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<blockquote data-quote="kronos182" data-source="post: 6796048" data-attributes="member: 6668634"><p>XCLP3401</p><p>With the introduction of X-ray lasers on ships, HP set about to creating a man portable version. Big and bulky, the XCLP3401 is used like a shoulder mounted weapon instead of a rifle. The large weapon comes with sensors and targeting suite to aid in acquiring targets. Although successful, some are displeased with its slow rate of fire and damage isn't quite as high as HP would like, however it does have a good chance of heavily damaging critical systems due to its armour piercing capability. Although it can make use of a standard power pack, the drain on the pack is great, so many users carry power generators or larger power packs such as the 340PP and 410PP (same number of rounds from both of these systems as the LCP1100).</p><p></p><p>XCLP3401 (PL7 Exotic Weapon Proficiency/Heavy Weapon)</p><p>Damage: 7d6 ignores 30 points of hardness/DR</p><p>Critical: 19-20 x3</p><p>Damage Type: Fire</p><p>Range Increment: 200 ft</p><p>Rate of Fire: Single</p><p>Size: Huge</p><p>Weight: 33 lbs</p><p>Ammo: 5 box</p><p>Purchase DC: 32 (Mil +3)</p><p>Notes: Laser defeating defensive systems are half as effective. Can use either the 340PP or 410PP to expand ammunition capacity. Comes with targeting systems and sensors granting a +1 to attacks when the user isn't moving. Has connection to allow for cybernetic uplink to the user.</p><p></p><p>XCL3452</p><p>This is the vehicle version of the XCLP3401, meant for light to medium vehicles such as light attack vehicles, both ground and air, and as a secondary weapon on medium tanks. With better range and increased power, and usually benefits from greater power supply to allow for greater payloads.</p><p></p><p>XCLP3452 (PL7 Exotic Weapon Proficiency/Vehicle weaponry/Heavy Weapon)</p><p>Damage: 9d6 ignores 30 points of hardness/DR</p><p>Critical: 19-20 x3</p><p>Damage Type: Fire</p><p>Range Increment: 300 ft</p><p>Rate of Fire: Semi</p><p>Size: Huge</p><p>Weight: 36 lbs</p><p>Ammo: varies</p><p>Purchase DC: 31 (Mil +3)</p><p>Notes: Usually mounted on a turret and uses vehicle sensor systems. Variable ammo due to what is installed on vehicle it is mounted on. Most usually have a 50 to 100 round capacity. Laser defeating defensive systems are only half as effective.</p><p></p><p>[HR][/HR]</p><p></p><p>HP HILR541</p><p>As technology progresses, HP has kept up. As plasma weapons begin dominating the markets, HP has kept their share of the weapons market with their high quality lasers, and now high intensity lasers with a few x-ray lasers. HPs leading HI laser is the HILR541, which is favoured heavily by law enforcement and hunters due to its variable damage settings, and its armour penetrating abilities. On its lowest damage setting, it does lose the armour penetrating abilities, but this suits most hunters and officers as the point is to wound and not blast through and possibly hurt any possible hostages. The other advantage of the variable damage setting is the lower the setting, the greater the range. The user changes the setting by a thumb dial just above the trigger. The design is completely ambidextrous and has dials on both sides. The power pack as a quick release, close to the trigger, which ejects the spent power pack quickly speeding up reload times.</p><p></p><p>HP HILR541 (PL7 Personal Firearms Proficiency)</p><p>Damage: 3d12*</p><p>Critical: 20</p><p>Damage Type: fire</p><p>Range Increment: 90 ft.</p><p>Rate of Fire: S</p><p>Size: Large</p><p>Weight: 10 lb</p><p>Ammo: 50 box</p><p>Purchase DC: 21 Restricted (+2)</p><p>Notes: Considered to have the armoured piercing gadget, in RAW ignore 2 points of Defense, reduce damage rolls by 2. If using armour as DR rules, ignore 3 points of DR.</p><p>*Variable damage: as a free action, using the dial on the side, the user can lower or raise the damage by 1 die per setting. Can not go above 3d12. At 2d12 setting range is changed to 135 ft. At 1d12 setting, range is changed to 180 ft, but loses the armour piercing ability.