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<blockquote data-quote="kronos182" data-source="post: 6791460" data-attributes="member: 6668634"><p>Ballista</p><p></p><p>A departure from Faradai's normal use of plasma dominate weapons, the ballista, named after the siege weapon, is what some people call Faradai's attempt to compensate for something. The ballista is barely man portable, made more for heavy cyborgs and troops in power armour, or small mechs. The ballista is a heavy four barrelled rifle with a large ammo box slung underneath. Only exceptionally strong cyborgs and power armours can easily carry it, or it must be mounted on a tripod. The top barrel is a laser cannon, the right barrel a plasma cannon, bottom barrel a mini rocket launcher and the left barrel is an ion cannon. The ballista comes with an integrated scope with HUD uplink to either helmet or armour visor, or even cybernetic headjack or eye; gun camera for recording kills and what is seen through the scope; ammo counter, and diagnostic display. The system also warns the user if the target is too close for selected weapon system, which is usually the mini rocket launcher and ion cannon. The ballista uses the new augmented energy packs, three of them actually, to allow it to keep up with the power demands of the energy weapons. The ion cannon is unique from other ion/electrical based weapons, in that the energy packet is contained in a weak magnetic field, that upon contact breaks and releases the energy over a larger area. </p><p>When people asked a Faradai representative why build such a weapon, he replied "The soldier of today is being faced with a wider variety of threats, and needs different means to defeat them. Although our engineers would answer with 'Why not?'"</p><p></p><p>Ballista (PL6/7 Heavy Weapon, Exotic Weapon Proficiency)</p><p>Damage: 5d8 laser, 5d10 ignore 5 points of hardness, varies by rocket, 6d6 ion cannon</p><p>Critical: 20, 20, varies by rocket, 20</p><p>Damage Type: fire, fire, varies by rocket, electricity</p><p>Range Increment: 250 ft laser, 80 ft plasma, 275 mini rocket, 70 ft ion 30 ft burst</p><p>Rate Of Fire: semi for all</p><p>Magazine: 150 box for laser, plasma and ion, 30 box mini rocket</p><p>Size: Huge</p><p>Weight: 65 lbs</p><p>Purchase DC: 34</p><p>Restriction: Mil (+3)</p><p>Note: Ion cannon deals damage in a burst, the initial target doesn't get a Reflex save, but everyone within 30 ft make a Reflex save DC 19 for half. Minimum strength to wield the ballista needed is 20 with a Con of 16 to have the endurance to hold it. Cyborgs and power armours don't need to meet the Con restriction. Requires 3 augmented power packs, takes 2 rounds to reload power packs, 5 minutes to reload the mini rockets.</p><p></p><p>[HR][/HR]</p><p></p><p>Weapon Pods</p><p>These devices look like white plastic ovoids with a hole running length wise through them. The user puts their arm through the hole which covers the forearm. With a specific muscle flex of the hand and wrist, the top and bottom half of the ovoid slides forward and closes, encasing the hand and half the forearm. A handle extends from the top and bottom half and joins in the middle, for the user to take hold of inside the pod. A trigger is on the top part. There is also several buttons which the user can use from inside the pod by extending a finger. A second set of buttons is concealed under a slide away panel on the outside which just act as a redundancy set. The handle is able to twist. Twisting forward engages the melee feature, while twisting back causes the ovoid to split open and slide back to its rest position covering the forearm.</p><p>These pods are designed to create an easy access, quick drawing, multiweapon system. Most come with a light to medium anti-personal ranged weapon, a heavier secondary weapon, and a form of melee weapon, which is usually in the form of energy encasing most of the pods outer casing, allowing melee strikes with the pod itself as it encases the hand.