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<blockquote data-quote="kronos182" data-source="post: 6807233" data-attributes="member: 6668634"><p>Heat Blades</p><p>With the raise of the popularity of melee weapons, new metallurgy technology has been applied to old style weapons. By using high heat resistant metals combined with ceramics, weapon makers have added heating elements to the blades which increases their damage potential. The other added effect is the blade glows from the heat providing enough light similar to a candle.</p><p></p><p>Heat Sword (PL5 Simple Weapon Proficiency)</p><p>Damage: 1d8 + 2d6 fire</p><p>Critical: 19-20 x 2</p><p>Damage Type: Slashing plus fire when activated</p><p>Range Increment: melee</p><p>Size: medium</p><p>Magazine: 10 minutes of use</p><p>Weight: 4.5 lbs</p><p>Purchase DC: 18</p><p>Restriction: Restricted (+2)</p><p>Special: Takes one round for the elements to heat up to full temperature.</p><p></p><p>Heat Knife (PL5 Simple Weapon Proficiency)</p><p>Damage: 1d4 + 1d6 fire</p><p>Critical: 19-20 x 2</p><p>Damage Type: Piercing plus fire when activated</p><p>Range Increment: melee</p><p>Size: medium</p><p>Magazine: 10 minutes of use</p><p>Weight: 1.5 lbs</p><p>Purchase DC: 14</p><p>Restriction: Restricted (+2)</p><p>Special: Takes one round for the elements to heat up to full temperature.</p><p></p><p>Entertainer's Heat Blade</p><p>One other popular use of heat blades has been in the entertainment industry. By using different types of ceramics and metals used in the blade, and using different levels of heat, and in some cases, coating the blades in different chemicals, they have made the colour the blade glows other than the normal red. Entertainer's heat blades are usually not sharpened for the safety of the user.</p><p></p><p>The Scottish sword dancer Dawn McClury is one of the most famous entertainers who uses entertainer's heat blade in her routine, as she uses ones that are combat capable. There is an underground pool running as to how badly she will one day hurt herself with her heat blades.</p><p>Entertainer's Heat Sword (PL5 Simple Weapon Proficiency)</p><p>Damage: 1d6 + 2d6 fire</p><p>Critical: 20 x 2</p><p>Damage Type: Bludgeoning plus fire when activated</p><p>Range Increment: melee</p><p>Size: medium</p><p>Magazine: 10 minutes of use</p><p>Weight: 4.5 lbs</p><p>Purchase DC: 18</p><p>Restriction: Restricted (+2)</p><p>Special: Takes one round for the elements to heat up to full temperature</p><p></p><p>[HR][/HR]</p><p></p><p>Slammer Hammer</p><p></p><p>"Dammit man! The alarm's gone off, we don't have time crack the safe's code." Billy whined as the security alarms wailed.</p><p>Fixer Joe walks up to the safe bearing a large sledge hammer, "Then we'll crack the safe itself...."</p><p></p><p>Last bit of conversation recorded by the sensors on the safe door of the TD Bank in Calgary, Alberta before it was destroyed along with half the door to the safe.</p><p></p><p>With the raise of use of melee weapons in the future, with the return of bladed weapons in the form of vibro blades and beam swords (aka light sabers), it was inevitable that someone found a way to resurrect other weapons.</p><p>The Slammer Hammer was one of the first first to see popular use, especially with body guards and thugs where intimidation can help prevent a fight. A large warhammer with a 5 foot handle, although shorter or longer ones are available. The large square tapered head is reinforced and treated to withstand a great deal of heat at it's striking side. This is done because the striking surface has an opening which exposes a shaped charge when loaded for use against armoured foes, like someone in power armour, or for those times you just need to smash in the security doors or when you don't have the time to pick the lock on the safe. The smaller end is designed to be opened to reload the shaped charges, which are primed by a button on the handle.</p><p>When a charge is primed, the explosive's contact trigger is exposed from the opening in the striking face and detonates upon contact. It is highly advised that you disengage the primer button before putting the weapon away if you end up not hitting something.</p><p></p><p>Many thugs love the Slammer Hammer and it is also quite popular for those in the mob as it makes an excellent leg breaker. Some people even refer to the Slammer as 'Safe Crackers', 'Gut busters' and other similar terms.