[Flying Pincushion Games] What Kind of Gun Do YOU Want to Shoot?


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Dark Archive

Bad link. Anyone who cares to know what Lindley is talking about can go here

So that's crazy.

Might go in the wacky town bunch. Probably deals extra damage against undead...

Grand Lodge

Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber
YuenglingDragon wrote:

LazarX wrote:
Would a Junon Cannon be a bit much to ask for?

Gonna need to know what that means.

This link might help.

Dark Archive

Worked a little on this today. Preview of the Taser, a 2-point mod

Taser (bottom rail): As a standard action, you may fire a sharp, pronged lead as a ranged touch attack with a range of 15 feet. On a successful hit, you deal d8 non-lethal electric damage. If the target takes any damage from the attack it is staggered until the end of your next turn. The leads must be carefully rewound inside the launcher, which takes a full round action that provokes attacks of opportunity.

Dark Archive

Thermodynamic Water Chamber is probably done. Its going to be a neat 5-point chamber. Whereas the other 5-point chambers do more damage, this one is going to have extra utility.

Bayonet launcher, self awareness, gravity, and nets are up next in my development queue.


Advanced version - nets that scatter caltrops in the square in which they deploy.

Dark Archive

That could be a thing. Make the net out of spiked chains so that it deals damage while you're stuck and leaves a 10x10 net that works as caltrops.

Silver Crusade

Perhaps a wooden stake gun?

A gun that can shoot alchemical weapons and holy water.

Perhaps the crystal gun can function as a pilum, only with armor.

A flare gun which lights it's target on fire.


They Crystal gun can shoot exploding shards that deal bleed damage. At later levels the crystal mod can on a failed fort save (or massive damage?) possibly explode, or deal a debilitating blow.


Also I think we have this but a possible blindsense/lifesense scope so we have amazing sniper rifles.


SACplayin wrote:
Also I think we have this but a possible blindsense/lifesense scope so we have amazing sniper rifles.

Make it shoot through walls and it can be Perfect Dark all over again!

@Lucky

My gadgeteer has a flare gun that does that, and about half a dozen other things. If you want to break it down into parts while keeping it compatible with the gunslinger, well, give me a sec.

-Flares of different colors
-Light on fire
-Extend duration of light on fire
-Flares that make an obscuring mist effect
-Flares that use a dose of inhaled poison to make an obscuring mist effect

Some of that can translate over to this system. Similar enough.


Also, an idea for calming down the propeller gun. Simply raise your arm and hold down the trigger, letting you float a few inches off of the ground. Great for avoiding grease and caltrops, as well as effectively walking on water.

Dark Archive

Maybe that could be an alternative use for a special bayonet. Call it the blender.


Definitely adding it to the Penguin Umbrella. No idea when that'll ever become a thing, though.

Silver Crusade

Soon, I hope.


What? No Quake-style nailgun? Sure mechanically it might not do that much, but it is every kind of awesome.

Dark Archive

Oceanshieldwolf wrote:
What? No Quake-style nailgun? Sure mechanically it might not do that much, but it is every kind of awesome.

I feel like this is basically a descriptive element that doesn't need mechanical support. Unless you have some thought on what it would do that's special?

Silver Crusade

Perhaps a gun that could tear through to another enemy?


YuenglingDragon wrote:
Oceanshieldwolf wrote:
What? No Quake-style nailgun? Sure mechanically it might not do that much, but it is every kind of awesome.
I feel like this is basically a descriptive element that doesn't need mechanical support. Unless you have some thought on what it would do that's special?

Detonating Nailgun. Or have it have exclusive elemental properties. Acid nail melts armor/skin reduces DR/makes them vulnerable. Lightning nail allows you to nail multiple targets and when they are adjacent they take damage from conducting the lightning. Ice nails are pretty much icicles and targets gain the staggered condition from the cold.


YuenglingDragon wrote:
Oceanshieldwolf wrote:
What? No Quake-style nailgun? Sure mechanically it might not do that much, but it is every kind of awesome.
I feel like this is basically a descriptive element that doesn't need mechanical support. Unless you have some thought on what it would do that's special?

