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<blockquote data-quote="kronos182" data-source="post: 6790802" data-attributes="member: 6668634"><p>Colt Rhino Plasma Rifle </p><p>As laser weapons became quite prolific amongst the world's armies, Colt began research into alternate weapon systems to win new government contracts. This research lead them to plasma based weapons. After some rather explosive set backs, Colt managed to create a usable man portable plasma based weapon, the Rhino. The Rhino is quite bulky for a rifle and is incapable of anything like burst fire, and can be prone to overheating causing it to shut down for awhile. Although these flaws keep it from making it a standard weapon, it makes up for this for its armour penetrating and destructive power. An interesting side effect of the Rhino being a first generation plasma weapon, and the magnetic containment fields to maintain the plasma discharge can be unstable, the 'bolt' that the Rhino fires has a bit of an area affect upon contact with a target. Although not large, it can be quite effective against tightly packed targets. It is highly recommended not to fire the Rhino at anything closer than 20 ft from you. </p><p></p><p>Colt Rhino Plasma Rifle (PL6 Heavy Weapon) </p><p>Damage: 4d10 Ignore 5 hardness/DR, 1d10 to 5' area Ref DC 16 for half which also ignores 2 hardness/DR. </p><p>Critical: 20 </p><p>Damage Type: Fire (or whatever type your campaign has plasma weapons as) </p><p>Range Increment: 60ft </p><p>Rate of Fire: Semi </p><p>Size: Large (Just a little smaller than huge in size) </p><p>Weight: 25 lbs </p><p>Ammo: 25 box. </p><p>Purchase: PDC32 +3 Military (Also a low availability.) </p><p>Special: On a roll of a natural 1 the Rhino over heats and will shut down for 1d6 rounds. Requires a strength of 15 to use, otherwise the user suffers a -2 to attack rolls due to the weight and recoil.</p><p></p><p>[HR][/HR]</p><p></p><p>Phoenix</p><p></p><p>With farther experimenting in plasma technology, Colt developed plasma exploding bullets instead of the normal chemical explosive rounds. To premier the new rounds, Colt released an intimidating, heavy revolver, styled after an enlarged python revolver of previous fame. The phoenix uses a .40 caseless magnum round, giving it slightly better range than other revolver calibers of the past. The rounds explode in a small ball of plasma fire, making them for illuminating a dark room during a firefight. </p><p></p><p>Phoenix (PL6 Personal Firearms Proficiency)</p><p>Damage: 2d6+1 ball +2d6 fire</p><p>Critical: 20 x2</p><p>Damage Type: ball +fire</p><p>Range Increment: 40 ft</p><p>Rate of Fire: S</p><p>Size: small</p><p>Weight: 3 lbs</p><p>Ammo: 6</p><p>Purchase DC: 17 (Lic +1)</p><p>Notes: Uses plasma explosive rounds, box of 30 PDC 9. Masterwork weapon, granting a +1 bonus to damage. Comes with a gun camera with passive night vision and records up to 3 hours. When drawn, the large weapon provides a +4 bonus to Intimidate checks.</p><p></p><p>New Ammunition</p><p>Plasma Explosive Rounds</p><p>These ballistic rounds have a core of deuterium and through a company secret, when the round strikes a target, the impact ignites the deuterium, superheating it into a plasma state, dealing significant damage to the target, far greater than normal explosive rounds. Plasma explosive rounds deal +2d6 fire damage, and require no modifications to the weapon. PDC +4</p><p></p><p>[HR][/HR]</p><p></p><p>Colt 2011</p><p>The 2011 is modelled after the famous 1911 model, only it's a bit larger as it's chambered in .75 caliber rounds (.75AE). This weapon is designed for use by cybernetically enhanced people or those wearing power armour. Any unaugmented person trying to use the weapon will hurt themselves, as was proven with demonstrations of .600 express rounds, which videos of amateurs firing such rounds are easily found on the net.</p><p>The 2011 has gained popularity amongst cyborg gunslingers as the weapon uses the same reliable firing mechanism as found in the 1911, just larger, and the added weight of the weapon allows them to use the weapon as an impromptu melee weapon without worrying about any damage to the weapon.</p><p></p><p>Colt 2011 (Late PL5 / PL6 Personal Firearms Proficiency)</p><p>Damage: 2d12</p><p>Critical: 20</p><p>Damage Type: balllistic</p><p>Range Increment: 40 ft</p><p>Rate of Fire: S</p><p>Size: med</p><p>Weight: 9 lb</p><p>Ammo: 9</p><p>Purchase DC: 19 Res (+2)</p><p>Notes: Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -2 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the 2011. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 19, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady. </p><p>When used to pistol whip someone, it deals 1d6 points of bludgeoning damage instead of the normal 1d4 for pistols for its heavier construction and larger size.</p><p>Ammunition: Box of 50 .75AE rounds has a PDC 7.</p><p></p><p>[HR][/HR]</p><p></p><p>M5011</p><p>This is Colt's version of the old Browning M2B .50 caliber machine gun chambered in .75 caliber rounds. This weapon replaces the old M2 as an anti armour weapon or heavy machinegun mounted on vehicles like the humvee. However, since the ammunition is larger and heavier, not many humvee style vehicles haven't switched to the M5011, although newer MBTs have had them installed in the coaxial mounts or used as light anti aircraft weaponry.