</p><p>Damage: 1d10 hammer, 5d6 ignores 5 points of hardness/DR charge</p><p>Critical: 20</p><p>Damage Type: bludgeon hammer/ explosive</p><p>Range Increment: melee</p><p>Rate Of Fire: Semi for the explosive charges</p><p>Magazine: 5 shaped charges</p><p>Size: Large</p><p>Weight: 16.5 lbs</p><p>Purchase DC: 24</p><p>Restriction: Restricted (+2)</p><p>Note: Could get away with using only the simple weapons proficiency as it's a large sledge hammer basically, although archaic weapons proficiency would work just as well. Due to it's large and imposing size, the Slammer Hammer grants a +2 bonus to Intimidation checks. </p><p>When the charge is primed, a free action that the player must announce is doing as there is a limited amount of charges held, the damage of the charge is rolled first, then the hammer itself is done to the target.</p><p></p><p>[HR][/HR]</p><p></p><p>High Frequency Spear</p><p>A future take on the classic spear. Using principles from the high frequency swords, the blade vibrates at high speeds giving the spear head more power. As an added bonus, the shaft of the spear can collapse shortening the weapon for easy storage. </p><p></p><p>High Frequency Spear</p><p>Damage: 2d6 / 1d8 non powered</p><p>Critical: 19-20</p><p>Damage Type: Piercing</p><p>Range Increment: melee</p><p>Size: Large (extended, small retracted)</p><p>Weight: 6 lbs</p><p>Purchase DC: 16</p><p>Restriction: -</p><p></p><p>Swarm Spear</p><p>The swarm spear is like a normal spear, except that the shaft actually holds multiple spear heads which can be launched or used as a normal spear head. </p><p></p><p>Swarm Spear</p><p>Damage: 1d8 spear / 1d6 launched or varies</p><p>Critical: 20</p><p>Damage Type: Piercing or varies</p><p>Range Increment: melee / 20 ft up to a max of 100 ft</p><p>Size: Large</p><p>Magazine: 15 spear heads</p><p>Weight: 9 lbs</p><p>Purchase DC: 19</p><p>Restriction: Restricted (+2)</p><p></p><p>Spear Heads</p><p>Special spear heads deal 1d4 piercing before releasing their bonus damage. So an explosive spear head will do 1d4 piercing + 3d6 fire</p><p>Explosive: 2d6 fire, 5 ft radius</p><p>Shrapnel: 3d6 slashing, 10 ft radius</p><p>Shock: 3d6 electrical</p><p>AP: 2d6 fire, ignores 5 points of DR/hardness</p><p>HEAP: 4d6, ignores 8 points of DR/hardness</p><p>HE: 5d6 fire, 5 ft radius</p><p>Dissolver: 2d6 acid, 5 ft radius</p><p>Flechette: 2d6 piercing, 30 ft cone Reflex DC 17 for half.</p><p></p><p>Ultimax Spear, aka Swiss Army Spear</p><p>The Ultimax spear is a tool designed for use on colonial worlds. The Ultimax looks like a normal high frequency spear normally, but with a spear head that measures 18 inches and designed to slash as well as pierce. The shaft does shorten but only enough to allow it to be used in a similar manner as a machete. Inside the shaft is a small first-aid kit, compass, two flares and a stun module to allow the butt be used as a stun baton. Below the spear head, about a point 3 inches down the shaft, when twisted and pulled out, a small lantern is exposed.</p><p></p><p>Ultimax Spear</p><p>Damage: spear 2d6 / 18d non powered, baton 1d6 + special</p><p>Critical: 19-20</p><p>Damage Type: spear Piercing/slashing, baton bludgeoning</p><p>Range Increment: melee</p><p>Size: Large (extended, medium retracted)</p><p>Weight: 11 lbs</p><p>Purchase DC: 20</p><p>Restriction: -</p><p>Special: When the stun module is activated, the butt end of the Ultimax can be used as a stun baton. Any creature hit by the stun module takes 1d6 points of bludgeoning damage and must succeed on a Fortitude save (DC 10+ damage dealt), or be stunned for 1d4 rounds </p><p></p><p>[HR][/HR]</p><p></p><p>Collapsible Spikes</p><p>With new breakthroughs in metamaterials and metallurgy, scientists have been able to make materials that can change their shape between program shapes through use of electrical charges. Collapsible spikes is one such application of this technology. At rest, these spikes are large nubs on the device they are put on, usually armours, robots, mecha or defensive positions. When a specific electrical charge is sent through the nub, it expands to its preprogrammed shaped and size as a spike. Size varies by design and size of the device it is installed on. This takes less than a second to happen, making for excellent quick surprise defenses. To retract the spikes, another different electrical charge is sent and they shrink back to their nub size.