[Emphasis mine] Umm, no. Thus the bold part. ;)


SACplayin wrote:
YuenglingDragon wrote:
Oceanshieldwolf wrote:
What? No Quake-style nailgun? Sure mechanically it might not do that much, but it is every kind of awesome.
I feel like this is basically a descriptive element that doesn't need mechanical support. Unless you have some thought on what it would do that's special?
Detonating Nailgun. Or have it have exclusive elemental properties. Acid nail melts armor/skin reduces DR/makes them vulnerable. Lightning nail allows you to nail multiple targets and when they are adjacent they take damage from conducting the lightning. Ice nails are pretty much icicles and targets gain the staggered condition from the cold.

[emphasis mine] There was the copper spike ammo listed upthread (Lindley Court I think posted it) that conducted electricity...


As for firing living creatures, check out my blogpost on the Symbiote Base Class in development. Specifically the Biomunitioneer.

Some more tinkering with the concept in the seventh MCA thread led to adding the Swarmgunner to the Biomunitioneer - that's right, like a flamethrower, only you have a swarm under your control.


Oceanshieldwolf wrote:
SACplayin wrote:
YuenglingDragon wrote:
Oceanshieldwolf wrote:
What? No Quake-style nailgun? Sure mechanically it might not do that much, but it is every kind of awesome.
I feel like this is basically a descriptive element that doesn't need mechanical support. Unless you have some thought on what it would do that's special?
Detonating Nailgun. Or have it have exclusive elemental properties. Acid nail melts armor/skin reduces DR/makes them vulnerable. Lightning nail allows you to nail multiple targets and when they are adjacent they take damage from conducting the lightning. Ice nails are pretty much icicles and targets gain the staggered condition from the cold.
[emphasis mine] There was the copper spike ammo listed upthread (Lindley Court I think posted it) that conducted electricity...

Right I saw it earlier today. I think I listed an arc gun earlier with the same idea minus the spikes. I'm just defending your idea by offering a small sample of possible mechanics a nail gun could

Dark Archive

1 person marked this as a favorite.
Oceanshieldwolf wrote:

As for firing living creatures, check out my blogpost on the Symbiote Base Class in development. Specifically the Biomunitioneer.

Some more tinkering with the concept in the seventh MCA thread led to adding the Swarmgunner to the Biomunitioneer - that's right, like a flamethrower, only you have a swarm under your control.

Do you play 40k? If not you need to research tyranid weapons and get your mind blown by a hydrogen filled grub that autodarwinates on contact in a most fiery way.


No 40k for me. Other people have mentioned Zerg but I have no idea what that is either.

Autodarwinating sounds on the money though...

Dark Archive

http://wh40k.lexicanum.com/wiki/Tyranid_Bio-Weapons_Thesis

I think you'll enjoy. Click around and read about the weapons. A fast growing seed pod, writhing and burrowing worms and all kinds of neat stuff.


Adventure Path Charter Subscriber; Pathfinder Companion Subscriber

Phased plasma rifle in the 40 watt range.


How about one of those lasers with the liquid center rather than the crystal center? They can handle multiple wavelengths through some quirky chemistry.

A gun that links you and another creature. If one of you moves such that you would be further away from each other, deal damage to the mover. It'd be a way to make the gun subservient to the bayonet and have a melee gunslinger.

Also a very slow reload pepperbox attachment with an incredibly short range increment, damage that falls off each range increment, and no attacks of opportunity for firing it in melee. Total Warhammer Fantasy Master Engineer repeating pistol right there. Bonus points if you call it a "whirling cavalcade of destruction".

Dark Archive

The Purity of Violence wrote:
Phased plasma rifle in the 40 watt range.

But we never get to find out what such a thing does since LA in the 80s was woefully short on them. They had phone books, though.

Grand Lodge

Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber
The Purity of Violence wrote:
Phased plasma rifle in the 40 watt range.

40 watts? That's about the strength of the bulb inside your refrigerator.

Dark Archive

LazarX wrote:
The Purity of Violence wrote:
Phased plasma rifle in the 40 watt range.
40 watts? That's about the strength of the bulb inside your refrigerator.

