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<blockquote data-quote="kronos182" data-source="post: 7505579" data-attributes="member: 6668634"><p>Some Starcraft Universe Weapons</p><p></p><p><strong>BOSUN FN92</strong></p><p></p><p>The FN92 is a .50 caliber sniper rifle available to Confederate snipers during the Guild Wars, but under the Terran Dominion, only ghosts have access to the weapon. Although not as powerful as the C-10 or C-20 currently used by ghosts, its lighter weight, smaller ammunition is excellent for when weight is an issue, and is an excellent weapon for those without strength enhancements. The long barrel gives it greater range over the C-10 and C-20, however it has a small magazine, allowing it to be easier positioned for sniper work. The weapon comes with a computer and sensors that links to the user's helmet HUD that measures wind, elevation and other factors and gives recommendations via the HUD, with built-in range finder, telescopic sight, skeletal stock. </p><p>An enlarged trigger guard allows the weapon to be used by armoured wearers. Although the FN92 doesn't come with a bipod, it is designed to easily attach one.</p><p></p><p>BOSUN FN92 (PL5 Personal Firearms Proficiency)</p><p>Damage: 2d12, varies</p><p>Critical: 20</p><p>Damage Type: Ballistic</p><p>Range Increment: 175 ft</p><p>Rate of Fire: Single</p><p>Size: Large</p><p>Weight: 15 lbs</p><p>Ammo: 4 box</p><p>Purchase DC: 18 Mil (+3)</p><p>Notes: Integrated electrothermo scope, range finder</p><p></p><p></p><p><strong>C-141 AC Rifle</strong></p><p></p><p>The C-141 is the United Earth Directorate version of the C-14 rifle, making it very similar, but has a more cylindrical structure and slightly improved range. The C-141 also has a secondary fire mode, firing a single high powered shot, but with greater recoil, giving the user the option of a greater damage at the expense of accuracy and slower rate of fire. This secondary mode was designed to give the user a feature similar to an under barrel grenade launcher, but without the added weight or alternate ammunition, making logistics and maintence much lower.</p><p></p><p>C-141 Gauss Rifle (PL6-7 Personal Firearms Proficiency)</p><p>Progress Level: 7</p><p>Damage: 3d12+2</p><p>Critical: 20</p><p>Damage Type: Ballistic</p><p>Range Increment: 110 ft.</p><p>Rate of Fire: S, A</p><p>Magazine: 500 </p><p>Size: Large</p><p>Weight: 18 lbs.</p><p>Purchase DC: 28</p><p>Restriction: Res (+2) in Koprulu Sector</p><p>Notes: Secondary Fire mode, retractable bayonet (1d4 piercing/slashing 19-20x2), tactical flight, digital ammo counter.</p><p>Secondary Fire Mode - As a free action, the user can switch to the secondary fire mode, firing a powerful shot. This mode deals 5d12+5 ballistic damage, range incr only 100 ft, rate of fire switches to single and the user suffers -2 to attack rolls due to the recoil, uses a single round of ammunition. </p><p></p><p></p><p><strong>Hellfire Shotgun</strong></p><p></p><p>A close-ranged terran weapon designed for maximum infantry disruption using magnum style 12 gauge rounds (3 1/2 inch), with a secondary mode that detonates miniature explosives internally, channeling the blast through its reinforced muzzle to create a devastating arc of fire. </p><p></p><p>Hellfire Shotgun (PL6 Personal Firearms Proficiency)</p><p>Damage: 2d8+1</p><p>Critical: 20</p><p>Damage Type: Ballistic</p><p>Range Increment: 35 ft</p><p>Rate of Fire: Semi</p><p>Size: Large</p><p>Weight: 12.5 lbs</p><p>Ammo: 10 box</p><p>Purchase DC: 19 Mil (+3)</p><p>Notes: Integrated tactical light, secondary fire mode.</p><p>Secondary Fire Mode - The Hellfire has a secondary fire mode that focuses the explosion from more than one round to create a deadly arc of fire. Switching to secondary fire mode is a swift action once per round, single rate of fire, dealing 3d8 damage to a 30 foot long cone, Reflex save 15 for half damage, uses three rounds of ammunition, can not be used with less than 3 rounds left.