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<blockquote data-quote="kronos182" data-source="post: 6807599" data-attributes="member: 6668634"><p>The Devastator</p><p></p><p>The Devastator is a heavy squad support weapon with two barrels in an over and under configuration. The idea was to allow a high rate of fire by alternating barrels to keep them cooler in a prolonged fight.</p><p></p><p>Damage: 2d10</p><p>Critical: 20</p><p>Damage Type: Ballistic.</p><p>Range Increment: 90 ft</p><p>Rate Of Fire: S, A</p><p>Magazine: Two belts</p><p>Size: Large</p><p>Weight: 19 lbs</p><p>Purchase DC: 37</p><p>Restriction: Mil (+3)</p><p>NOTES: The Devastator has a special firing system that alternates firing each barrel on automatic fire. The user can choose the option to fire both barrels at the same time, which basically grants the benefit of double tapping without actually double tapping, thus adding one additional die of damage. When using both barrels at once it increases the Reflex Save for autofire by 2 and increases the penalty to attack by another -2, and uses 10 rounds from both belts, or 5 from each with burst fire feat.</p><p></p><p>The Devastator also comes in 5.56 with the following stat changes:</p><p>Damage: 2d8</p><p>Range Increment: 80 ft</p><p>Weight: 15 lbs</p><p>Purchase DC: 35</p><p></p><p>A recent development in propellant technology has lead to a use of plasma. These new electrothermal rounds use a plasma burner to accelerate the projectile rather than convention chemical powder chargers. This provides much increased muzzle velocity and greatly reduced ammunition weight. The plasma burner builds up a jet of superheated plasma behind the projectile forcing it out at far higher speeds. Almost every component of the weapon is far more expensive, especially the barrels as they must be made from strong material to handle the power of the rounds.</p><p>Ammunition weighs two-thirds of that of normal ammuntion. Increases weapon damage by one die type, so d8 becomes d10, d10 to d12, etc, and increases range increment by 30 ft. This increases the cost of rounds by +6 PDC</p><p></p><p>So far only the Devastator ET (Electrothermal) is available with this round in mind, coming in 5.56mm only.</p><p></p><p>Devastator ET changes</p><p>Damage: 2d10</p><p>Range Increment: 110 ft</p><p>Weight: 21 lbs</p><p>Purchase DC: 40</p><p></p><p>I guess making a weapon that can use electrothermal rounds would increase the purchase DC by +7 and increase weight by 1/3rd for the weapon.</p><p>[HR][/HR]</p><p></p><p>Siren</p><p>The Siren is the big brother to the Banshee, used as a vehicle mounted version for mechs or amphibious craft. The Siren forgoes the ability to stun targets for sheer destructive power. The Siren is becoming a favourite of amphibious mech users. Siren has neutral buoyance so if it is a handheld weapon for a mech it won't float away if let go.</p><p></p><p>Siren PL6 Heavy Weapon</p><p>Damage: 9d6 + Deafen</p><p>Critical: 20</p><p>Damage Type: Sonic</p><p>Range Increment: 175 ft</p><p>Rate of Fire: Semi</p><p>Size: Huge </p><p>Weight: 32.2 lbs</p><p>Ammo: 50 box or 75 capacitor that recharges when attached to vehicle power system</p><p>Purchase: 30 (+3 Mil)</p><p>Deafen: When the target is hit by a lethal blast, must make a Fort save DC 20 or be deafened for 1d6 rounds. This can be negated by wearing proper ear protection.</p><p></p><p>When used in water, or other fluid environment, range is boosted to 350 ft and affects a cone area 350 ft long, 125 ft in diameter. The stun setting gains a +4 increase in DC while under water. Reflex DC is the attack roll.</p><p>**Possible GM Note: It's possible that if used on planets with dense atmospheres, the Siren can get half the bonuses that it would get if used in water.</p><p>The Siren is effective out to 5 range increments except under water where it can be used out to 10 increments.</p><p></p><p>[HR][/HR]</p><p></p><p>M78 Phased Plasma Infantry Gun</p><p></p><p>The M78 is a shoulder mount heavy infantry antitank/mech weapon. The M78 was developed as an alternate to missile or rocket based antitank/mech weaponry, especially in areas where logistics for rockets or missiles can run short very quickly.</p><p>An interesting unexpected feature of the M78, due to the phasing of the plasma, is it ignores particle fields designed to reduce the effectiveness of energy weapons. However, this also makes building these weapons difficult so they are limited in numbers compared to other weapon systems.</p><p></p><p>M78 (PL6/7 Heavy Weapon)</p><p>Damage: 8d6</p><p>Critical: 20</p><p>Damage Type: Fire or whatever type your campaigns have plasma as</p><p>Range Increment: 150 ft.</p><p>Rate of Fire: Single</p><p>Size: Large</p><p>Weight: 7 lbs weapon, 5 lbs battery</p><p>Ammo: 10 box</p><p>Purchase: 26 Mil (+3)</p><p>Game Notes: The cable that connects the battery to the main weapon, although armoured, is the weakest part of the system. Has 5 hit points, 6 hardness. Battery recharges itself one shot every minute when not in use after 2 rounds. Batteries have a PDC of 18.</p><p></p><p>Defensive systems like particle shields and other energy dampening systems, except for things like laser reflective armour, are ignored by the M78.