Less if it's not incandescent. But give James Cameron a break. He's not an engineer

Grand Lodge

THIS!

Dark Archive

StarMartyr365 wrote:
THIS!

Really? Out of all the sniper rifles in ME3 you want the Incisor? That thing was terrible.

I guess I should consider something that effectively mimics deadshot and a 3 round burst might be the thing. I'll look into it.

Grand Lodge

I loved it in ME2. Shields melted and head-shots abounded. I got really good at staying on target and could land 2 or 3 bursts accurately.

I'm using something else in ME3.

SM

Dark Archive

OK, guys, the first round of new mods is up and running!

In this update we have saw blade guns, intelligence, ice, gravity, nets, and more.

I think Moderately Self Aware is too weak for 5-points and have to figure out some additional abilities for it. What do you think about it effectively granting all around vision as it warns you of danger?


Negate the +2 to hit enemies get for flanking you, but all other effects of flanking still occur.

Dark Archive

I might also change the harness mod. Going from 2 hands to no hands is a little hardcore for 3 points.

Dark Archive

Alright, I changed the harness mod to require one hand and take a small penalty against sunder checks. That should fix the balance issue there.

Moderately self aware now grants the uncanny dodge ability as I thought that most adequately described the value of having a gun that looks around for you.


If you have Uncanny Dodge and pick up that addon, do they interact?


Orthos wrote:
YuenglingDragon wrote:
Lindley Court wrote:
1)A way to have your gun crawl about on little robo-legs! Why would I want it permanently affixed to me when it can just siton my shoulder and follow me around?
Moderate self awareness might just be an add on I need to make.
"Hello friend. Target acquired. Sentry mode activated. Is anyone there? Hello? Could you come over here? I don't blame you. No hard feelings."

Oooo, a Moderate Self Aware mobile sentry... with an AI based upon Navi from Ocarina of Time. ;)


A hookshot, preferably one that can be attached under-slung to another gun, or removed and used separately.

A shell that can launch a bag of caltrops.

A hypnosis ray. Charm, stun, or Confusion.

A gun that shoots living ammo that continues to fight/damage after it hits. (like a leech gun)


Steady Photon-Belt III, Supernova, Hyper, Shock or Giga Wave Cannons
(Because hostile kingdoms/planets/planes-of-existence can't have nice things)
Dantalion's Flute
(Because it's a pretty name with similar results)
The Ion Cannon
(Because)
Plasma Beam
(Makes for a nice low level eldritch blast)
Fire Flowers
(Parce que)
Ghost Particle Cannons
(Anyone that can't appreciate the artful beauty of using warp, hyperdrive or transporter technology to turn relativistic particle beams into horrific telefrag artillery barrages has never known love in their cold heart)
Gamma Ray Bursts
(Wizards can create universes and alter others to suit their tastes. In comparison, being able to punch some ionizing holes through nearby planets is pretty f***ing tame)

Some of this stuff might be "work towards at higher levels" but if you can level up into "bigger campaign-breakier spells", you can level into "brighter, more energetic electromagnetic events" as well! No more holding back "Because best gun shouldn't be as strong as a bow which shouldn't be as strong as fireball"! My Aegis demands seven-loops of happiness and charge!

Edit: Also Golarion has giant laser-spewing robot spiders for crying out loud. Ammunition counts and worries, if even applicable, should involve the burst-limiter on your drum's feed system for the happy little rotary you lug around with 22 strength, not some prissy pouch of lead pebbles in powdered paper.

Dark Archive

Interjection Games wrote:
If you have Uncanny Dodge and pick up that addon, do they interact?

Dang it. They'll stack and I'm a moron.

Pillbug Toenibbler wrote:


Oooo, a Moderate Self Aware mobile sentry... with an AI based upon Navi from Ocarina of Time. ;)

I made it and you can find it on the blog. You'll have to provide the obnoxious fairy personality on your own, though.

Brambleman wrote:
A hookshot, preferably one that can be attached under-slung to another gun, or removed and used separately.