</p><p></p><p>Police Weapon Pod</p><p>The police version comes in the standard white, but also has a thick blue strip that runs down the middle when the pod is closed, so when open, two strips along the inner halves. It comes armed with a laser carbine that also has a stun setting, a 18 gauge shotgun for specialty rounds, such as explosive or those that blast out door locks, and a taser-like electrical field for melee use which also works on robots.</p><p>Police Weapon Pod (PL6 Personal Weapon Proficiency)</p><p>Damage: 3d8 laser, 2d8 18 gauge (or varies), 1d4 +1d6 melee</p><p>Critical: 20</p><p>Damage Type: laser fire, 18 gauge ballistic/varies, melee 1d4 bludgeoning plus electrical (can be lethal or nonlethal)</p><p>Range Increment: 60 ft laser, 30 ft 18 gauge, melee</p><p>Rate of Fire: SA laser, semi 18 ga</p><p>Size: Medium</p><p>Weight: 8 lbs</p><p>Ammo: 50 box laser, 10 internal 18 gauge, melee discharge uses 1 charge from laser</p><p>Purchase DC: 22</p><p>Notes: User may quick draw the weapon as if they had they Quick Draw feat. Laser has stun setting which target needs to make a Fort save DC 15 or be stunned for 1d4 rounds. Melee weapon can deal lethal or nonlethal damage. In nonlethal also has stun setting, Fort save DC 16 or stunned for 1d4+1 rounds. This stun setting also works to temporarily disable robots as the electrical field interferes with their neural pathways and electrical systems.</p><p></p><p>Ballistic Weapon Pod</p><p>This weapon pod uses only ballistic weapons. Armed with a rapid fire ballistic weapon, which is an enlarged system used in the Viper and King Viper personal defense weapons, firing a slightly larger caliber. The secondary weapon is a mini grenade launcher. It contains a similar electrical system as the police version, but lacks the stun setting, instead going for greater electrical damage.</p><p>Ballistic Weapon Pod (PL6 Personal Firearms Proficiency)</p><p>Damage: 4d4 gun, varies mini grenade, 1d4 +2d6 melee</p><p>Critical: 20</p><p>Damage Type: ballistic gun, varies by grenade, bludgeon plus electrical</p><p>Range Increment: 60 ft gun, 50 ft grenade, melee</p><p>Rate of Fire: SA gun, semi grenade</p><p>Size: Medium</p><p>Weight: 9.5 lbs</p><p>Ammo: 150 box gun, 8 mini grenades, 150 discharges for electrical melee</p><p>Purchase DC: 24</p><p>Notes: Gun ammo is in a helix cylinder, uses augmented energy packs for melee electrical weapon.</p><p></p><p>Plasma Weapon Pod</p><p>This weapon pod makes use of Faradai's favoured form of energy: plasma. This version contains a few more features than the other weapon pods due to their speciality in plasma weaponry. The primary weapon is a multimode plasma weapon, with a secondary mini grenade launcher, and two melee attack modes. The first is a plasma field surrounds the end of the pod, similar to the electrical fields of the other two versions. The other melee mode is a blade made of plasma that extends from the end. The multimode plasma weapon is a modified version of the Aggressor Plas-weapon, only lacking the plasma torch feature.</p><p>Plasma Weapon Pod (PL6 Personal Firearms Proficiency)</p><p>Damage: 3d8 plasma carbine, 3d10 plasthrower, varies by grenade, 1d4+2d6 melee or 2d6 ignoring 2 points of Defense from armour for plasma saber</p><p>Critical: 20, 19-20 plasma saber</p><p>Damage Type: fire for plasma weapons, varies by grenade. Bludgeon plus fire for melee or fire for saber</p><p>Range Increment: 65 ft plasma weapon, 30 ft long 5 foot wide line plasmathrower, melee</p><p>Rate of Fire: SA plasma weapon</p><p>Size: Medium</p><p>Weight: 8 lbs</p><p>Ammo: 150 box plasma weapons, 8 mini grenades, each melee plasma discharge or round of use for the plasma saber uses one charge.</p><p>Purchase DC: 24</p><p>Notes: Makes use of the augmented energy packs. Can use a standard power packs, which provide only 50 charges.</p><p></p><p>[HR][/HR]</p><p></p><p>Thudder (PL6/7)</p><p>As an experiment in their plasma weaponry, Faradai Inc expanded upon the capabilities of the magnetic containment fields, adding new functionality to their plasma weapons. The thudder functions as a normal plasma weapon, including using their augmented energy packs, but also has a secondary mode. The secondary mode fires a concussive force by creating a magnetic bubble with a vacuum inside, then launches this magnetic bubble. Although not as powerful as the plasma blast, it does have greater range, has greater kinetic energy, which it can knock a target prone, and also has the capability to stun robotic opponents. The Thudder is fairly angular, with ambidextrous design, and the barrel is slightly larger with what looks like a muzzle brake, but is just a focusing unit for the magnetic field.