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<blockquote data-quote="kronos182" data-source="post: 6791456" data-attributes="member: 6668634"><p>Faradai Gate Crasher</p><p></p><p>Expanding into defensive systems, Faradai has created the Gate Crasher. The Gate Crasher is a series of plasma-throwers, previously released in their Incinerator and Aggressor weapons, built into a wall or door way leading to an area of a building to be protected. On the side opposite the plasthrowers is a series of collectors designed to collect thermal energy from the plasma discharged to help recharge the capacitors, protected by a magnetic field that is only two millimeters away to maximize the energy reclaim process. Plasthrowers are built on both sides of the opening to help prevent anyone fast enough to try and slip by on one side as the system fires. To protect the building from being damaged from the plasma discharge, heat shield material, similar to that used in shuttles for plantary reentry lines the walls, ceiling and floors. </p><p></p><p>Installed very discreetly before the plasthrower emitters are a number of sensors including thermal, night vision, motion detectors and pressure plates in the floor as the basic sensors for the basic model. Far more advanced sensors can be installed in advanced models. All models also include a dozen beacon passes that allow for authorized personel to pass by without activating the system, although these are usually also tied to various biometric systems like rential and finger print scanners.</p><p>The Gate Crasher is tied into the building's power system, but also includes it's own power generator to run sensors and the plasthrowers. It can be set up so that when primary power is cut, the plasthrowers can remain active creating a wall of plasma, but such use usually lasts for about 18 hours from standard generators, or in normal configuration can be ready to fire for up to 7 days. The system is hardened against EM attacks (gains a +5 bonus for saves). Also install is a number of capacitors that allow the Gate Crasher to fire the plasthrowers in rapid succession to prevent multiple penetrations from slipping through in a short amount of time.</p><p></p><p>Gate Crasher Basic: CR 2; mechanical/electrical; proximity trigger (+2 to search/spot hidden targets); automatic reset; Atk +10 (3d8 fire or whatever type plasma is in your campaign); Search DC 18, Disable Device DC 20</p><p></p><p>Gate Crasher Standard: CR 3; mechanical/electrical; proximity trigger (+5 to search/spot hidden targets); automatic reset; Atk +15 (3d8 fire or whatever type plasma is in your campaign); Search DC 21, Disable Device DC 23</p><p></p><p>Gate Crasher Advanced: CR 4; mechanical/electrical; proximity trigger (+10 search/spot hidden targets); automatic reset; Atk +15 (3d10 fire or whatever type plasma is in your campaign); Search DC 25, Disable Device DC 30</p><p></p><p>[HR][/HR]</p><p></p><p>Faradai Inc Triple-Threat Under Barrel Attachment (TUBA)</p><p></p><p>In a slight departure of normal weapon systems that Faradai Inc has been known for, the Triple-Threat Under Barrel Attachment, or Tuba as many people call it, is only a rifle attachment, instead of a full out weapon, although many folks consider it a full weapon by itself. Shaped like a rounded corner triangular tube, with a flat side that attaches to the user's rifle, using universal mountings. It has three barrels, each located at one of the rounded corners. The bottom one makes use of Remmington's RP-01 Light plasma cartridge. The left barrel is a mini grenade launcher, while the right barrel is an old fashioned shotgun. Some people questioned the inclusion of the shotgun, but police forces love it as it can be loaded with rubber bullets and other nonlethal rounds that aren't as available in mini grenades yet. To load a Triple Threat, flip a lock switch, slide forward and up as it curves on a track to allow for easier access to all three weapons at once. Note that when open, already loaded rounds will not slide out unless the release, which is only exposed once open is pressed. </p><p>Only one weapon system can be fired at a time, which is activated by a trigger on the system itself which is ambidextrous, as is the selector.</p><p></p><p>Triple-Threat Under Barrel Attachment (PL6 Heavy Weapon)</p><p>Damage: 3d6 plasma cartridge, varies by grenade, 2d8 for standard 12 gauge</p><p>Critical: 20, varies, 20</p><p>Damage Type: fire or whatever type for plasma, varies by grenade, ballistic</p><p>Range Increment: 40 ft plasma cartridge, 40 ft grenade, 30 ft 12 gauge</p><p>Rate of Fire: Semi</p><p>Magazine: 3 internal tube for each type.</p><p>Size: Small.</p><p>Weight: 8 lbs.</p><p>Restriction: Military (+3).</p><p>PDC: 23 </p><p>Takes a full round to reload each type of ammo, although a speed loader is avaiable (PDC 9) that can load all three weapons at once. </p><p></p><p>[HR][/HR]</p><p></p><p>Augmented Energy Packs PL6/7</p><p>After the release of the Magmacore, and farther research into shrinking the size of its plasmitic power core, and also making it safer for people, Faradai Inc has created highly efficient power packs for weapons. These power packs contain far more energy than standard power packs, unfortunately these power packs have different energy extraction systems compared to normal power packs. Weapons not produced by Faradai Inc must be modified to accept the new power packs. So far only Faradai Inc engineers can make these modifications, which they are willing to do, for a fee of course. Oddly enough, even older Faradai weapons easily accept the new power packs without modifications. </p><p>This has led many conspiracists think that Faradai had these power packs already available but didn't release them for years. Of course Faradai denies such claims and says that they just made the packs designed to work with their weapons, and just good business to offer modifications to other weapons to boost the sales of the packs.</p><p>AEPs are only a little longer and a bit heavier than standard power packs, and offer triple the normal amount of ammo available, which is 150 rounds. </p><p>Weight: 1 lb</p><p>PDC 13</p><p>Faradai offers the service of modifying other weapons to use the AEPs at a few of PDC 10 and takes about 2 hours of work.