This will be in the next batch, though it will, like the rest, only be available to the gungineer. If there was enough interest in more guns and gun-like items, we could write up a micro-product with that stuff.

Brambleman wrote:
A shell that can launch a bag of caltrops.

A spiked chain net that acts as caltrops when the guy inside excapes is on the blog.

Brambleman wrote:
A hypnosis ray. Charm, stun, or Confusion.

I have mostly stayed away from stuff like this. I love the hard sci-fi stuff like a particle accelerator gun and don't get as excited about pulpy mind control rays of the sort that are foiled by, well, foil of the aluminum sort. I'm not counting it out but...meh.

Brambleman wrote:
A gun that shoots living ammo that continues to fight/damage after it hits. (like a leech gun)

You, sir, should check out the biomunitioneer that Oceanshieldwolf was talking about up the thread a bit.

Jamie Charlan wrote:

Steady Photon-Belt III, Supernova, Hyper, Shock or Giga Wave Cannons

(Because hostile kingdoms/planets/planes-of-existence can't have nice things)

If enough people want rules for a mythic gungineer, this will be forthcoming. Also funny.

Jamie Charlan wrote:

Dantalion's Flute

(Because it's a pretty name with similar results)

I had to look this up and then I got sucked down an R-Type rabbit hole for a while. I'm back now. I am going to do something that needs to be charged up to work, though I probaply can't use this (admittedly awesome) name.

Jamie Charlan wrote:

The Ion Cannon

(Because)

Like from Star Wars? What knocks out your electronics?

Jamie Charlan wrote:

Plasma Beam

(Makes for a nice low level eldritch blast)

The migh level mod "Fusion Bottle" shoots plasma. There's a lot about this class that's warlock-esque in retrospect. Especially when you work your way up to a magical power source and forget about the stupid bullet and gunpowder crap.

Jamie Charlan wrote:

Fire Flowers

(Parce que)

Like Mario?

Jamie Charlan wrote:

Ghost Particle Cannons

(Anyone that can't appreciate the artful beauty of using warp, hyperdrive or transporter technology to turn relativistic particle beams into horrific telefrag artillery barrages has never known love in their cold heart)

Are we talking about neutrinos?

Jamie Charlan wrote:

Gamma Ray Bursts

(Wizards can create universes and alter others to suit their tastes. In comparison, being able to punch some ionizing holes through nearby planets is pretty f***ing tame)

Again, if there's a desire for mythic gungineer rules I promise to bake entire worlds in exotic radiation and salt their fields with fission bombs.

Jamie Charlan wrote:
Some of this stuff might be "work towards at higher levels" but if you can level up into "bigger campaign-breakier spells", you can level into "brighter, more energetic electromagnetic events" as well! No more holding back "Because best gun shouldn't be as strong as a bow which shouldn't be as strong as fireball"! My Aegis demands seven-loops of happiness and charge!

I'm totally with you. One of my design goals was to make a gunslinger that had the same kind of exponential progression that full casters get instead of the linear progression martial classes are forced into.

Jamie Charlan wrote:
Edit: Also Golarion has giant laser-spewing robot spiders for crying out loud. Ammunition counts and worries, if even applicable, should involve the burst-limiter on your drum's feed system for the happy little rotary you lug around with 22 strength, not some prissy pouch of lead pebbles in powdered paper.

You might like the gungineer then (assuming you didn't buy it already). You get access to power sources (among other mods). The steam and alchemical sources provide propulsion and you only need to keep feeding it bullets. Later on you can get the magical power source and stop worrying about bullets, powder, and reloading like the filthy commoners. You're a maker, a creator, a gungineer.


Quote:
The Ion Cannon
Nah more as in "GDI". Orbital flight and deep holes where power plants used to be. Basically what the average blaster caster aspires to.
Quote:
Like Mario?
Well I figure not everyone wants giant blue beams all the time for everything, however odd that may sound. Plus skippy fireballs and all.
Quote:
Are we talking about neutrinos?
In this case it's a weapon from over in gurps: The idea is that you take a typically fatal accident: phasing, hyperspace or teleportation errors, and apply them to the end of whatever barrel or barrel-less vectored weapon that you're using. To bypass silly crap like intervening moons or shields or reactor core housings that thought they stood between you and hilarity
Quote:
Gungineer

Where be this, and does it combine well with Aegis (I can't tell you the totally secret unobvious obscure reasons one would want to multiclass with that)?

