapon and Armor Stats?


Conversions


I'm trying to find a good blending of PF and sci-fi. The main sticking point is weapons appropriate to the setting. Using swords and breastplates in the 23rd century is just deliberately thick or lazy. Right now I'm thinking weapons that are a blend of touch attacks (lazers and needlers) and regular attacks (slug throwers)with some grenade-types. Armor would be straight armor (heavier armor) deflection armor (force fields) and DR (heavy armor). I'm actually very surprised nobody has tried to do a sci-fi or at least Spelljammer PF mashup. Its been a few years. The market space is pretty empty. I also haven't seen anybody pick up the point-based D20 fusion of Silver Aged Sentinels/BESM D20, which was my first choice for a chassis.

Dark Archive

Not sure what you are looking for here - an existing list of futuristic weapons to use for PF or do you want to make a list of your own weapons?

Paizo is coming out with a book that will cover some of your needs right here.

I have stats for all the things you're looking for and then some - just not for PF - I have them for Gamma World.
Lasers/Masers, Blasters (sonic), Needlers, Disruptors (EM), Fusion & radiological weapons, slug throwers/gauss weapons, powered armor, ballistic armor, Assault rifles and SMGs, Grenades (modern and futuristic), Powered Attack armor, Powered Scout armor, Apocalypse Suits, Death Machines and Warbots, etc. Wrong system and PF is a bit too limiting to make a proper conversion.

I'm assuming that the Technology Guide will touch on the subject and give you some baseline stats for weapons using the PF rules.

Good Luck


Yup, Technology Guide is a big one, Ultimate Combat, Inner Sea Bestiary, that land of fallen stars book and i think one or two other books have all kinds of robots and tech available, use machine guns, missiles and lasers/plasma from there coupled with rules for shields and speciality "magic" items like blur devices for miss chance or something like a broach of shielding for force fields if needed.

I would say in a high tech setting you could go without armor heavier than light and couple some kind of miss chance or temporary pool of energy resistance to it to reflect the change in battlefield threats. If you wanted to go for the heavier armored route you could use the construct armor rules from ultimate magic and replace construct traits of the item with robot traits.

Keep in mind that melee is still a thing in most sci-fi, Star Wars, Star Trek and even Mass Effect all had hand held weapontry in them.


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Pathfinder Adventure Path Reign of Winter Part 5: Rasputin Must Die! has a number of WWI-era weapons. That's probably the best place to start until the Tech Guide comes out.

Outside of the 3.P model, Palladium Books publishes a compendium of various modern weapons that is pretty clear of rules. Though the tech is a good fifteen to twenty years out of date, it's still a good signpost to extrapolate from.

If you need specific examples, your best bets for a wide selection are Rifts (Palladium again) or Shadowrun (Catalyst games). Shadowrun mostly has slugthrowers with cybernetic linkups and other cool features, while Rifts offers a rainbow or seven of lasers, plasma, mini-missiles, particle beams, and other more esoteric energy and projectile weapons, even guns that work on and/or fire off magic. rules-wise, Rifts is probably the easiest to convert to the 3.P system. It uses the same dice, so even just dropping in the stats 1/1 will still give you functional, if overpowered guns; your average laser rifle hitting as hard if not harder than a greatsword on dice rolling alone (rediculously more going by the rules, though).

Aside from the main books, The following offer some the best weapon selections:

Rifts
Triax and the NGR/Triax 2
Rifts' Mercenaries/Merc Ops
Rifts' Black Market
Naruni Wave 2
Northern Gun One/Two
South America One/Two
Rifts' Japan
Federation of Magic
Siege On Tolkeen
Warlords of Russia
Phase World/Sourcebook

Shadowrun (4th Edition)
Arsenal
Augmentation
Unwired
Mil Spec Tec 1/2
Gun Heaven 1/2


Addendum: you'll also notice both games take place on a magic are awakened Earth. Shadowrun is more grounded in Cyberpunk, while Rifts is a post-Post-Apocalyptic melting pot of myths, mutants, legend, history, giant robots (seriously, their selection is almost as big as Battletech/Mechwarrior's), and whatever else looks cool.

Consequently, both also have a selection of magics, some designed specifically to work with or against technology. Also, some stuff about how technology can affect magic (Both games agree that Magic and Cybernetics normally don't mix all that well, for example).

Another consideration I didn't think of before is biotechnology. Both Shadowrun and Palladium both have a few things to say on that. Most of Shadowrun's stuff is in the previous list already, so I'll add the following Rifts books:

Atlantis
Lone Star
Splynn Dimensional Market
Heroes of China
Rifts' Underseas/Lemuria

Also, Palladium's Splicers RPG, best described as the Terminator films Vs. the manga Bio-Booster Armor Guyver.


1001 Science Fiction Weapons by James Thomson is a neat PDF full- and I do mean full- of tons of cool, advanced weapons. I do admit it is not perfect as it lacks bookmarks (yet is just short of 500 pages) and has some things that should have just been stated out as special materials (I am looking at you plastic swords) but it's well worth the cos and was made with 3.x in mind, so there is that.


D20 Modern, Cyberpunk and Future are stupid easy to convert. Also the anime d20 book of mecha allows you to build ANY (and I do mean ANY) giant robot, tank, aircraft, robot vacuum cleaner, and angst ridden cyborg giant superhuman human piloted angels that you want.

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