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<blockquote data-quote="marcoasalazarm" data-source="post: 3227306" data-attributes="member: 26698"><p><strong>GENOM CORPORATION GL-JR06 ‘RAIN OF FIRE’ MINI-GRENADE LAUNCHER.</strong></p><p></p><p><strong>Damage: </strong>By Grenade Type.</p><p><strong>Critical: </strong>-.</p><p><strong>Damage Type: </strong>By Grenade Type.</p><p><strong>Range Increment: </strong>60 ft.</p><p><strong>Rate of Fire: </strong>S, A.</p><p><strong>Weight: </strong>15 lbs.</p><p><strong>Magazine: </strong>9 Int.</p><p><strong>Size: </strong>Large.</p><p><strong>Purchase DC: </strong>21. </p><p><strong>Restriction: </strong>Mil (+3).</p><p></p><p>The ‘Rain Of Fire’ Mini-Grenade Launcher is Genom Corporation’s first Coreline-made weapons design, released soon after the Nerima Riots. Rifle-sized, and threatening in looks (but not so much as to gain a ‘bonus’, so much like DiggersTech and SalCo. designs). It is bullpup-designed, loaded with magazines of mini-grenades thru its buttstock (the user’s manual heavily recommends using the same type of grenade). The design also has a small LED counter of how many grenades are remaining (and if the grenades are Genom-made, it also says what kind is loaded).</p><p>The ‘Rain of Fire’’ s climb to fame in Coreline militaries comes from the fact that it has a three-round-burst mode, capable of seeding the battlefield with large amounts of tear gas or explosives in a short time. Because of this, Genom has had obtained large orders of the launcher.</p><p>(<strong>RULES: </strong>The weapon has a three-round burst setting. When used with the Burst Fire Feat, it fires three grenades at once and can only be used with three grenades left in the weapon. This setting does not grant the ability to make burst fire attacks without the Feat. As well, any thrown grenades must roll independently for deviation, but otherwise follow all normal rules).</p><p></p><p><strong>DIGGERS TECHNOLOGIES M-69FW ‘KEEP OUT!’ PLASMA GRENADE.</strong></p><p></p><p><strong>Damage: </strong>4d6.</p><p><strong>Critical: </strong>-.</p><p><strong>Damage Type: </strong>Energy*.</p><p><strong>Burst Radius: </strong>5 ft.</p><p><strong>Reflex DC: </strong>15.</p><p><strong>Range Increment: </strong>10 ft.</p><p><strong>Size: </strong>Tiny.</p><p><strong>Weight: </strong>1 lb.</p><p><strong>Purchase DC: </strong>18.</p><p><strong>Restriction: </strong>Mil (+3).</p><p>*This weapon deals damage of a non-specific energy type that is not subject to energy resistance.</p><p></p><p>The Diggers Sisters (or rather, Brianna) again surprise with a design that combines comic-book ingenuity, high technology and not a small amount of ‘gun-nut’ dementia.</p><p>Even though plasma grenade technology in and of itself is quite common on Coreline (and even more common off-world), what makes the ‘Keep Out’ grenade unlike any other grenade out there was that it was designed for area denial. Once it explodes, the internal plasma core remains burning for a short time, making anything that considers to attack thru the ‘flames’ to be damaged. Typically, groups equipped with the ‘Keep Out’ grenade throw them into small doorways, corridors or vents, where they can be most effective.</p><p>Rules-wise, after exploding, the plasma remains burning for an additional 1d8 rounds. Any object that tries to pass thru the affected square receives 4d6 (Energy) damage.</p><p></p><p><strong>SALUSIAN COMPANY M-96FW ‘FIRESTORM’ FIREFLUSH GRENADE.</strong></p><p></p><p><strong>Damage: </strong>3d6.</p><p><strong>Critical: </strong>-.</p><p><strong>Damage Type: </strong>Fire.</p><p><strong>Burst Radius: </strong>10 ft.</p><p><strong>Reflex DC: </strong>15.</p><p><strong>Range Increment: </strong>10 ft.</p><p><strong>Size: </strong>Small.</p><p><strong>Weight: </strong>2 lb.</p><p><strong>Purchase DC: </strong>18.</p><p><strong>Restriction: </strong>Mil (+3).</p><p></p><p>The release of the FireStorm grenade was (analists say) just an attempt by SalCo. to show that they could develop an area-denial grenade as well as DiggersTech could, and even more ‘nasty’, if possible.</p><p>Maybe that’s why they decided not to go for plasma, and instead focused on Fireflush grenade technology and making the chemical agents longer-burning. This results in a less powerful grenade than the ‘Keep Out!’, but a larger area denial ratio and longer duration, as well as overall cheaper production costs (keeping it on the same cost than a normal Fireflush grenade). People who buy the FireStorm grenade usually are people (military, mercenaries and the occasional F-SWTI team) that have to worry with high-mobility targets such as Narutoverse Ninjas.</p><p>Rules-wise, after exploding, the Fireflush’s chemicals remain burning for an additional 1d10 rounds. Any object that tries to pass thru the affected area (burst radius), receives 3d6 (Fire) damage and might catch on fire as well.</p><p></p><p>And a New Feat:</p><p></p><p><strong>KNOCKOUT PUNCH</strong></p><p></p><p>You have learned that a quick strike at the start of combat can sometimes avoid a fight altogether.</p><p><strong>PreRequisites: </strong>Brawl, Base Attack Bonus 3+ or higher.</p><p><strong>Benefit: </strong>When making your first unarmed attack in a round against an opponent who is no more than two size categories larger than you, treat a successful attack as a critical hit. This damage is nonlethal.</p><p><strong>Special: </strong>Even if you have the ability to treat unarmed damage as lethal damage, the damage from the Knockout Punch is always nonlethal.</p></blockquote><p></p>