</p><p>Thudder (PL6/7)</p><p>Damage: 2d10 / 2d6 </p><p>Critical: 20</p><p>Damage Type: fire / force</p><p>Range Increment: 30 ft / 60 ft</p><p>Rate of Fire: s,a</p><p>Size: small</p><p>Weight: 5 lb.</p><p>Ammo: 50 box or 150 using augmented energy pack</p><p>Purchase DC: 21</p><p>Restriction: Military (+3)</p><p>Notes: Ambidextrous design, mastercraft +1 attack, can switch between either setting as a free action once per round. Secondary mode fires a whitish coloured pulse, target hit must make a Fort save DC 14 or be knocked prone. Robots and droids must make a Fort save DC 18 or be stunned for 1d4+1 rounds due to the magnetic bubble temporarily disrupting their systems.</p><p></p><p>[HR][/HR]</p><p></p><p>Heavy Thudder</p><p></p><p>The heavy thudder is a rifle version of the original thudder pistol. Along with the standard plasma rifle, it also has the force secondary mode, able to know targets back with greater kinetic force. The larger barrel of the heavy thudder allows for better focusing of the force blast. The heavy thudder can make use of Faradai's augmented power packs and includes mounting for a scope and underbarrel mounting rails. There is also a plug to allow for a HUD uplink or cybernetic uplink through any sight or scope and will also display ammo counter and weapon status.</p><p></p><p>Heavy Thudder (PL6/7)</p><p>Damage: 3d10 / 3d6 </p><p>Critical: 20</p><p>Damage Type: fire / force</p><p>Range Increment: 90 ft / 120 ft</p><p>Rate of Fire: s,a</p><p>Size: large</p><p>Weight: 9 lb.</p><p>Ammo: 50 box or 150 using augmented energy pack</p><p>Purchase DC: 23</p><p>Restriction: Military (+3)</p><p>Notes: Ambidextrous design, mastercraft +1 attack, can switch between either setting as a free action once per round. Secondary mode fires a whitish coloured pulse, target hit must make a Fort save DC 16 or be knocked prone. Robots and droids must make a Fort save DC 19 or be stunned for 1d4+1 rounds due to the magnetic bubble temporarily disrupting their systems. Includes weapon uplink for HUDs and cybernetics.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6791460, member: 6668634"] Ballista A departure from Faradai's normal use of plasma dominate weapons, the ballista, named after the siege weapon, is what some people call Faradai's attempt to compensate for something. The ballista is barely man portable, made more for heavy cyborgs and troops in power armour, or small mechs. The ballista is a heavy four barrelled rifle with a large ammo box slung underneath. Only exceptionally strong cyborgs and power armours can easily carry it, or it must be mounted on a tripod. The top barrel is a laser cannon, the right barrel a plasma cannon, bottom barrel a mini rocket launcher and the left barrel is an ion cannon. The ballista comes with an integrated scope with HUD uplink to either helmet or armour visor, or even cybernetic headjack or eye; gun camera for recording kills and what is seen through the scope; ammo counter, and diagnostic display. The system also warns the user if the target is too close for selected weapon system, which is usually the mini rocket launcher and ion cannon. The ballista uses the new augmented energy packs, three of them actually, to allow it to keep up with the power demands of the energy weapons. The ion cannon is unique from other ion/electrical based weapons, in that the energy packet is contained in a weak magnetic field, that upon contact breaks and releases the energy over a larger area. When people asked a Faradai representative why build such a weapon, he replied "The soldier of today is being faced with a wider variety of threats, and needs different means to defeat them. Although our engineers would answer with 'Why not?'" Ballista (PL6/7 Heavy Weapon, Exotic Weapon Proficiency) Damage: 5d8 laser, 5d10 ignore 5 points of