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<blockquote data-quote="kronos182" data-source="post: 9268508" data-attributes="member: 6668634"><p>Sorry for being quiet for awhile, here's a Rebel Trooper.</p><p></p><p><span style="font-family: 'Calibri'"><span style="font-size: 26px"><strong>Rebel Soldier</strong></span></span></p><p><span style="font-family: 'Calibri'">Rebel soldiers come from many walks of life, and many believe in the cause, while some might be mercenaries. Most receive some training to be effective in combat.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Rebel Soldier Low-level (Strong ord 1/Dedicated Ord 1)</strong></span></p><p><span style="font-family: 'Calibri'">Type: Human</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">CR: 1</span></p><p><span style="font-family: 'Calibri'">Hit Points: 1d8+1 plus 1d6+1, 10 hp</span></p><p><span style="font-family: 'Calibri'">Mas: 13</span></p><p><span style="font-family: 'Calibri'">Init: +1</span></p><p><span style="font-family: 'Calibri'">Speed: 25 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 17, touch 13, flat-footed 16 (+1 Dex, +2 Class, +4 armour)</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +1 / +3</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft / 5 ft by 5 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: Unarmed strike +2 melee (1d3+2 nonlethal, or blaster rifle +2 ranged (3d8, fire, 60 ft, s/a, 50 box)</span></p><p><span style="font-family: 'Calibri'">Full Attack: </span></p><p><span style="font-family: 'Calibri'">Special Attacks: Cover Fire, Hold the Line</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Rebel Momentum</span></p><p><span style="font-family: 'Calibri'">Allegiances: Rebel Alliance</span></p><p><span style="font-family: 'Calibri'">Saves: Fort +3, Reflex +1, Will +3</span></p><p><span style="font-family: 'Calibri'">Reputation: +0</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 14, Cha 8</span></p><p><span style="font-family: 'Calibri'">Occupation: blue collar (drive, craft mechanical, repair)</span></p><p><span style="font-family: 'Calibri'">Skills: Climb +1, Drive +3, Hide +2, Intimidate +1, Knowledge (current events) +2, Knowledge (streetwise) +2, Listen +4, Profession +4, Read/Write Basic (English), Search +4, Speak Basic (English), Spot +4, Survival +4, Swim +3, Treat injury +2</span></p><p><span style="font-family: 'Calibri'">Feats: Armour Proficiency (light, medium), Personal Firearms Proficiency, Simple Weapons</span></p><p><span style="font-family: 'Calibri'">Possessions: armour (equivalent to concealable vest), blaster rifle, 4 power packs, medpack, various gear and personal possessions.</span></p><p><span style="font-family: 'Calibri'">Advancement: </span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>Rebel Soldier Mid-level (Strong ord 3/Dedicated Ord 3)</strong></span></p><p><span style="font-family: 'Calibri'">Type: Human</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">CR: 5</span></p><p><span style="font-family: 'Calibri'">Hit Points: 3d8+6 plus 3d6+6, 34 hp</span></p><p><span style="font-family: 'Calibri'">Mas: 14</span></p><p><span style="font-family: 'Calibri'">Init: +1</span></p><p><span style="font-family: 'Calibri'">Speed: 25 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 21, touch 15, flat-footed 20 (+1 Dex, +4 Class, +5 armour)</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +5 / +7</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft / 5 ft by 5 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: Unarmed strike +7 melee (1d3+2 nonlethal, or blaster rifle +7 ranged (3d8, fire, 60 ft, s/a, 50 box)</span></p><p><span style="font-family: 'Calibri'">Full Attack: </span></p><p><span style="font-family: 'Calibri'">Special Attacks: Cover Fire, Hold the Line</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Rebel Momentum</span></p><p><span style="font-family: 'Calibri'">Allegiances: Rebel Alliance</span></p><p><span style="font-family: 'Calibri'">Saves: Fort +6, Reflex +3, Will +5</span></p><p><span style="font-family: 'Calibri'">Reputation: +1</span></p><p><span style="font-family: 