[QUOTE="marcoasalazarm, post: 3227306, member: 26698"] [B]GENOM CORPORATION GL-JR06 ‘RAIN OF FIRE’ MINI-GRENADE LAUNCHER.[/B] [B]Damage: [/B]By Grenade Type. [B]Critical: [/B]-. [B]Damage Type: [/B]By Grenade Type. [B]Range Increment: [/B]60 ft. [B]Rate of Fire: [/B]S, A. [B]Weight: [/B]15 lbs. [B]Magazine: [/B]9 Int. [B]Size: [/B]Large. [B]Purchase DC: [/B]21. [B]Restriction: [/B]Mil (+3). The ‘Rain Of Fire’ Mini-Grenade Launcher is Genom Corporation’s first Coreline-made weapons design, released soon after the Nerima Riots. Rifle-sized, and threatening in looks (but not so much as to gain a ‘bonus’, so much like DiggersTech and SalCo. designs). It is bullpup-designed, loaded with magazines of mini-grenades thru its buttstock (the user’s manual heavily recommends using the same type of grenade). The design also has a small LED counter of how many grenades are remaining (and if the grenades are Genom-made, it also says what kind is loaded). The ‘Rain of Fire’’ s climb to fame in Coreline militaries comes from the fact that it has a three-round-burst mode, capable of seeding the battlefield with large amounts of tear gas or explosives in a short time. Because of this, Genom has had obtained large orders of the launcher. ([B]RULES: [/B]The weapon has a three-round burst setting. When used with the Burst Fire Feat, it fires three grenades at once and can only be used with three grenades left in the weapon. This setting does not grant the ability to make burst fire attacks without the Feat. As well, any thrown grenades must roll independently for deviation, but otherwise follow all normal rules). [B]DIGGERS TECHNOLOGIES M-69FW ‘KEEP OUT!’ PLASMA GRENADE.[/B] [B]Damage: [/B]4d6. [B]Critical: [/B]-. [B]Damage Type: [/B]Energy*. [B]Burst Radius: [/B]5 ft. [B]Reflex DC: [/B]15. [B]Range Increment: [/B]10 ft. [B]Size: [/B]Tiny. [B]Weight: [/B]1 lb. [B]Purchase DC: [/B]18. [B]Restriction: [/B]Mil (+3). *This weapon deals damage of a non-specific energy type that is not subject to energy resistance. The Diggers Sisters (or rather, Brianna) again surprise with a design that combines comic-book ingenuity, high technology and not a small amount of ‘gun-nut’ dementia. Even though plasma grenade technology in and of itself is quite common on Coreline (and even more common off-world), what makes the ‘Keep Out’ grenade unlike any other grenade out there was that it was designed for area denial. Once it explodes, the internal plasma core remains burning for a short time, making anything that considers to attack thru the ‘flames’ to be damaged. Typically, groups equipped with the ‘Keep Out’ grenade throw them into small doorways, corridors or vents, where they can be most effective. Rules-wise, after exploding, the plasma remains burning for an additional 1d8 rounds. Any object that tries to pass thru the affected square receives 4d6 (Energy) damage. [B]SALUSIAN COMPANY M-96FW ‘FIRESTORM’ FIREFLUSH GRENADE.[/B] [B]Damage: [/B]3d6. [B]Critical: [/B]-. [B]Damage Type: [/B]Fire. [B]Burst Radius: [/B]10 ft. [B]Reflex DC: [/B]15. [B]Range Increment: [/B]10 ft. [B]Size: [/B]Small. [B]Weight: [/B]2 lb. [B]Purchase DC: [/B]18. [B]Restriction: [/B]Mil (+3). The release of the FireStorm grenade was (analists say) just an attempt by SalCo. to show that they could develop an area-denial grenade as well as DiggersTech could, and even more ‘nasty’, if possible. Maybe that’s why they decided not to go for plasma, and instead focused on Fireflush grenade technology and making the chemical agents longer-burning. This results in a less powerful grenade than the ‘Keep Out!’, but a larger area denial ratio and longer duration, as well as overall cheaper production costs (keeping it on the same cost than a normal Fireflush grenade). People who buy the FireStorm grenade usually are people (military, mercenaries and the occasional F-SWTI team) that have to worry with high-mobility targets such as Narutoverse Ninjas. Rules-wise, after exploding, the Fireflush’s chemicals remain burning for an additional 1d10 rounds. Any object that tries to pass thru the affected area (burst radius), receives 3d6 (Fire) damage and might catch on fire as well. And a New Feat: [B]KNOCKOUT PUNCH[/B] You have learned that a quick strike at the start of combat can sometimes avoid a fight altogether. [B]PreRequisites: [/B]Brawl, Base Attack Bonus 3+ or higher. [B]Benefit: [/B]When making your first unarmed attack in a round against an opponent who is no more than two size categories larger than you, treat a successful attack as a critical hit. This damage is nonlethal. [B]Special: [/B]Even if you have the ability to treat unarmed damage as lethal damage, the damage from the Knockout Punch is always nonlethal. [/QUOTE]
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