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<blockquote data-quote="kronos182" data-source="post: 6791450" data-attributes="member: 6668634"><p>Aggressor Plas-weapon</p><p></p><p>The Aggressor Plas-weapon is an interesting weapon made by Faradai Enterprises, a company that seemed to appear almost over night with numerous designs. The Aggressor is a plasma rifle laid out in a bullpup design, with smooth curves and ergnomonical ambidexterious design and a solidly built frame. It has three modes of use. One is as a normal plasma rifle with average damage, range and good accuracy. The second mode turns the Aggressor into a plasma based flamethrower, with the option to turn it into a plasma torch. The third mode is a shock baton. Some critics are unsure why it was included, but many soldiers who've used an aggressor and didn't have time to switch weapons when an opponent is just too close to shoot at are glad for the extra option. </p><p></p><p>Switching between normal rifle and plasthrower modes is easy as flicking a switch on either side near the trigger. Switching to the shock baton mode is easy, simply grab the barrel/foregrip area with both hands after flicking the selector switch to shock baton and smash someone with the top part of the stock which releases a potent shock.</p><p></p><p>Aggressor Plas-Weapon (PL6/7 Personal Firearms Proficiency)</p><p>Damage: 3d10 rifle, 3d10 plasthrower or 3d6 fire ignores 20 hardness/DR plasma torch, 1d6+1d4 electrical</p><p>Critical: 20</p><p>Damage Type: Fire (or whatever type your campaign has plasma weapons as) for both rifle and plasthrower/torch mode, bludgeoning and electrical for shock baton. </p><p>Range Increment: 75 ft for rifle, 30 ft line 5 ft wide for plasthrower, 5 ft for torch, melee for shock baton</p><p>Rate of Fire: Semi</p><p>Size: Large </p><p>Weight: 10 lbs</p><p>Ammo: 50 box, plasthrower uses two charges, torch uses one charge every minute of use, shock baton uses one charge for every 5 successful strikes.</p><p>Purchase: PDC21 +3 Military</p><p></p><p>[HR][/HR]</p><p></p><p>Plas-Gauntlet</p><p></p><p>The Plas-Gauntlet is an armoured gauntlet, similar to those used in heavy armours and power armours. Along the back of the hand at the knuckles are several reinforced emitters. When the plas-gauntlet is activated, on a successful unarmed strike, a small plasma discharge is released, enhancing the user's strike. The plas-gauntlet also has the option of becoming a mini plasthrower.</p><p></p><p>The plas-gauntlet can be designed into a suit of power armour and integrated into its systems.</p><p></p><p>Plas-Gauntlet (PL6/7 Simple Weapon Proficiency)</p><p>Damage: 1d4 + 2d8 fire or 2d8 fire</p><p>Critical: 20</p><p>Damage Type: Bludgeoning plus Fire (or whatever type your campaign has plasma weapons as) for normal use, or fire as plasthrower</p><p>Range Increment: Melee or 15 ft line</p><p>Rate of Fire: Semi</p><p>Size: Small</p><p>Weight: 3.5 lbs</p><p>Ammo: Normal power cell allows for 50 strikes, or 25 uses as a plasthrower</p><p>Purchase: PDC24 +3 Military</p><p></p><p>[HR][/HR]</p><p></p><p>Incinerator</p><p></p><p>Shortly after the release of the Aggressor, Faradai Enterprises released the Incinerator. The incinerator is more of a specialist weapon than other weapons. It's designed as an anti infantry weapon with a plasthrower mode and it's normal plasma rifle mode deals area damage which is weaker than a normal plasma rifle.</p><p></p><p>Incinerator Plas-Weapon (PL6/7 Personal Firearms Proficiency)</p><p>Damage: 3d8 rifle or 3d10 plasthrower</p><p>Critical: 20</p><p>Damage Type: Fire (or whatever type your campaign has plasma weapons as) for both rifle and plasthrower. </p><p>Range Increment: 85 ft for rifle with 10 ft radius (Reflex DC 17), 30 ft line 5 ft wide for plasthrower (Reflex DC 17)</p><p>Rate of Fire: Semi</p><p>Size: Large </p><p>Weight: 9 lbs</p><p>Ammo: 50 box, plasthrower uses two charges</p><p>Purchase: PDC20 +3 Military </p><p></p><p>[HR][/HR]</p><p></p><p>Viper Personal Defense Weapon</p><p></p><p>The Viper is Faradai Enterprise's entry into the civilian market. About the size of an average Glock 17, but the upper body, receiver, barrel are all taller and far angular in design. The Viper actually has two barrels and a unique receiver and feed mechanism. The Viper is one of the few civilian weapons available that comes with an automatic and burst setting as it uses only 4mm ball bearing size/shaped rounds. </p><p>Faradai's PR and Legal teams somehow managed to get this weapon past through all laws making automatic weapons illegal for civilians to own. All one needs to do is purchase a license for a semiautomatic weapon through normal legal channels and can enter a gunshop, fill out the necessary paperwork and wait the necessary time for their region and pay up front, and be of legal age.