'Calibri'">Abilities: Str 15, Dex 12, Con 14, Int 10, Wis 14, Cha 8</span></p><p><span style="font-family: 'Calibri'">Occupation: </span></p><p><span style="font-family: 'Calibri'">Skills: Climb -1, Drive +7, Hide +4, Intimidate +3, Knowledge (current events) +2, Knowledge (streetwise) +3, Listen +6, Profession +5, Read/Write Basic (English), Search +5, Speak Basic (English), Spot +5, Survival +5, Swim +3, Treat injury +4</span></p><p><span style="font-family: 'Calibri'">Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons, Point Blank Shot, +2</span></p><p><span style="font-family: 'Calibri'">Possessions: armour (equivalent to light-duty vest), blaster rifle, 4 power packs, medpack, various gear and personal possessions.</span></p><p><span style="font-family: 'Calibri'">Advancement: </span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>Cover Fire</strong></span></p><p><span style="font-family: 'Calibri'">While making an autofire or strafing attack, can reduce damage by half to force the enemy to hide behind cover, reducing their accuracy. All enemies in the affected area of the autofire or strafe attack must make a Will save against an attack roll made by the Rebel Soldier. A failed save those in the area suffer -2 to attack rolls for 3 rounds, a successful save those in the area only suffer -1 to attack roll until start of the Rebel Soldier's next round.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Hold the Line</strong></span></p><p><span style="font-family: 'Calibri'">When the Rebel Soldier fights defensive, they can draw the attention of enemies to themselves. The Rebel Soldier can make an Intimidation check as a move equivalent action, to force all enemies within 30 feet to target the Rebel Soldier instead for 3 rounds. This is different from a normal Intimidation check, and targets normally immune to Fear can be affected, as the Rebel Soldier is doing more than trying to threaten targets, but making themselves seem like a bigger threat. All targets must make a Will save or be forced to make the Rebel Soldier the focus of their attacks. Any allies within 10 feet of the Rebel Soldier also gain a +2 morale bonus to Defense.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Rebel Momentum</strong></span></p><p><span style="font-family: 'Calibri'">The Rebel Soldier gains a +1 bonus to Defense upon defeating a Galactic Empire (or First Order) enemy for 2 rounds. This bonus can stack up to a maximum of +4, with duration increasing by +1 round for each Galactic Empire/First Order enemy they defeat.</span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 22px">Specialized Rebel Soldiers</span></span></p><p><span style="font-family: 'Calibri'">A number of specially trained soldiers exist across the Rebel Alliance</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong><span style="font-size: 18px">Hoth Trooper</span></strong></span></p><p><span style="font-family: 'Calibri'">Hoth Troopers are trained and equipped to operate on the ice planet of Hoth, and similar cold locations. They wear armour that helps keep them warm, weapons modified to prevent freezing.</span></p><p><span style="font-family: 'Calibri'">Make the following changes to Rebel Soldier to create a Hoth Trooper:</span></p><p><span style="font-family: 'Calibri'">Armour modified to keep user warm in up to -20 C weather and white in colour to add +2 to Hide checks in snow conditions, weapons don't freeze in extreme cold, and ignore half penalties for movement due to ice and snow;</span></p><p><span style="font-family: 'Calibri'">Winter Training;</span></p><p><span style="font-family: 'Calibri'">Defensive Fighting.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Winter Training</strong></span></p><p><span style="font-family: 'Calibri'">The character has been trained to survive and operate in harsh winter conditions of ice worlds. Gain +2 to Fort saves against extreme cold and +2 to Survival checks. Penalties to attack, Search and Spot rolls and checks in winter storms are reduced by half.