Dark Archive

Jamie Charlan wrote:
Nah more as in "GDI". Orbital flight and deep holes where power plants used to be. Basically what the average blaster caster aspires to.

Ah, right. Again, that'll have to wait for Mythic.

Jamie Charlan wrote:
Well I figure not everyone wants giant blue beams all the time for everything, however odd that may sound. Plus skippy fireballs and all.

I'll have to think about this.

Jamie Charlan wrote:
In this case it's a weapon from over in gurps: The idea is that you take a typically fatal accident: phasing, hyperspace or teleportation errors, and apply them to the end of whatever barrel or barrel-less vectored weapon that you're using. To bypass silly crap like intervening moons or shields or reactor core housings that thought they stood between you and hilarity

There was another poster who wanted to be able to make a "lazy gun" from Ian Banks. I think the next batch will have something that combines the ridiculous randomness of a rod of wonder with a gun.

Jamie Charlan wrote:
Where be this, and does it combine well with Aegis (I can't tell you the totally secret unobvious obscure reasons one would want to multiclass with that)?

Over here

I think they'd meld pretty well. They both key off Intelligence and the gungineer's good reflex save will shore up the bad save of the aegis. You'll probably want to use astral skin, though, instead of one of the other heavier options if you want to make use of the free AC from the gungineer's Nimble ability.

It really depends on what you want. You aren't going to be able to access they highest level mods or astral suit customizations but you'll have a boat load of flexibility and a really interesting character.


Tractor beam--for those pesky far-away magic users you want just a wee bit closer to your heavies.

How bout an anti-magic ion gun (or whatever you want to call it)? Maybe it turns off certain magic items...or called shots to localize the effect even more
Or it could interfere with the spell source of a caster to make it more challenging for them to do their thing.

That sounds a bit powerful so maybe a more drastic misfire chance or competing DC's to make it a little more challenging.

Dark Archive

Onyewu wrote:
Tractor beam--for those pesky far-away magic users you want just a wee bit closer to your heavies.

I'm making a grappling hook bottom rail attachment that will give some utility for climbing but also be able to grab a mofo Mortal Combat Scropion style.

Onyewu wrote:

How bout an anti-magic ion gun (or whatever you want to call it)? Maybe it turns off certain magic items...or called shots to localize the effect even more

Or it could interfere with the spell source of a caster to make it more challenging for them to do their thing.

I had not considered that but I kind of love it. The power of science shall prevail.

Onyewu wrote:
That sounds a bit powerful so maybe a more drastic misfire chance or competing DC's to make it a little more challenging.

It doesn't matter for the gungineer. I just make it cost more points or be usable fewer times per day. Though I am tempted to make it have a misfire chance just because temporarily suppressing all magic effects on a hapless gungineer is hilarious.


1 person marked this as a favorite.

Dantalion - probably the coolest of the 3.5 Binder vestiges. Particularly when you took the prestige class. You became a one-man flash mob.


Heckler & Koch MP5A5

Dark Archive

Ciaran Barnes wrote:
Heckler & Koch MP5A5

A submachine gun like this would be a fairly common low to mid level selection of mods. Lets start with a two handed named gun to go with a fixed stock MP5.

Add a "20 round magazine" to give the named gun a big capacity and the automatic weapon quality. That's going to cost a fortune in metal cartridges so lets add an "alchemical power source" for another 3 points so now all we need is to feed this baby plain bullets. I still have 2 points as a 5th level gungineer so lets add "sufficiently advanced technology" so that attacks count as magic for overcoming DR or hitting incorporeal monsters. Finally we can add a reflex sight for +1 to hit or a heavy barrel for +1 damage.

Boom. Your gungineer is rocking an MP5.


Weapons like an MP5 would misfire less often, and be easier to use in confined areas.

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