</p><p>Perhaps what allowed Faradai to get such a weapon legalized for civilian, at least theorized by some conspirists, is each Viper has a genetic tag device installed. Faradai neither denies nor confirms this fact. In reality, Faradai does install genetic tag markers into 99.5% of all Vipers. The genetic tag marker is so integrated into the firing mechanism that any attempt to remove it, unless at the Faradai plant with properly trained personel and the correct equipment, renders the weapon completely useless until sent in for repairs, upon which authorities are notified that the weapon has been tampered with. </p><p></p><p>The Viper makes use of the XZ propellant which first saw use in the P180, which gives the small round some power. Also due to it's design, it fires two rounds each time the trigger is pulled (Game Note: Essentially it double taps each time the weapon fires, without the use of the double tap feat. When the double tap feat is used, add another 1d4 to the damage, attack penalty is reduced by 1). It's burst setting fires 5 rounds (Game Note: The penalty for full auto and burst fire is reduced by 1, also Reflex DC on automatic is 17 instead of the normal 15). On automatic firing, including burst, the round grouping is fairly close compared to most automatic weapons of its size due to it's construction, and speed of the receiver allowing more rounds to leave both barrels before the barrel climbings too much.</p><p></p><p>Viper Personal Defense Weapon (PL6 Personal Firearms Proficiency)</p><p>Damage: 2d4 per round, but actually is 3d4 for reach firing.</p><p>Critical: 20</p><p>Damage Type: Ballistic</p><p>Range Increment: 30 ft</p><p>Rate of Fire: Semi, Auto</p><p>Size: Small</p><p>Weight: 2 lbs</p><p>Ammo: 50 box</p><p>Purchase: PDC18 +1 License</p><p>Special: 99.5% of all Vipers have the Genetic Tag gadget. Attempts to remove the genetic tag renders the weapon completely inoperatable.</p><p></p><p>Secret: The 0.5% of Vipers without the Genetic Tags, which is unknown to everyone but Faradai Enterprises are used by Faradai's "Security Forces." </p><p></p><p>[HR][/HR]</p><p></p><p>Faradai Inc King Viper</p><p></p><p>After the success of the Viper on the civilian market, Faradai released the King Viper for police, security forces and military vehicle crews. Following same basic design, only larger, of the Viper, using two barrels in an over under design with a receiver that feeds both barrels so quickly that the time between each barrel firing is almost nanoseconds, allowing both 4mm ball bearing shaped rounds to strike the target at the same time. Capable of both burst and full autofire modes just like the Viper. Design wise, it looks like a small rifle version of the Viper, with the ammo in a mag behind the handle with the trigger and a small folding fore handle for better stability. </p><p></p><p>The King Viper makes use of the XZ propellant which first saw use in the P180, which gives the small round some power. Also due to it's design, it fires two rounds each time the trigger is pulled (Game Note: Essentially it double taps each time the weapon fires, without the use of the double tap feat. When the double tap feat is used, add another 1d4 to the damage, attack penalty is reduced by 1). It's burst setting fires 5 rounds (Game Note: The penalty for full auto and burst fire is reduced by 1, also Reflex DC on automatic is 17 instead of the normal 15). On automatic firing, including burst, the round grouping is fairly close compared to most automatic weapons of its size due to it's construction, and speed of the receiver allowing more rounds to leave both barrels before the barrel climbs too much. Comes with a built in light and has top mounted rails to allow for scopes or other equipment. </p><p></p><p>King Viper Personal Defense Weapon (PL6 Personal Firearms Proficiency)</p><p>Damage: 2d4 per round, but actually is 3d4 for reach firing.</p><p>Critical: 20</p><p>Damage Type: Ballistic</p><p>Range Increment: 50 ft</p><p>Rate of Fire: Semi, Auto</p><p>Size: Small</p><p>Weight: 6 lbs</p><p>Ammo: 150 box</p><p>Purchase: PDC20 +2 Restricted</p><p>Integrated Equipment: Illuminator</p><p>Special: 99.5% of all King Vipers have the Genetic Tag gadget. Attempts to remove the genetic tag renders the weapon completely inoperatable.</p><p></p><p>Secret: The 0.5% of King Vipers without the Genetic Tags, which is unknown to everyone but Faradai Enterprises are used by Faradai's "Security Forces."</p></blockquote><p></p>