</p><p></p><p>[HR][/HR]</p><p></p><p>MLR510</p><p>After the surprising success of the MLR410, multi-barrelled carbine, HP released a full rifle sized version. Damage is the same, but ranged is greater and a few options are available, including secondary power pack port in the stock, mounts for scope and tactical lights. The MLR510 is a longer version of the MLR410, basically an original LR100, thinned main body past the handle and trigger assembly. Instead of having one barrel, four cylinder type fixtures surround the thinned body. These fixtures contain the focusing chambers and emitters. The four barrels allows the weapon to cycle through each barrel quickly to allow an incredible high rate of fire without worrying about overheating and melting any of the components of each barrel as each gets more time to cool than if it was just a single barrelled weapon. The lowest barrel also has a folding handle to allow for greater control of the weapon in full automatic fire. The pulse from each barrel is lower, but the increased rate of fire makes up for it. HP has also included a 'burst' feature which fires all the barrels at once for more destructive power, but reduces the rate of fire. </p><p>The MLR510 can make use of the original heavy clip buttstock mk1 and 2, but removes the ability to add a second power pack.</p><p></p><p>HP MLR510 (PL6 Personal Firearms)</p><p>Damage: 3d6</p><p>Critical: 20</p><p>Damage Type: Fire</p><p>Range Increment: 80 ft</p><p>Rate of Fire: S, A</p><p>Size: Large</p><p>Weight: 8.5 lbs</p><p>Ammo: 50 box or 100 box</p><p>Purchase DC: 23 (Mil +3)</p><p>Notes: Enhanced Autofire Mode: Taking an addition -4 to attack, can increase automatic fire damage to a 10 ft by 10 ft area from 3d6 to 4d6 and increases the Reflex save to DC 17 and uses 15 rounds instead of the normal 10. User must declare using this option before firing.</p><p>Burst Mode: The user can set the weapon to burst mode which fires all the barrels allowing it to deal 5d6 to a single target, but reduces the rate of fire to Semi.</p><p>Secondary Power Pack: Two power packs can be plugged into the MLR510, doubling the ammo capacity.</p><p></p><p>Can add heavy clip buttstock mk1 and mk2, adding an additional 100 or 150 rounds, in addition to the normal 50 from normal power pack, but this removes the ability to add a second power pack.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6796048, member: 6668634"] XCLP3401 With the introduction of X-ray lasers on ships, HP set about to creating a man portable version. Big and bulky, the XCLP3401 is used like a shoulder mounted weapon instead of a rifle. The large weapon comes with sensors and targeting suite to aid in acquiring targets. Although successful, some are displeased with its slow rate of fire and damage isn't quite as high as HP would like, however it does have a good chance of heavily damaging critical systems due to its armour piercing capability. Although it can make use of a standard power pack, the drain on the pack is great, so many users carry power generators or larger power packs such as the 340PP and 410PP (same number of rounds from both of these systems as the LCP1100). XCLP3401 (PL7 Exotic Weapon Proficiency/Heavy Weapon) Damage: 7d6 ignores 30 points of hardness/DR Critical: 19-20 x3 Damage Type: Fire Range Increment: 200 ft Rate of Fire: Single Size: Huge Weight: 33 lbs Ammo: 5 box Purchase DC: 32 (Mil +3) Notes: Laser defeating defensive systems are half as effective. Can use either the 340PP or 410PP to expand ammunition capacity. Comes with targeting systems and sensors granting a +1 to attacks when the user isn't moving. Has connection to allow for cybernetic uplink to the user. XCL3452 This is the vehicle version of the XCLP3401, meant for light to medium vehicles such as light attack vehicles, both ground and air, and as a secondary weapon on medium tanks. With better range and increased power, and usually benefits from greater power supply to allow for greater payloads. XCLP3452 (PL7 Exotic Weapon Proficiency/Vehicle weaponry/Heavy Weapon) Damage: 9d6 ignores 30 points of hardness/DR Critical: 19-20 x3 Damage Type: Fire Range Increment: 300 ft Rate of Fire: Semi Size: Huge Weight: 36 lbs Ammo: varies Purchase DC: 31 (Mil +3) Notes: Usually mounted on a turret and uses vehicle sensor systems. Variable ammo due to what is installed on vehicle it is mounted on. Most usually have a 50 to 100 round capacity. Laser defeating defensive systems are only half as effective. [HR][/HR] HP HILR541 As technology progresses, HP has kept up. As plasma weapons begin dominating the markets, HP has kept their share of the weapons market with their high quality lasers, and now high intensity lasers with a few x-ray lasers. HPs leading HI laser is the HILR541, which is favoured heavily by law enforcement and hunters due to its variable damage settings, and its armour penetrating abilities. On its lowest damage setting, it does lose the armour penetrating abilities, but this suits most hunters and officers as the point is to wound and not blast through and possibly hurt any possible hostages. The other advantage of the variable damage setting is the lower the setting, the greater the range. The user changes the setting by a thumb dial just above the trigger. The design is completely ambidextrous and has dials on both sides. The power pack as a quick release, close to the trigger, which ejects the spent power pack quickly speeding up reload times. HP HILR541 (PL7 Personal Firearms Proficiency) Damage: 3d12* Critical: 20 Damage Type: fire Range Increment: 90 ft. Rate of Fire: S Size: Large Weight: 10 lb Ammo: 50 box Purchase DC: 21 Restricted (+2) Notes: Considered to have the armoured piercing gadget, in RAW ignore 2 points of Defense, reduce damage rolls by 2. If using armour as DR rules, ignore 3 points of DR. *Variable damage: as a free action, using the dial on the side, the user can lower or raise the damage by 1 die per setting. Can not go above 3d12. At 2d12 setting range is changed to 135 ft. At 1d12 setting, range is changed to 180 ft, but loses the armour piercing ability. [HR][/HR] MLR510 After the surprising success of the MLR410, multi-barrelled carbine, HP released a full rifle sized version. Damage is the same, but ranged is greater and a few options are available, including secondary power pack port in the stock, mounts for scope and tactical lights. The MLR510 is a longer version of the MLR410, basically an original LR100, thinned main body past the handle and trigger assembly. Instead of having one barrel, four cylinder type fixtures surround the thinned body. These fixtures contain the focusing chambers and emitters. The four barrels allows the weapon to cycle through each barrel quickly to allow an incredible high rate of fire without worrying about overheating and melting any of the components of each barrel as each gets more time to cool than if it was just a single barrelled weapon. The lowest barrel also has a folding handle to allow for greater control of the weapon in full automatic fire. The pulse from each barrel is lower, but the increased rate of fire makes up for it. HP has also included a 'burst' feature which fires all the barrels at once for more destructive power, but reduces the rate of fire. The MLR510 can make use of the original heavy clip buttstock mk1 and 2, but removes the ability to add a second power pack. HP MLR510 (PL6 Personal Firearms) Damage: 3d6 Critical: 20 Damage Type: Fire Range Increment: 80 ft Rate of Fire: S, A Size: Large Weight: 8.5 lbs Ammo: 50 box or 100 box Purchase DC: 23 (Mil +3) Notes: Enhanced Autofire Mode: Taking an addition -4 to attack, can increase automatic fire damage to a 10 ft by 10 ft area from 3d6 to 4d6 and increases the Reflex save to DC 17 and uses 15 rounds instead of the normal 10. User must declare using this option before firing. Burst Mode: The user can set the weapon to burst mode which fires all the barrels allowing it to deal 5d6 to a single target, but reduces the rate of fire to Semi. Secondary Power Pack: Two power packs can be plugged into the MLR510, doubling the ammo capacity. Can add heavy clip buttstock mk1 and mk2, adding an additional 100 or 150 rounds, in addition to the normal 50 from normal power pack, but this removes the ability to add a second power pack. [/QUOTE]
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