</p><p></p><p><strong>C-14 Impaler Gauss Rifle Variants</strong></p><p></p><p><strong>Variant 1</strong></p><p>This version of the C-14 is a common variant of the C-14, and is identical except it is fitted with mountings to allow the installation of a retractable bayonet, laser sights or an underbarrel grenade launcher, and mountings for a variety of scopes.</p><p>Uses same stats as C-14 except can mount a scope, laser sight and retractable bayonet (1d4 slashing/piercing 19-20x2) OR an underbarrel grenade launcher (typically 40mm or similar grenades with 2 to 5 round internal magazine). PDC +1</p><p></p><p><strong>Variant 2</strong></p><p>This variant was produced during the Second Great War with the Zerg, and while bulky, it was far more streamlined and CMC armour was not required to use it. The rifle featured two grips, a smaller one used by unarmed shooters, requiring the use of both hands to use. The other, larger grip is used by those in CMC armour. This version can be fitted with an underbarrel grenade launcher and laser designator.</p><p>Uses stats of the C-14 but can be used by people not wearing CMC armour, can have an underbarrel grenade launcher and laser designator attached. PDC +2.</p><p></p><p><strong>Variant Ammunition</strong></p><p>A number of variant ammunition has been developed for the C-14 and other weapons that use the same 8mm spikes, such as the C-7 gauss pistol.</p><p>Armour Piercing - Special ammunition designed for armour penetration. RAW rules grants +2 to attack against targets wearing armour, or have Natural armour at least +2. Alternate rules reduce damage by -2, ignore 5 points hardness/DR. PDC +3 Res Mil (+3).</p><p>Depleted Uranium - Used as an alternate armour piercing around, deals slightly more damage and improved range over normal rounds. Deals 3d12+3 damage, ignoring 8 points of hardness/DR, increase range by 25%. PDC +6, Res Mil (+4).</p><p>Hollow Point Spread - These rounds are used against soft targets, designed to flatten and expand on impact for maximum wounding efficiency. Against targets with no armour, or maximum Natural armour bonus of +1 deals 4d12 ballistic damage. However against targets wearing armour or Natural armour of +2 or higher only deals 2d12-2 ballistic damage. PDC +2 Res Mil (+3).</p><p>Incendiary - Incendiary rounds are similar to older White Phosphorous (WP) rounds, designed to inflict burns or set objects on fire. Instead of using White Phosphorous, a napalm like substance is used instead. Round deal an additional 2d4 fire damage for 2 rounds and risks catching on fire (see Catching on Fire in Chapter 7 D20 Modern). PDC +5, Res Mil (+4).</p><p></p><p></p><p><strong>Auto-Turret</strong></p><p>The auto-turret is a simple robot gun emplacement using a 12mm gauss rifle that can be easily deployed for quick defense, or even as a harassing unit. Raven ships can deploy the auto-turret, although they can be deployed from cargo vessels and other vehicles. The turret is equipped with fairly basic sensors for detecting ground and air targets, includes an IFF system that can be easily programmed so the turret will not fire on friendly units. A round base, with four anchoring legs support the weapon's turret and servos, with a pair of shields on either side of the weapon help protect the weapon's sensors and inner workings. The Auto-Turret is usually programmed to attack ground targets within 500 feet, or aerial targets within 1000 feet.</p><p>Size: Large (10 ft wide x 10 ft long, 8 ft high, weight 2 tons)</p><p>Hit Points: 25 hit points</p><p>Hardness: 15</p><p>Defense: 14 (10 -1 size +5 equipment)</p><p>Attack: +5 Ranged 12mm Gauss Cannon (5d12, 20, 150 ft, A, 2000 rd box ((PDC 16 box of 20)))</p><p>Sensors: Grants +4 to Listen, Spot and Search check, 500 ft night vision, motion detection. Sensors can detect vehicles out to 2 miles, or living creates up to medium size out to 1 mile.</p><p>Accessories: Video/Audio recorder, motion detectors 500 ft, night vision, military radio (report to control unit when engaged targets, low on ammunition, suffered damage or low on power, 100 mile </p><p>range), battery supply (able to remain operating for 7 days).</p><p>PDC: 30 Mil (+3).</p><p></p><p>Options</p><p>Hi-Sec Auto Tracking - This system increases the tracking and effective combat range of the Auto-Turret. Increases sensor range by 25%, granting +1 to Listen, Spot and Search checks. PDC 15.</p><p>Additional Armour - Increases the armour and reinforces the structure of the Auto-Turret. Grants +5 HP, +2 Hardness.</p><p>Explosive Shrapnel Shells - Increases damage by 1 die, plus deals half damage to a 5 foot radius, Reflex save DC 15. PDC +3</p></blockquote><p></p>