[QUOTE="kronos182, post: 6791450, member: 6668634"] Aggressor Plas-weapon The Aggressor Plas-weapon is an interesting weapon made by Faradai Enterprises, a company that seemed to appear almost over night with numerous designs. The Aggressor is a plasma rifle laid out in a bullpup design, with smooth curves and ergnomonical ambidexterious design and a solidly built frame. It has three modes of use. One is as a normal plasma rifle with average damage, range and good accuracy. The second mode turns the Aggressor into a plasma based flamethrower, with the option to turn it into a plasma torch. The third mode is a shock baton. Some critics are unsure why it was included, but many soldiers who've used an aggressor and didn't have time to switch weapons when an opponent is just too close to shoot at are glad for the extra option. Switching between normal rifle and plasthrower modes is easy as flicking a switch on either side near the trigger. Switching to the shock baton mode is easy, simply grab the barrel/foregrip area with both hands after flicking the selector switch to shock baton and smash someone with the top part of the stock which releases a potent shock. Aggressor Plas-Weapon (PL6/7 Personal Firearms Proficiency) Damage: 3d10 rifle, 3d10 plasthrower or 3d6 fire ignores 20 hardness/DR plasma torch, 1d6+1d4 electrical Critical: 20 Damage Type: Fire (or whatever type your campaign has plasma weapons as) for both rifle and plasthrower/torch mode, bludgeoning and electrical for shock baton. Range Increment: 75 ft for rifle, 30 ft line 5 ft wide for plasthrower, 5 ft for torch, melee for shock baton Rate of Fire: Semi Size: Large Weight: 10 lbs Ammo: 50 box, plasthrower uses two charges, torch uses one charge every minute of use, shock baton uses one charge for every 5 successful strikes. Purchase: PDC21 +3 Military [HR][/HR] Plas-Gauntlet The Plas-Gauntlet is an armoured gauntlet, similar to those used in heavy armours and power armours. Along the back of the hand at the knuckles are several reinforced emitters. When the plas-gauntlet is activated, on a successful unarmed strike, a small plasma discharge is released, enhancing the user's strike. The plas-gauntlet also has the option of becoming a mini plasthrower. The plas-gauntlet can be designed into a suit of power armour and integrated into its systems. Plas-Gauntlet (PL6/7 Simple Weapon Proficiency) Damage: 1d4 + 2d8 fire or 2d8 fire Critical: 20 Damage Type: Bludgeoning plus Fire (or whatever type your campaign has plasma weapons as) for normal use, or fire as plasthrower Range Increment: Melee or 15 ft line Rate of Fire: Semi Size: Small Weight: 3.5 lbs Ammo: Normal power cell allows for 50 strikes, or 25 uses as a plasthrower Purchase: PDC24 +3 Military [HR][/HR] Incinerator Shortly after the release of the Aggressor, Faradai Enterprises released the Incinerator. The incinerator is more of a specialist weapon than other weapons. It's designed as an anti infantry weapon with a plasthrower mode and it's normal plasma rifle mode deals area damage which is weaker than a normal plasma rifle. Incinerator Plas-Weapon (PL6/7 Personal Firearms Proficiency) Damage: 3d8 rifle or 3d10 plasthrower Critical: 20 Damage Type: Fire (or whatever type your campaign has plasma weapons as) for both rifle and plasthrower. Range Increment: 85 ft for rifle with 10 ft radius (Reflex DC 17), 30 ft line 5 ft wide for plasthrower (Reflex DC 17) Rate of Fire: Semi Size: Large Weight: 9 lbs Ammo: 50 box, plasthrower uses two charges Purchase: PDC20 +3 Military [HR][/HR] Viper Personal Defense Weapon The Viper is Faradai Enterprise's entry into the civilian market. About the size of an average Glock 17, but the upper body, receiver, barrel are all taller and far angular in design. The Viper actually has two barrels and a unique receiver and feed mechanism. The Viper is one of the few civilian weapons available that comes with an automatic and burst setting as it uses only 4mm ball bearing size/shaped rounds. Faradai's PR and Legal teams somehow managed to get this weapon past through all laws making automatic weapons illegal for civilians to own. All one needs to do