</p><p>Collapsible spikes are not particularly large and designed so as to not impair movement of the device they are put on, so individually they do little damage, but since dozens of spikes can cover the device, the damage adds up.</p><p>Medium size (medium sized robots, suits of armour, small vehicles) 1d4 piercing against/during grapples, adds 1d4 piercing damage to unarmed melee attacks, PDC 16</p><p>Large size (small mechs of Large size, cars, armour of giant sized lifeforms) 1d6 piercing, PDC 18</p><p>Huge size (trucks, huge mecha, etc) 2d4 piercing, PDC 20</p><p>Gargantuan size 2d6 piercing, PDC 22</p><p>Colossal size 2d8 piercing, PDC 24 </p><p></p><p>[HR][/HR]</p><p></p><p>Collapsible Blades</p><p></p><p>Using the same technology of collapsible spikes for mechs and armour, hand held melee weapons are much easier to transport and hide. Consisting of a handle which contains a small battery to provide the charge necessary to expand and collapse the blade at the flick of a switch. As an added bonus, the bottom of the handle contains a flashlight which allows the collapsible blade to be passed off as a flashlight. </p><p>Due to the nature of the technology, each time the blade is extended, the blade's mono molecular edge is renewed and any small nicks and dings are removed. If the blade is broken, the system will not retract until it is replaced with a new blade.</p><p></p><p>Collapsible Dagger (PL6 Simple Weapon Proficiency)</p><p>Damage: 1d4</p><p>Type: Piercing</p><p>Critical: 19-20</p><p>Size: Tiny</p><p>Weight: 1 lbs</p><p>PDC: 11</p><p>Has integrated equipment of a flashlight in the bottom.</p><p></p><p>Collapsible Sword (PL6 Simple Weapon Proficiency)</p><p>Damage: 1d8</p><p>Type: Slashing</p><p>Critical: 19-20</p><p>Size: Small collapsed, Medium extended</p><p>Weight: 3.5 lbs</p><p>PDC: 14</p><p>Has integrated equipment of a flashlight in the bottom, equivalent of a 3 or 4 cell flash light.</p><p></p><p></p><p>Collapsible Heat Blade</p><p>This weapon combines the memory metamaterials with the heat abilities of heat blades to create an easy to carry and deadlier weapon.</p><p></p><p>Collapsible Heat Sword (PL6 Simple Weapon Proficiency)</p><p>Damage: 1d8 + 2d6 fire</p><p>Critical: 19-20 x 2</p><p>Damage Type: Slashing plus fire when activated</p><p>Range Increment: melee</p><p>Size: Small collapsed, medium extended</p><p>Magazine: 10 minutes of use</p><p>Weight: 4.5 lbs</p><p>Purchase DC: 18</p><p>Restriction: Restricted (+2)</p><p>Special: Takes one round for the elements to heat up to full temperature. Has an integrated flashlight in the bottom of the handle.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6807233, member: 6668634"] Heat Blades With the raise of the popularity of melee weapons, new metallurgy technology has been applied to old style weapons. By using high heat resistant metals combined with ceramics, weapon makers have added heating elements to the blades which increases their damage potential. The other added effect is the blade glows from the heat providing enough light similar to a candle. Heat Sword (PL5 Simple Weapon Proficiency) Damage: 1d8 + 2d6 fire Critical: 19-20 x 2 Damage Type: Slashing plus fire when activated Range Increment: melee Size: medium Magazine: 10 minutes of use Weight: 4.5 lbs Purchase DC: 18 Restriction: Restricted (+2) Special: Takes one round for the elements to heat up to full temperature. Heat Knife (PL5 Simple Weapon Proficiency) Damage: 1d4 + 1d6 fire Critical: 19-20 x 2 Damage Type: Piercing plus fire when activated Range Increment: melee Size: medium Magazine: 10 minutes of use Weight: 1.5 lbs Purchase DC: 14 Restriction: Restricted (+2) Special: Takes one round for the elements to heat up to full temperature. Entertainer's Heat Blade One other popular use of heat blades has been in the entertainment industry. By using different types of ceramics and metals used in the blade, and using different levels of heat, and in some cases, coating the blades in different chemicals, they have made the colour the blade glows other than the normal red. Entertainer's heat blades are usually not sharpened for the safety of the user. The Scottish sword dancer Dawn McClury is one of the most famous entertainers who uses entertainer's