</p><p></p><p>M5011 (PL 5 Exotic Weapons Proficiency or Heavy Weapons Proficiency)</p><p>Damage: 2d12+6</p><p>Critical: 20</p><p>Damage Type: ballistic</p><p>Range Increment: 110 ft</p><p>Rate of Fire: S, A</p><p>Size: Huge</p><p>Weight: 80 lb</p><p>Ammo: Link</p><p>Purchase DC: 23 Mil (+3)</p><p>Notes: Ignores 3 points of hardness/DR</p><p>Ammunition: Box of 20 rounds of .75 caliber has a PDC 7.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6790802, member: 6668634"] Colt Rhino Plasma Rifle As laser weapons became quite prolific amongst the world's armies, Colt began research into alternate weapon systems to win new government contracts. This research lead them to plasma based weapons. After some rather explosive set backs, Colt managed to create a usable man portable plasma based weapon, the Rhino. The Rhino is quite bulky for a rifle and is incapable of anything like burst fire, and can be prone to overheating causing it to shut down for awhile. Although these flaws keep it from making it a standard weapon, it makes up for this for its armour penetrating and destructive power. An interesting side effect of the Rhino being a first generation plasma weapon, and the magnetic containment fields to maintain the plasma discharge can be unstable, the 'bolt' that the Rhino fires has a bit of an area affect upon contact with a target. Although not large, it can be quite effective against tightly packed targets. It is highly recommended not to fire the Rhino at anything closer than 20 ft from you. Colt Rhino Plasma Rifle (PL6 Heavy Weapon) Damage: 4d10 Ignore 5 hardness/DR, 1d10 to 5' area Ref DC 16 for half which also ignores 2 hardness/DR. Critical: 20 Damage Type: Fire (or whatever type your campaign has plasma weapons as) Range Increment: 60ft Rate of Fire: Semi Size: Large (Just a little smaller than huge in size) Weight: 25 lbs Ammo: 25 box. Purchase: PDC32 +3 Military (Also a low availability.) Special: On a roll of a natural 1 the Rhino over heats and will shut down for 1d6 rounds. Requires a strength of 15 to use, otherwise the user suffers a -2 to attack rolls due to the weight and recoil. [HR][/HR] Phoenix With farther experimenting in plasma technology, Colt developed plasma exploding bullets instead of the normal chemical explosive rounds. To premier the new rounds, Colt released an intimidating, heavy revolver, styled after an enlarged python revolver of previous fame. The phoenix uses a .40 caseless magnum round, giving it slightly better range than other revolver calibers of the past. The rounds explode in a small ball of plasma fire, making them for illuminating a dark room during a firefight. Phoenix (PL6 Personal Firearms Proficiency) Damage: 2d6+1 ball +2d6 fire Critical: 20 x2 Damage Type: ball +fire Range Increment: 40 ft Rate of Fire: S Size: small Weight: 3 lbs Ammo: 6 Purchase DC: 17 (Lic +1) Notes: Uses plasma explosive rounds, box of 30 PDC 9. Masterwork weapon, granting a +1 bonus to damage. Comes with a gun camera with passive night vision and records up to 3 hours. When drawn, the large weapon provides a +4 bonus to Intimidate checks. New Ammunition Plasma Explosive Rounds These ballistic rounds have a core of deuterium and through a company secret, when the round strikes a target, the impact ignites the deuterium, superheating it into a plasma state, dealing significant damage to the target, far greater than normal explosive rounds. Plasma explosive rounds deal +2d6 fire damage, and require no modifications to the weapon. PDC +4 [HR][/HR] Colt 2011 The 2011 is modelled after the famous 1911 model, only it's a bit larger as it's chambered in .75 caliber rounds (.75AE). This weapon is designed for use by cybernetically enhanced people or those wearing power armour. Any unaugmented person trying to use the weapon will hurt themselves, as was proven with demonstrations of .600 express rounds, which videos of amateurs firing such rounds are easily found on the net. The 2011 has gained popularity amongst cyborg gunslingers as the weapon uses the same reliable firing mechanism as found in the 1911, just larger, and the added weight of the weapon allows them to use the weapon as an impromptu melee weapon without worrying about any damage to the weapon. Colt 2011 (Late PL5 / PL6 Personal Firearms Proficiency) Damage: 2d12 Critical: 20 Damage Type: balllistic Range Increment: 40 ft Rate of Fire: S Size: med Weight: 9 lb Ammo: 9 Purchase DC: 19 Res (+2) Notes: Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -2 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the 2011. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 19, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady. When used to pistol whip someone, it deals 1d6 points of bludgeoning damage instead of the normal 1d4 for pistols for its heavier construction and larger size. Ammunition: Box of 50 .75AE rounds has a PDC 7. [HR][/HR] M5011 This is Colt's version of the old Browning M2B .50 caliber machine gun chambered in .75 caliber rounds. This weapon replaces the old M2 as an anti armour weapon or heavy machinegun mounted on vehicles like the humvee. However, since the ammunition is larger and heavier, not many humvee style vehicles haven't switched to the M5011, although newer MBTs have had them installed in the coaxial mounts or used as light anti aircraft weaponry. M5011 (PL 5 Exotic Weapons Proficiency or Heavy Weapons Proficiency) Damage: 2d12+6 Critical: 20 Damage Type: ballistic Range Increment: 110 ft Rate of Fire: S, A Size: Huge Weight: 80 lb Ammo: Link Purchase DC: 23 Mil (+3) Notes: Ignores 3 points of hardness/DR Ammunition: Box of 20 rounds of .75 caliber has a PDC 7. [/QUOTE]
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