is purchase a license for a semiautomatic weapon through normal legal channels and can enter a gunshop, fill out the necessary paperwork and wait the necessary time for their region and pay up front, and be of legal age. Perhaps what allowed Faradai to get such a weapon legalized for civilian, at least theorized by some conspirists, is each Viper has a genetic tag device installed. Faradai neither denies nor confirms this fact. In reality, Faradai does install genetic tag markers into 99.5% of all Vipers. The genetic tag marker is so integrated into the firing mechanism that any attempt to remove it, unless at the Faradai plant with properly trained personel and the correct equipment, renders the weapon completely useless until sent in for repairs, upon which authorities are notified that the weapon has been tampered with. The Viper makes use of the XZ propellant which first saw use in the P180, which gives the small round some power. Also due to it's design, it fires two rounds each time the trigger is pulled (Game Note: Essentially it double taps each time the weapon fires, without the use of the double tap feat. When the double tap feat is used, add another 1d4 to the damage, attack penalty is reduced by 1). It's burst setting fires 5 rounds (Game Note: The penalty for full auto and burst fire is reduced by 1, also Reflex DC on automatic is 17 instead of the normal 15). On automatic firing, including burst, the round grouping is fairly close compared to most automatic weapons of its size due to it's construction, and speed of the receiver allowing more rounds to leave both barrels before the barrel climbings too much. Viper Personal Defense Weapon (PL6 Personal Firearms Proficiency) Damage: 2d4 per round, but actually is 3d4 for reach firing. Critical: 20 Damage Type: Ballistic Range Increment: 30 ft Rate of Fire: Semi, Auto Size: Small Weight: 2 lbs Ammo: 50 box Purchase: PDC18 +1 License Special: 99.5% of all Vipers have the Genetic Tag gadget. Attempts to remove the genetic tag renders the weapon completely inoperatable. Secret: The 0.5% of Vipers without the Genetic Tags, which is unknown to everyone but Faradai Enterprises are used by Faradai's "Security Forces." [HR][/HR] Faradai Inc King Viper After the success of the Viper on the civilian market, Faradai released the King Viper for police, security forces and military vehicle crews. Following same basic design, only larger, of the Viper, using two barrels in an over under design with a receiver that feeds both barrels so quickly that the time between each barrel firing is almost nanoseconds, allowing both 4mm ball bearing shaped rounds to strike the target at the same time. Capable of both burst and full autofire modes just like the Viper. Design wise, it looks like a small rifle version of the Viper, with the ammo in a mag behind the handle with the trigger and a small folding fore handle for better stability. The King Viper makes use of the XZ propellant which first saw use in the P180, which gives the small round some power. Also due to it's design, it fires two rounds each time the trigger is pulled (Game Note: Essentially it double taps each time the weapon fires, without the use of the double tap feat. When the double tap feat is used, add another 1d4 to the damage, attack penalty is reduced by 1). It's burst setting fires 5 rounds (Game Note: The penalty for full auto and burst fire is reduced by 1, also Reflex DC on automatic is 17 instead of the normal 15). On automatic firing, including burst, the round grouping is fairly close compared to most automatic weapons of its size due to it's construction, and speed of the receiver allowing more rounds to leave both barrels before the barrel climbs too much. Comes with a built in light and has top mounted rails to allow for scopes or other equipment. King Viper Personal Defense Weapon (PL6 Personal Firearms Proficiency) Damage: 2d4 per round, but actually is 3d4 for reach firing. Critical: 20 Damage Type: Ballistic Range Increment: 50 ft Rate of Fire: Semi, Auto Size: Small Weight: 6 lbs Ammo: 150 box Purchase: PDC20 +2 Restricted Integrated Equipment: Illuminator Special: 99.5% of all King Vipers have the Genetic Tag gadget. Attempts to remove the genetic tag renders the weapon completely inoperatable. Secret: The 0.5% of King Vipers without the Genetic Tags, which is unknown to everyone but Faradai Enterprises are used by Faradai's "Security Forces." [/QUOTE]
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