hardness, varies by rocket, 6d6 ion cannon Critical: 20, 20, varies by rocket, 20 Damage Type: fire, fire, varies by rocket, electricity Range Increment: 250 ft laser, 80 ft plasma, 275 mini rocket, 70 ft ion 30 ft burst Rate Of Fire: semi for all Magazine: 150 box for laser, plasma and ion, 30 box mini rocket Size: Huge Weight: 65 lbs Purchase DC: 34 Restriction: Mil (+3) Note: Ion cannon deals damage in a burst, the initial target doesn't get a Reflex save, but everyone within 30 ft make a Reflex save DC 19 for half. Minimum strength to wield the ballista needed is 20 with a Con of 16 to have the endurance to hold it. Cyborgs and power armours don't need to meet the Con restriction. Requires 3 augmented power packs, takes 2 rounds to reload power packs, 5 minutes to reload the mini rockets. [HR][/HR] Weapon Pods These devices look like white plastic ovoids with a hole running length wise through them. The user puts their arm through the hole which covers the forearm. With a specific muscle flex of the hand and wrist, the top and bottom half of the ovoid slides forward and closes, encasing the hand and half the forearm. A handle extends from the top and bottom half and joins in the middle, for the user to take hold of inside the pod. A trigger is on the top part. There is also several buttons which the user can use from inside the pod by extending a finger. A second set of buttons is concealed under a slide away panel on the outside which just act as a redundancy set. The handle is able to twist. Twisting forward engages the melee feature, while twisting back causes the ovoid to split open and slide back to its rest position covering the forearm. These pods are designed to create an easy access, quick drawing, multiweapon system. Most come with a light to medium anti-personal ranged weapon, a heavier secondary weapon, and a form of melee weapon, which is usually in the form of energy encasing most of the pods outer casing, allowing melee strikes with the pod itself as it encases the hand. Police Weapon Pod The police version comes in the standard white, but also has a thick blue strip that runs down the middle when the pod is closed, so when open, two strips along the inner halves. It comes armed with a laser carbine that also has a stun setting, a 18 gauge shotgun for specialty rounds, such as explosive or those that blast out door locks, and a taser-like electrical field for melee use which also works on robots. Police Weapon Pod (PL6 Personal Weapon Proficiency) Damage: 3d8 laser, 2d8 18 gauge (or varies), 1d4 +1d6 melee Critical: 20 Damage Type: laser fire, 18 gauge ballistic/varies, melee 1d4 bludgeoning plus electrical (can be lethal or nonlethal) Range Increment: 60 ft laser, 30 ft 18 gauge, melee Rate of Fire: SA laser, semi 18 ga Size: Medium Weight: 8 lbs Ammo: 50 box laser, 10 internal 18 gauge, melee discharge uses 1 charge from laser Purchase DC: 22 Notes: User may quick draw the weapon as if they had they Quick Draw feat. Laser has stun setting which target needs to make a Fort save DC 15 or be stunned for 1d4 rounds. Melee weapon can deal lethal or nonlethal damage. In nonlethal also has stun setting, Fort save DC 16 or stunned for 1d4+1 rounds. This stun setting also works to temporarily disable robots as the electrical field interferes with their neural pathways and electrical systems. Ballistic Weapon Pod This weapon pod uses only ballistic weapons. Armed with a rapid fire ballistic weapon, which is an enlarged system used in the Viper and King Viper personal defense weapons, firing a slightly larger caliber. The secondary weapon is a mini grenade launcher. It contains a similar electrical system as the police version, but lacks the stun setting, instead going for greater electrical damage. Ballistic Weapon Pod (PL6 Personal Firearms Proficiency) Damage: 4d4 gun, varies mini grenade, 1d4 +2d6 melee Critical: 20 Damage Type: ballistic gun, varies by grenade, bludgeon plus electrical Range Increment: 60 ft gun, 50 ft grenade, melee Rate of Fire: SA gun, semi grenade Size: Medium Weight: 9.5 lbs Ammo: 150 box gun, 8 mini grenades, 150 discharges for electrical melee Purchase DC: 24 Notes: Gun ammo is