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Defensive Fighting</strong></span></p><p><span style="font-family: 'Calibri'">The troopers are trained to fight defensively to protect the facility from attacks. When fighting from cover of at least one-quarter, increase bonus to Defense by +1 and gains +1 to attack rolls.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 18px">Yavin Trooper</span></span></p><p><span style="font-family: 'Calibri'">These troopers served on the jungle moon of Yavin 4, trained to operate in the forests and protect the Rebel Command that operated at this facility.</span></p><p><span style="font-family: 'Calibri'">Make following changes to Rebel Soldier to create a Yavin Trooper:</span></p><p><span style="font-family: 'Calibri'">Armour modified to keep the wearer cool in the hot jungles;</span></p><p><span style="font-family: 'Calibri'">Jungle Training;</span></p><p><span style="font-family: 'Calibri'">Protective Duty.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Jungle Training</strong></span></p><p><span style="font-family: 'Calibri'">The character has been trained to survive and operate in jungle environments. Gain +2 to saves against heat exhaustion in hot and humid conditions in the jungles and +2 to Survival checks. Gains +2 to Spot and Search checks while in jungle environments.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Protective Duty</strong></span></p><p><span style="font-family: 'Calibri'">The troopers are trained to protect the Rebel command. Once per turn, the trooper can pick a friendly within 10 feet of them and apply half their Class bonus to Defense to that target. However he can't move more than 10 feet from the target, and applies only half his class bonus to Defense to himself. While within 50 ft of a Rebel Alliance leader (rank of at least lieutenant, or a recognized person in a leadership position) gains +1 morale bonus to attack and damage rolls.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 18px">Athakam Medpac</span></span></p><p><span style="font-family: 'Calibri'">This emergency medical pack has the tools necessary to treat emergencies on the battlefield. Functions as a Fast Use First Aid kit, plus has 5 bacta patches, which can heal 1d4 hit points for 5 rounds (replace PDC 10), 5 antitoxins.</span></p><p><span style="font-family: 'Calibri'">Weight: 4 lbs</span></p><p><span style="font-family: 'Calibri'">PDC: 15</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 18px">BAW Armour Mod</span></span></p><p><span style="font-family: 'Calibri'">Armour plates that are designed to fit to most light to medium concealable and tactical armours, with shoulder and arm guards. Also designed with universal mounts to attach equipment like medical dispensers, comm units, digital map systems, mini computers, to the arms, back and waist and spot for power pack at the back waist level to power the attached devices, total of 4 devices can be attached. Adds +1 bonus to the Defense bonus of the armour, increases armour check penalty by -1, adds 3 lbs to the armour.</span></p><p><span style="font-family: 'Calibri'">Adding this to armour takes a Repair check DC 15 and 10 minutes of work, and 1d4 min per device attached to the armour. Takes 1 full round action to detach a device.</span></p><p><span style="font-family: 'Calibri'">This armour mod is typically used by mid-level or special ops members of the Rebel Alliance.</span></p><p><span style="font-family: 'Calibri'">Weight: 3 lbs (plus attached devices)</span></p><p><span style="font-family: 'Calibri'">PDC: 13</span></p><p><span style="font-family: 'Calibri'">Res: Restricted +2</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 18px">Blastech Weapon Mod</span></span></p><p><span style="font-family: 'Calibri'">This is a weapon modification used by the Rebel Alliance on any BlasTech blaster weapons, typically assigned to units that see heavy combat, mid-level and special ops units. This modification compresses and increases the energy of the tibanna gas used in the weapons for a slight increase in damage, but greater penetration, but shorter range.</span></p><p><span style="font-family: 'Calibri'">Adds +2 to damage, ignores 2 points of Defense from equipment and 2 points of Hardness/DR, but reduce range by 10 ft, and power pack has 10% (round down) shots.