heat blade in her routine, as she uses ones that are combat capable. There is an underground pool running as to how badly she will one day hurt herself with her heat blades. Entertainer's Heat Sword (PL5 Simple Weapon Proficiency) Damage: 1d6 + 2d6 fire Critical: 20 x 2 Damage Type: Bludgeoning plus fire when activated Range Increment: melee Size: medium Magazine: 10 minutes of use Weight: 4.5 lbs Purchase DC: 18 Restriction: Restricted (+2) Special: Takes one round for the elements to heat up to full temperature [HR][/HR] Slammer Hammer "Dammit man! The alarm's gone off, we don't have time crack the safe's code." Billy whined as the security alarms wailed. Fixer Joe walks up to the safe bearing a large sledge hammer, "Then we'll crack the safe itself...." Last bit of conversation recorded by the sensors on the safe door of the TD Bank in Calgary, Alberta before it was destroyed along with half the door to the safe. With the raise of use of melee weapons in the future, with the return of bladed weapons in the form of vibro blades and beam swords (aka light sabers), it was inevitable that someone found a way to resurrect other weapons. The Slammer Hammer was one of the first first to see popular use, especially with body guards and thugs where intimidation can help prevent a fight. A large warhammer with a 5 foot handle, although shorter or longer ones are available. The large square tapered head is reinforced and treated to withstand a great deal of heat at it's striking side. This is done because the striking surface has an opening which exposes a shaped charge when loaded for use against armoured foes, like someone in power armour, or for those times you just need to smash in the security doors or when you don't have the time to pick the lock on the safe. The smaller end is designed to be opened to reload the shaped charges, which are primed by a button on the handle. When a charge is primed, the explosive's contact trigger is exposed from the opening in the striking face and detonates upon contact. It is highly advised that you disengage the primer button before putting the weapon away if you end up not hitting something. Many thugs love the Slammer Hammer and it is also quite popular for those in the mob as it makes an excellent leg breaker. Some people even refer to the Slammer as 'Safe Crackers', 'Gut busters' and other similar terms. Damage: 1d10 hammer, 5d6 ignores 5 points of hardness/DR charge Critical: 20 Damage Type: bludgeon hammer/ explosive Range Increment: melee Rate Of Fire: Semi for the explosive charges Magazine: 5 shaped charges Size: Large Weight: 16.5 lbs Purchase DC: 24 Restriction: Restricted (+2) Note: Could get away with using only the simple weapons proficiency as it's a large sledge hammer basically, although archaic weapons proficiency would work just as well. Due to it's large and imposing size, the Slammer Hammer grants a +2 bonus to Intimidation checks. When the charge is primed, a free action that the player must announce is doing as there is a limited amount of charges held, the damage of the charge is rolled first, then the hammer itself is done to the target. [HR][/HR] High Frequency Spear A future take on the classic spear. Using principles from the high frequency swords, the blade vibrates at high speeds giving the spear head more power. As an added bonus, the shaft of the spear can collapse shortening the weapon for easy storage. High Frequency Spear Damage: 2d6 / 1d8 non powered Critical: 19-20 Damage Type: Piercing Range Increment: melee Size: Large (extended, small retracted) Weight: 6 lbs Purchase DC: 16 Restriction: - Swarm Spear The swarm spear is like a normal spear, except that the shaft actually holds multiple spear heads which can be launched or used as a normal spear head. Swarm Spear Damage: 1d8 spear / 1d6 launched or varies Critical: 20 Damage Type: Piercing or varies Range Increment: melee / 20 ft up to a max of 100 ft Size: Large Magazine: 15 spear heads Weight: 9 lbs Purchase DC: 19 Restriction: Restricted (+2) Spear Heads Special spear heads deal 1d4 piercing before releasing their bonus damage. So an explosive spear head will do 1d4 piercing + 3d6 fire Explosive: 2d6 fire, 5 ft radius Shrapnel: 3d6 slashing, 10 ft radius Shock: 3d6 electrical AP: 2d6 fire, ignores 5 points of DR/hardness HEAP: 4d6, ignores 8 points of DR/hardness HE: 5d6 fire, 