in a helix cylinder, uses augmented energy packs for melee electrical weapon. Plasma Weapon Pod This weapon pod makes use of Faradai's favoured form of energy: plasma. This version contains a few more features than the other weapon pods due to their speciality in plasma weaponry. The primary weapon is a multimode plasma weapon, with a secondary mini grenade launcher, and two melee attack modes. The first is a plasma field surrounds the end of the pod, similar to the electrical fields of the other two versions. The other melee mode is a blade made of plasma that extends from the end. The multimode plasma weapon is a modified version of the Aggressor Plas-weapon, only lacking the plasma torch feature. Plasma Weapon Pod (PL6 Personal Firearms Proficiency) Damage: 3d8 plasma carbine, 3d10 plasthrower, varies by grenade, 1d4+2d6 melee or 2d6 ignoring 2 points of Defense from armour for plasma saber Critical: 20, 19-20 plasma saber Damage Type: fire for plasma weapons, varies by grenade. Bludgeon plus fire for melee or fire for saber Range Increment: 65 ft plasma weapon, 30 ft long 5 foot wide line plasmathrower, melee Rate of Fire: SA plasma weapon Size: Medium Weight: 8 lbs Ammo: 150 box plasma weapons, 8 mini grenades, each melee plasma discharge or round of use for the plasma saber uses one charge. Purchase DC: 24 Notes: Makes use of the augmented energy packs. Can use a standard power packs, which provide only 50 charges. [HR][/HR] Thudder (PL6/7) As an experiment in their plasma weaponry, Faradai Inc expanded upon the capabilities of the magnetic containment fields, adding new functionality to their plasma weapons. The thudder functions as a normal plasma weapon, including using their augmented energy packs, but also has a secondary mode. The secondary mode fires a concussive force by creating a magnetic bubble with a vacuum inside, then launches this magnetic bubble. Although not as powerful as the plasma blast, it does have greater range, has greater kinetic energy, which it can knock a target prone, and also has the capability to stun robotic opponents. The Thudder is fairly angular, with ambidextrous design, and the barrel is slightly larger with what looks like a muzzle brake, but is just a focusing unit for the magnetic field. Thudder (PL6/7) Damage: 2d10 / 2d6 Critical: 20 Damage Type: fire / force Range Increment: 30 ft / 60 ft Rate of Fire: s,a Size: small Weight: 5 lb. Ammo: 50 box or 150 using augmented energy pack Purchase DC: 21 Restriction: Military (+3) Notes: Ambidextrous design, mastercraft +1 attack, can switch between either setting as a free action once per round. Secondary mode fires a whitish coloured pulse, target hit must make a Fort save DC 14 or be knocked prone. Robots and droids must make a Fort save DC 18 or be stunned for 1d4+1 rounds due to the magnetic bubble temporarily disrupting their systems. [HR][/HR] Heavy Thudder The heavy thudder is a rifle version of the original thudder pistol. Along with the standard plasma rifle, it also has the force secondary mode, able to know targets back with greater kinetic force. The larger barrel of the heavy thudder allows for better focusing of the force blast. The heavy thudder can make use of Faradai's augmented power packs and includes mounting for a scope and underbarrel mounting rails. There is also a plug to allow for a HUD uplink or cybernetic uplink through any sight or scope and will also display ammo counter and weapon status. Heavy Thudder (PL6/7) Damage: 3d10 / 3d6 Critical: 20 Damage Type: fire / force Range Increment: 90 ft / 120 ft Rate of Fire: s,a Size: large Weight: 9 lb. Ammo: 50 box or 150 using augmented energy pack Purchase DC: 23 Restriction: Military (+3) Notes: Ambidextrous design, mastercraft +1 attack, can switch between either setting as a free action once per round. Secondary mode fires a whitish coloured pulse, target hit must make a Fort save DC 16 or be knocked prone. Robots and droids must make a Fort save DC 19 or be stunned for 1d4+1 rounds due to the magnetic bubble temporarily disrupting their systems. Includes weapon uplink for HUDs and cybernetics. [/QUOTE]
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