</span></p><p><span style="font-family: 'Calibri'">PDC: +4</span></p><p><span style="font-family: 'Calibri'">Res: Illegal +3</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 9268508, member: 6668634"] Sorry for being quiet for awhile, here's a Rebel Trooper. [FONT=Calibri][SIZE=7][B]Rebel Soldier[/B][/SIZE] Rebel soldiers come from many walks of life, and many believe in the cause, while some might be mercenaries. Most receive some training to be effective in combat. [B]Rebel Soldier Low-level (Strong ord 1/Dedicated Ord 1)[/B] Type: Human Size: Medium CR: 1 Hit Points: 1d8+1 plus 1d6+1, 10 hp Mas: 13 Init: +1 Speed: 25 ft Defense: 17, touch 13, flat-footed 16 (+1 Dex, +2 Class, +4 armour) BAB/Grp: +1 / +3 FS/Reach: 5 ft / 5 ft by 5 ft Attacks: Unarmed strike +2 melee (1d3+2 nonlethal, or blaster rifle +2 ranged (3d8, fire, 60 ft, s/a, 50 box) Full Attack: Special Attacks: Cover Fire, Hold the Line Special Qualities: Rebel Momentum Allegiances: Rebel Alliance Saves: Fort +3, Reflex +1, Will +3 Reputation: +0 Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 14, Cha 8 Occupation: blue collar (drive, craft mechanical, repair) Skills: Climb +1, Drive +3, Hide +2, Intimidate +1, Knowledge (current events) +2, Knowledge (streetwise) +2, Listen +4, Profession +4, Read/Write Basic (English), Search +4, Speak Basic (English), Spot +4, Survival +4, Swim +3, Treat injury +2 Feats: Armour Proficiency (light, medium), Personal Firearms Proficiency, Simple Weapons Possessions: armour (equivalent to concealable vest), blaster rifle, 4 power packs, medpack, various gear and personal possessions. Advancement: [B]Rebel Soldier Mid-level (Strong ord 3/Dedicated Ord 3)[/B] Type: Human Size: Medium CR: 5 Hit Points: 3d8+6 plus 3d6+6, 34 hp Mas: 14 Init: +1 Speed: 25 ft Defense: 21, touch 15, flat-footed 20 (+1 Dex, +4 Class, +5 armour) BAB/Grp: +5 / +7 FS/Reach: 5 ft / 5 ft by 5 ft Attacks: Unarmed strike +7 melee (1d3+2 nonlethal, or blaster rifle +7 ranged (3d8, fire, 60 ft, s/a, 50 box) Full Attack: Special Attacks: Cover Fire, Hold the Line Special Qualities: Rebel Momentum Allegiances: Rebel Alliance Saves: Fort +6, Reflex +3, Will +5 Reputation: +1 Abilities: Str 15, Dex 12, Con 14, Int 10, Wis 14, Cha 8 Occupation: Skills: Climb -1, Drive +7, Hide +4, Intimidate +3, Knowledge (current events) +2, Knowledge (streetwise) +3, Listen +6, Profession +5, Read/Write Basic (English), Search +5, Speak Basic (English), Spot +5, Survival +5, Swim +3, Treat injury +4 Feats: Armour Proficiency (light), Personal Firearms Proficiency, Simple Weapons, Point Blank Shot, +2 Possessions: armour (equivalent to light-duty vest), blaster rifle, 4 power packs, medpack, various gear and personal possessions. Advancement: [B]Cover Fire[/B] While making an autofire or strafing attack, can reduce damage by half to force the enemy to hide behind cover, reducing their accuracy. All enemies in the affected area of the autofire or strafe attack must make a Will save against an attack roll made by the Rebel Soldier. A failed save those in the area suffer -2 to attack rolls for 3 rounds, a successful save those in the area only suffer -1 to attack roll until start of the Rebel Soldier's next round. [B]Hold the Line[/B] When the Rebel Soldier fights defensive, they can draw the attention of enemies to themselves. The Rebel Soldier can make an Intimidation check as a move equivalent action, to force all enemies within 30 feet to target the Rebel Soldier instead for 3 rounds. This is different from a normal Intimidation check, and targets normally immune to Fear can be affected, as the Rebel Soldier is doing more than trying to threaten targets, but making themselves seem like a bigger threat. All targets must make a Will save or be forced to make the Rebel Soldier the focus of their attacks. Any allies within 10 feet of the Rebel Soldier also gain a +2 morale bonus to Defense. [B]Rebel Momentum[/B] The Rebel Soldier gains a +1 bonus to Defense upon defeating a Galactic Empire (or First Order) enemy for 2 rounds. This bonus can stack up to a maximum of +4, with duration increasing by +1 round for each Galactic Empire/First Order enemy they defeat. [SIZE=6]Specialized Rebel Soldiers[/SIZE] A number of specially trained soldiers exist across the Rebel Alliance [B][SIZE=5]Hoth Trooper[/SIZE][/B] Hoth Troopers are trained and equipped to operate on the ice planet of Hoth, and similar cold locations. They wear armour that helps keep them warm, weapons modified to prevent freezing. Make the following changes to Rebel Soldier to create a Hoth Trooper: Armour modified to keep user warm in up to -20 C weather and white in colour to add +2 to Hide checks in snow conditions, weapons don't freeze in extreme cold, and ignore half penalties for movement due to ice and snow; Winter Training; Defensive Fighting. [B]Winter Training[/B] The character has been trained to survive and operate in harsh winter conditions of ice worlds. Gain +2 to Fort saves against extreme cold and +2 to Survival checks. Penalties to attack, Search and Spot rolls and checks in winter storms are reduced by half. [B]Defensive Fighting[/B] The troopers are trained to fight defensively to protect the facility from attacks. When fighting from cover of at least one-quarter, increase bonus to Defense by +1 and gains +1 to attack rolls. [SIZE=5]Yavin Trooper[/SIZE] These troopers served on the jungle moon of Yavin 4, trained to operate in the forests and protect the Rebel Command that operated at this facility. Make following changes to Rebel Soldier to create a Yavin Trooper: Armour modified to keep the wearer cool in the hot jungles; Jungle Training; Protective Duty. [B]Jungle Training[/B] The character has been trained to survive and operate in jungle environments. Gain +2 to saves against heat exhaustion in hot and humid conditions in the jungles and +2 to Survival checks. Gains +2 to Spot and Search checks while in jungle environments. [B]Protective Duty[/B] The troopers are trained to protect the Rebel command. Once per turn, the trooper can pick a friendly within 10 feet of them and apply half their Class bonus to Defense to that target. However he can't move more than 10 feet from the target, and applies only half his class bonus to Defense to himself. While within 50 ft of a Rebel Alliance leader (rank of at least lieutenant, or a recognized person in a leadership position) gains +1 morale bonus to attack and damage rolls. [SIZE=5]Athakam Medpac[/SIZE] This emergency medical pack has the tools necessary to treat emergencies on the battlefield. Functions as a Fast Use First Aid kit, plus has 5 bacta patches, which can heal 1d4 hit points for 5 rounds (replace PDC 10), 5 antitoxins. Weight: 4 lbs PDC: 15 [SIZE=5]BAW Armour Mod[/SIZE] Armour plates that are designed to fit to most light to medium concealable and tactical armours, with shoulder and arm guards. Also designed with universal mounts to attach equipment like medical dispensers, comm units, digital map systems, mini computers, to the arms, back and waist and spot for power pack at the back waist level to power the attached devices, total of 4 devices can be attached. Adds +1 bonus to the Defense bonus of the armour, increases armour check penalty by -1, adds 3 lbs to the armour. Adding this to armour takes a Repair check DC 15 and 10 minutes of work, and 1d4 min per device attached to the armour. Takes 1 full round action to detach a device. This armour mod is typically used by mid-level or special ops members of the Rebel Alliance. Weight: 3 lbs (plus attached devices) PDC: 13 Res: Restricted +2 [SIZE=5]Blastech Weapon Mod[/SIZE] This is a weapon modification used by the Rebel Alliance on any BlasTech blaster weapons, typically assigned to units that see heavy combat, mid-level and special ops units. This modification compresses and increases the energy of the tibanna gas used in the weapons for a slight increase in damage, but greater penetration, but shorter range. Adds +2 to damage, ignores 2 points of Defense from equipment and 2 points of Hardness/DR, but reduce range by 10 ft, and power pack has 10% (round down) shots. PDC: +4 Res: Illegal +3[/FONT] [/QUOTE]
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