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6791456, member: 6668634"] Faradai Gate Crasher Expanding into defensive systems, Faradai has created the Gate Crasher. The Gate Crasher is a series of plasma-throwers, previously released in their Incinerator and Aggressor weapons, built into a wall or door way leading to an area of a building to be protected. On the side opposite the plasthrowers is a series of collectors designed to collect thermal energy from the plasma discharged to help recharge the capacitors, protected by a magnetic field that is only two millimeters away to maximize the energy reclaim process. Plasthrowers are built on both sides of the opening to help prevent anyone fast enough to try and slip by on one side as the system fires. To protect the building from being damaged from the plasma discharge, heat shield material, similar to that used in shuttles for plantary reentry lines the walls, ceiling and floors. Installed very discreetly before the plasthrower emitters are a number of sensors including thermal, night vision, motion detectors and pressure plates in the floor as the basic sensors for the basic model. Far more advanced sensors can be installed in advanced models. All models also include a dozen beacon passes that allow for authorized personel to pass by without activating the system, although these are usually also tied to various biometric systems like rential and finger print scanners. The Gate Crasher is tied into the building's power system, but also includes it's own power generator to run sensors and the plasthrowers. It can be set up so that when primary power is cut, the plasthrowers can remain active creating a wall of plasma, but such use usually lasts for about 18 hours from standard generators, or in normal configuration can be ready to fire for up to 7 days. The system is hardened against EM attacks (gains a +5 bonus for saves). Also install is a number of capacitors that allow the Gate Crasher to fire the plasthrowers in rapid succession to prevent multiple penetrations from slipping through in a short amount of time. Gate Crasher Basic: CR 2; mechanical/electrical; proximity trigger (+2 to search/spot hidden targets); automatic reset; Atk +10 (3d8 fire or whatever type plasma is in your campaign); Search DC 18, Disable Device DC 20 Gate Crasher Standard: CR 3; mechanical/electrical; proximity trigger (+5 to search/spot hidden targets); automatic reset; Atk +15 (3d8 fire or whatever type plasma is in your campaign); Search DC 21, Disable Device DC 23 Gate Crasher Advanced: CR 4; mechanical/electrical; proximity trigger (+10 search/spot hidden targets); automatic reset; Atk +15 (3d10 fire or whatever type plasma is in your campaign); Search DC 25, Disable Device DC 30 [HR][/HR] Faradai Inc Triple-Threat Under Barrel Attachment (TUBA) In a slight departure of normal weapon systems that Faradai Inc has been known for, the Triple-Threat Under Barrel Attachment, or Tuba as many people call it, is only a rifle attachment, instead of a full out weapon, although many folks consider it a full weapon by itself. Shaped like a rounded corner triangular tube, with a flat side that attaches to the user's rifle, using universal mountings. It has three barrels, each located at one of the rounded corners. The bottom one makes use of Remmington's RP-01 Light plasma cartridge. The left barrel is a mini grenade launcher, while the right barrel is an old fashioned shotgun. Some people questioned the inclusion of the shotgun, but police forces love it as it can be loaded with rubber bullets and other nonlethal rounds that aren't as available in mini grenades yet. To load a Triple Threat, flip a lock switch, slide forward and up as it curves on a track to allow for easier access to all three weapons at once. Note that when open, already loaded rounds will not slide out unless the release, which is only exposed once open is pressed. Only one weapon system can be fired at a time, which is activated by a trigger on the system itself which is ambidextrous, as is the selector. Triple-Threat Under Barrel Attachment (PL6 Heavy Weapon) Damage: 3d6 plasma cartridge, varies by grenade, 2d8 for standard 12 gauge Critical: 20, varies, 20 Damage Type: fire or whatever type for plasma, varies by grenade, ballistic Range Increment: 40 ft plasma cartridge, 40 ft grenade, 30 ft 12 gauge Rate of Fire: Semi Magazine: 3 internal tube for each type. Size: Small. Weight: 8 lbs. Restriction: Military (+3). PDC: 23 Takes a full round to reload each type of ammo, although a speed loader is avaiable (PDC 9) that can load all three weapons at once. [HR][/HR] Augmented Energy Packs PL6/7 After the release of the Magmacore, and farther research into shrinking the size of its plasmitic power core, and also making it safer for people, Faradai Inc has created highly efficient power packs for weapons. These power packs contain far more energy than standard power packs, unfortunately these power packs have different energy extraction systems compared to normal power packs. Weapons not produced by Faradai Inc must be modified to accept the new power packs. So far only Faradai Inc engineers can make these modifications, which they are willing to do, for a fee of course. Oddly enough, even older Faradai weapons easily accept the new power packs without modifications. This has led many conspiracists think that Faradai had these power packs already available but didn't release them for years. Of course Faradai denies such claims and says that they just made the packs designed to work with their weapons, and just good business to offer modifications to other weapons to boost the sales of the packs. AEPs are only a little longer and a bit heavier than standard power packs, and offer triple the normal amount of ammo available, which is 150 rounds. Weight: 1 lb PDC 13 Faradai offers the service of modifying other weapons to use the AEPs at a few of PDC 10 and takes about 2 hours of work. [/QUOTE]
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