[QUOTE="kronos182, post: 7505579, member: 6668634"] Some Starcraft Universe Weapons [B]BOSUN FN92[/B] The FN92 is a .50 caliber sniper rifle available to Confederate snipers during the Guild Wars, but under the Terran Dominion, only ghosts have access to the weapon. Although not as powerful as the C-10 or C-20 currently used by ghosts, its lighter weight, smaller ammunition is excellent for when weight is an issue, and is an excellent weapon for those without strength enhancements. The long barrel gives it greater range over the C-10 and C-20, however it has a small magazine, allowing it to be easier positioned for sniper work. The weapon comes with a computer and sensors that links to the user's helmet HUD that measures wind, elevation and other factors and gives recommendations via the HUD, with built-in range finder, telescopic sight, skeletal stock. An enlarged trigger guard allows the weapon to be used by armoured wearers. Although the FN92 doesn't come with a bipod, it is designed to easily attach one. BOSUN FN92 (PL5 Personal Firearms Proficiency) Damage: 2d12, varies Critical: 20 Damage Type: Ballistic Range Increment: 175 ft Rate of Fire: Single Size: Large Weight: 15 lbs Ammo: 4 box Purchase DC: 18 Mil (+3) Notes: Integrated electrothermo scope, range finder [B]C-141 AC Rifle[/B] The C-141 is the United Earth Directorate version of the C-14 rifle, making it very similar, but has a more cylindrical structure and slightly improved range. The C-141 also has a secondary fire mode, firing a single high powered shot, but with greater recoil, giving the user the option of a greater damage at the expense of accuracy and slower rate of fire. This secondary mode was designed to give the user a feature similar to an under barrel grenade launcher, but without the added weight or alternate ammunition, making logistics and maintence much lower. C-141 Gauss Rifle (PL6-7 Personal Firearms Proficiency) Progress Level: 7 Damage: 3d12+2 Critical: 20 Damage Type: Ballistic Range Increment: 110 ft. Rate of Fire: S, A Magazine: 500 Size: Large Weight: 18 lbs. Purchase DC: 28 Restriction: Res (+2) in Koprulu Sector Notes: Secondary Fire mode, retractable bayonet (1d4 piercing/slashing 19-20x2), tactical flight, digital ammo counter. Secondary Fire Mode - As a free action, the user can switch to the secondary fire mode, firing a powerful shot. This mode deals 5d12+5 ballistic damage, range incr only 100 ft, rate of fire switches to single and the user suffers -2 to attack rolls due to the recoil, uses a single round of ammunition. [B]Hellfire Shotgun[/B] A close-ranged terran weapon designed for maximum infantry disruption using magnum style 12 gauge rounds (3 1/2 inch), with a secondary mode that detonates miniature explosives internally, channeling the blast through its reinforced muzzle to create a devastating arc of fire. Hellfire Shotgun (PL6 Personal Firearms Proficiency) Damage: 2d8+1 Critical: 20 Damage Type: Ballistic Range Increment: 35 ft Rate of Fire: Semi Size: Large Weight: 12.5 lbs Ammo: 10 box Purchase DC: 19 Mil (+3) Notes: Integrated tactical light, secondary fire mode. Secondary Fire Mode - The Hellfire has a secondary fire mode that focuses the explosion from more than one round to create a deadly arc of fire. Switching to secondary fire mode is a swift action once per round, single rate of fire, dealing 3d8 damage to a 30 foot long cone, Reflex save 15 for half damage, uses three rounds of ammunition, can not be used with less than 3 rounds left. [B]C-14 Impaler Gauss Rifle Variants[/B] [B]Variant 1[/B] This version of the C-14 is a common variant of the C-14, and is identical except it is fitted with mountings to allow the installation of a retractable bayonet, laser sights or an underbarrel grenade launcher, and mountings for a variety