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<blockquote data-quote="kronos182" data-source="post: 6791462" data-attributes="member: 6668634"><p>Catapult</p><p>After the success of the Thudder, Faradai released a mech and vehicle mount version. With heavy damage, and excellent range, the catapult shows all of Faradai's standards in plasma weaponry, and the secondary force mode gives greater flexibility and can be used for clearing debris or as a slightly less lethal weapon. The same weapon works in both mech and vehicle weapon mounts, using a universal mounting system, making it easier to install on virtually any vehicle or mech currently in production. The catapult plasma mode deals 11d6 points of fire damage, while the force mode deals 7d6. Targets must make a Fort save DC 20 or be knocked back 1d6x5 feet and knocked prone. Targets with four or more legs, treads or other systems/abilities that grant stability only add half the bonus. Robots, droids, and mechs must make a Fort save DC 19 or be stunned for 2d4+2 rounds. Vehicles that are moving, must make a Drive, or Pilot checks (DC damage dealt) to maintain control or lose control and spin out.</p><p></p><p>Catapult (PL6/7 Heavy/Vehicle/Mech Weapon Proficiency)</p><p>Equipment Slots: 2</p><p>Activation: Attack action</p><p>Range Increment: 120 ft/200 ft</p><p>Target: Single target within 1000 ft, or autofire/ 2000 ft</p><p>Duration: Instantaneous </p><p>Saving Throw: </p><p>Purchase DC: 24</p><p>Restriction: Res (+2)</p><p></p><p>[HR][/HR]</p><p></p><p>Trebuchet</p><p>The trebuchet is the starship mounted version of the thudder and catapults. With no atmosphere to interfere with the magnetic containment of the force mode, the force mode deals more damage and is more effective, making it an alternate weapon for disabling starships.</p><p></p><p>Trebuchet (PL6/7)</p><p>Damage: 15d8 plasma mode/ 13d6 force mode</p><p>Damage Type: Fire / force</p><p>Range Increment: 3000 ft / 6500 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Colossal</p><p>Purchase DC: 38</p><p></p><p>Restriction: Mil (+3)</p><p>Notes: In force mode, when a ship is hit, it must make a Fortitude save DC 20 or be knocked back 500 ft and make a Pilot check (DC half damage dealt) to maintain control. Starships, robots, and remote controlled ships must also make a Fortitude save DC 22 or be stunned for 1d4+1 rounds. All targets within 500 ft of the target must also make a Fortitude save DC 15 or be stunned for 1 round as the magnetic bubble bursts, spreading it's energies through the target and in the surrounding area.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6791462, member: 6668634"] Catapult After the success of the Thudder, Faradai released a mech and vehicle mount version. With heavy damage, and excellent range, the catapult shows all of Faradai's standards in plasma weaponry, and the secondary force mode gives greater flexibility and can be used for clearing debris or as a slightly less lethal weapon. The same weapon works in both mech and vehicle weapon mounts, using a universal mounting system, making it easier to install on virtually any vehicle or mech currently in production. The catapult plasma mode deals 11d6 points of fire damage, while the force mode deals 7d6. Targets must make a Fort save DC 20 or be knocked back 1d6x5 feet and knocked prone. Targets with four or more legs, treads or other systems/abilities that grant stability only add half the bonus. Robots, droids, and mechs must make a Fort save DC 19 or be stunned for 2d4+2 rounds. Vehicles that are moving, must make a Drive, or Pilot checks (DC damage dealt) to maintain control or lose control and spin out. Catapult (PL6/7 Heavy/Vehicle/Mech Weapon Proficiency) Equipment Slots: 2 Activation: Attack action Range Increment: 120 ft/200 ft Target: Single target within 1000 ft, or autofire/ 2000 ft Duration: Instantaneous Saving Throw: Purchase DC: 24 Restriction: Res (+2) [HR][/HR] Trebuchet The trebuchet is the starship mounted version of the thudder and catapults. With no atmosphere to interfere with the magnetic containment of the force mode, the force mode deals more damage and is more effective, making it an alternate weapon for disabling starships. Trebuchet (PL6/7) Damage: 15d8 plasma mode/ 13d6 force mode Damage Type: Fire / force Range Increment: 3000 ft / 6500 ft Rate of Fire: Single Minimum Ship Size: Colossal Purchase DC: 38 Restriction: Mil (+3) Notes: In force mode, when a ship is hit, it must make a Fortitude save DC 20 or be knocked back 500 ft and make a Pilot check (DC half damage dealt) to maintain control. Starships, robots, and remote controlled ships must also make a Fortitude save DC 22 or be stunned for 1d4+1 rounds. All targets within 500 ft of the target must also make a Fortitude save DC 15 or be stunned for 1 round as the magnetic bubble bursts, spreading it's energies through the target and in the surrounding area. [/QUOTE]
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