5 ft radius Dissolver: 2d6 acid, 5 ft radius Flechette: 2d6 piercing, 30 ft cone Reflex DC 17 for half. Ultimax Spear, aka Swiss Army Spear The Ultimax spear is a tool designed for use on colonial worlds. The Ultimax looks like a normal high frequency spear normally, but with a spear head that measures 18 inches and designed to slash as well as pierce. The shaft does shorten but only enough to allow it to be used in a similar manner as a machete. Inside the shaft is a small first-aid kit, compass, two flares and a stun module to allow the butt be used as a stun baton. Below the spear head, about a point 3 inches down the shaft, when twisted and pulled out, a small lantern is exposed. Ultimax Spear Damage: spear 2d6 / 18d non powered, baton 1d6 + special Critical: 19-20 Damage Type: spear Piercing/slashing, baton bludgeoning Range Increment: melee Size: Large (extended, medium retracted) Weight: 11 lbs Purchase DC: 20 Restriction: - Special: When the stun module is activated, the butt end of the Ultimax can be used as a stun baton. Any creature hit by the stun module takes 1d6 points of bludgeoning damage and must succeed on a Fortitude save (DC 10+ damage dealt), or be stunned for 1d4 rounds [HR][/HR] Collapsible Spikes With new breakthroughs in metamaterials and metallurgy, scientists have been able to make materials that can change their shape between program shapes through use of electrical charges. Collapsible spikes is one such application of this technology. At rest, these spikes are large nubs on the device they are put on, usually armours, robots, mecha or defensive positions. When a specific electrical charge is sent through the nub, it expands to its preprogrammed shaped and size as a spike. Size varies by design and size of the device it is installed on. This takes less than a second to happen, making for excellent quick surprise defenses. To retract the spikes, another different electrical charge is sent and they shrink back to their nub size. Collapsible spikes are not particularly large and designed so as to not impair movement of the device they are put on, so individually they do little damage, but since dozens of spikes can cover the device, the damage adds up. Medium size (medium sized robots, suits of armour, small vehicles) 1d4 piercing against/during grapples, adds 1d4 piercing damage to unarmed melee attacks, PDC 16 Large size (small mechs of Large size, cars, armour of giant sized lifeforms) 1d6 piercing, PDC 18 Huge size (trucks, huge mecha, etc) 2d4 piercing, PDC 20 Gargantuan size 2d6 piercing, PDC 22 Colossal size 2d8 piercing, PDC 24 [HR][/HR] Collapsible Blades Using the same technology of collapsible spikes for mechs and armour, hand held melee weapons are much easier to transport and hide. Consisting of a handle which contains a small battery to provide the charge necessary to expand and collapse the blade at the flick of a switch. As an added bonus, the bottom of the handle contains a flashlight which allows the collapsible blade to be passed off as a flashlight. Due to the nature of the technology, each time the blade is extended, the blade's mono molecular edge is renewed and any small nicks and dings are removed. If the blade is broken, the system will not retract until it is replaced with a new blade. Collapsible Dagger (PL6 Simple Weapon Proficiency) Damage: 1d4 Type: Piercing Critical: 19-20 Size: Tiny Weight: 1 lbs PDC: 11 Has integrated equipment of a flashlight in the bottom. Collapsible Sword (PL6 Simple Weapon Proficiency) Damage: 1d8 Type: Slashing Critical: 19-20 Size: Small collapsed, Medium extended Weight: 3.5 lbs PDC: 14 Has integrated equipment of a flashlight in the bottom, equivalent of a 3 or 4 cell flash light. Collapsible Heat Blade This weapon combines the memory metamaterials with the heat abilities of heat blades to create an easy to carry and deadlier weapon. Collapsible Heat Sword (PL6 Simple Weapon Proficiency) Damage: 1d8 + 2d6 fire Critical: 19-20 x 2 Damage Type: Slashing plus fire when activated Range Increment: melee Size: Small collapsed, medium extended Magazine: 10 minutes of use Weight: 4.5 lbs Purchase DC: 18 Restriction: Restricted (+2) Special: Takes one round for the elements to heat up to full temperature. Has an integrated flashlight in the bottom of the handle. [/QUOTE]
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