of scopes. Uses same stats as C-14 except can mount a scope, laser sight and retractable bayonet (1d4 slashing/piercing 19-20x2) OR an underbarrel grenade launcher (typically 40mm or similar grenades with 2 to 5 round internal magazine). PDC +1 [B]Variant 2[/B] This variant was produced during the Second Great War with the Zerg, and while bulky, it was far more streamlined and CMC armour was not required to use it. The rifle featured two grips, a smaller one used by unarmed shooters, requiring the use of both hands to use. The other, larger grip is used by those in CMC armour. This version can be fitted with an underbarrel grenade launcher and laser designator. Uses stats of the C-14 but can be used by people not wearing CMC armour, can have an underbarrel grenade launcher and laser designator attached. PDC +2. [B]Variant Ammunition[/B] A number of variant ammunition has been developed for the C-14 and other weapons that use the same 8mm spikes, such as the C-7 gauss pistol. Armour Piercing - Special ammunition designed for armour penetration. RAW rules grants +2 to attack against targets wearing armour, or have Natural armour at least +2. Alternate rules reduce damage by -2, ignore 5 points hardness/DR. PDC +3 Res Mil (+3). Depleted Uranium - Used as an alternate armour piercing around, deals slightly more damage and improved range over normal rounds. Deals 3d12+3 damage, ignoring 8 points of hardness/DR, increase range by 25%. PDC +6, Res Mil (+4). Hollow Point Spread - These rounds are used against soft targets, designed to flatten and expand on impact for maximum wounding efficiency. Against targets with no armour, or maximum Natural armour bonus of +1 deals 4d12 ballistic damage. However against targets wearing armour or Natural armour of +2 or higher only deals 2d12-2 ballistic damage. PDC +2 Res Mil (+3). Incendiary - Incendiary rounds are similar to older White Phosphorous (WP) rounds, designed to inflict burns or set objects on fire. Instead of using White Phosphorous, a napalm like substance is used instead. Round deal an additional 2d4 fire damage for 2 rounds and risks catching on fire (see Catching on Fire in Chapter 7 D20 Modern). PDC +5, Res Mil (+4). [B]Auto-Turret[/B] The auto-turret is a simple robot gun emplacement using a 12mm gauss rifle that can be easily deployed for quick defense, or even as a harassing unit. Raven ships can deploy the auto-turret, although they can be deployed from cargo vessels and other vehicles. The turret is equipped with fairly basic sensors for detecting ground and air targets, includes an IFF system that can be easily programmed so the turret will not fire on friendly units. A round base, with four anchoring legs support the weapon's turret and servos, with a pair of shields on either side of the weapon help protect the weapon's sensors and inner workings. The Auto-Turret is usually programmed to attack ground targets within 500 feet, or aerial targets within 1000 feet. Size: Large (10 ft wide x 10 ft long, 8 ft high, weight 2 tons) Hit Points: 25 hit points Hardness: 15 Defense: 14 (10 -1 size +5 equipment) Attack: +5 Ranged 12mm Gauss Cannon (5d12, 20, 150 ft, A, 2000 rd box ((PDC 16 box of 20))) Sensors: Grants +4 to Listen, Spot and Search check, 500 ft night vision, motion detection. Sensors can detect vehicles out to 2 miles, or living creates up to medium size out to 1 mile. Accessories: Video/Audio recorder, motion detectors 500 ft, night vision, military radio (report to control unit when engaged targets, low on ammunition, suffered damage or low on power, 100 mile range), battery supply (able to remain operating for 7 days). PDC: 30 Mil (+3). Options Hi-Sec Auto Tracking - This system increases the tracking and effective combat range of the Auto-Turret. Increases sensor range by 25%, granting +1 to Listen, Spot and Search checks. PDC 15. Additional Armour - Increases the armour and reinforces the structure of the Auto-Turret. Grants +5 HP, +2 Hardness. Explosive Shrapnel Shells - Increases damage by 1 die, plus deals half damage to a 5 foot radius, Reflex save DC 15. PDC +3 [/QUOTE]
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