</p><p></p><p>[HR][/HR]</p><p></p><p>M746 Shoulder Cannon</p><p></p><p>The M746 is essentially a scaled down infantry portable version of the Warpath Recoilless Mech Rifle in a shoulder fired weapon, similar to a bazooka. As the Warpath becomes quite prolific amongst the major militaries for their mechs, but mechs are rare amongst other groups, the Mini Warpath, as the M746 has been called, allows infantry troops to have the punch of the full scaled weapon, but light and small enough to hide and use from vantage points a mech could never use. With the Mini Warpath using the same ammunition as the full sized weapon, it makes logistics far simplier for militaries that use both weapons, or for infantry to simply shoot down a mech using the larger weapon and raid its ammo supplies.</p><p>The Mini Warpath looks like a scaled down, bullpup configuration of the main Warpath. Ammo box at the back of the weapon, shoulder rest where the normal trigger would have been, handle with trigger forward of that.</p><p></p><p>M746 (PL 5 Heavy Weapon)</p><p>Damage: 10d6</p><p>Critical: 20</p><p>Damage Type: Ballistic</p><p>Range Increment: 100 ft</p><p>Rate of Fire: Semi</p><p>Size: Large</p><p>Weight: 32 lbs</p><p>Ammo: 5 box</p><p>PDC: 19 Mil (+3)</p><p></p><p>Personal Note: I know the Warpath range in the book is only 40 ft, which I've listed when I've put it on any of the mechs I've posted, but in my games I usually just multiply the range of mech weapons by 5 or 10 to suit game style. Thus I've set the range of the Mini Warpath to fit with infantry weapons, and if you multiply the warpath by 5, it's half the range (would be 200 ft), since the weapon is about half the size of the full scaled version. </p><p></p><p>[HR][/HR]</p><p></p><p>PAR-1A</p><p>After the PAC system on the Grunt proved to be quite a success with groups in breaking sieges and bunker busting, work on a more man portable version began. After much work in ways to keep the weapon cool and improve energy efficency, a man portable, barely, version, the Particle Accelerator Rifle, is available, although in limited numbers. The PAR manages to keep the armour penetrating abilities of its larger PAC predecessor intact with only a bit of loss in damage potental, and range. Unfortunately, normal power packs provide a very limited amount of shots for the PAR, so an external power source is recommended. There is a slot to plug in normal power packs to provide a few shots, with a connection to hook up to other power sources.</p><p></p><p>PAR-1A (PL 6 Heavy Weapon)</p><p>Damage: 6d10, ignores 15 points of hardness/DR</p><p>Critical: 20</p><p>Damage Type: Unknown energy</p><p>Range Increment: 50 ft</p><p>Rate of Fire: Once every 2 rounds</p><p>Size: Large, almost huge</p><p>Weight: 59 lbs</p><p>Ammo: 2 box</p><p>PDC: 40 Mil (+3), extremely rare.</p><p>Game Notes: Suffers from extreme slow rate of fire, can only fire once every two rounds. When hooking up an external power source, for every 25 rounds of fire it provides normally, the PAR only gets 1. Inaccurate, suffers a -2 to attack rolls. Requires Exotic weapon feat: heavy weapon </p></blockquote><p></p>
[QUOTE="kronos182, post: 6807599, member: 6668634"] The Devastator The Devastator is a heavy squad support weapon with two barrels in an over and under configuration. The idea was to allow a high rate of fire by alternating barrels to keep them cooler in a prolonged fight. Damage: 2d10 Critical: 20 Damage Type: Ballistic. Range Increment: 90 ft Rate Of Fire: S, A Magazine: Two belts Size: Large Weight: 19 lbs Purchase DC: 37 Restriction: Mil (+3) NOTES: The Devastator has a special firing system that alternates firing each barrel on automatic fire. The user can choose the option to fire both barrels at the same time, which basically grants the benefit of double tapping without actually double tapping, thus adding one additional die of damage. When using both barrels at once it increases the Reflex Save for autofire by 2 and increases the penalty to attack by another -2, and uses 10 rounds from both belts, or 5 from each with burst fire feat. The Devastator also comes in 5.56 with the following stat changes: Damage: 2d8 Range Increment: 80 ft Weight: 15 lbs Purchase DC: 35 A recent development in propellant technology has lead to a use of plasma. These new electrothermal rounds use a plasma burner to accelerate the projectile rather than convention chemical powder chargers. This provides much increased muzzle velocity and greatly reduced ammunition weight. The plasma burner builds up a jet of superheated plasma behind the projectile forcing it out at far higher speeds. Almost every component of the weapon is far more expensive, especially the barrels as they must be made from strong material to handle the power of the rounds. Ammunition weighs two-thirds of that of normal ammuntion. Increases weapon damage by one die type, so d8 becomes d10, d10 to d12, etc, and increases range increment by 30 ft. This increases the cost of rounds by +6 PDC So far only the Devastator ET (Electrothermal) is available with this round in mind, coming in 5.56mm only. Devastator ET changes Damage: 2d10 Range Increment: 110 ft Weight: 21 lbs Purchase DC: 40 I guess making a weapon that can use electrothermal rounds would increase the purchase DC by +7 and increase weight by 1/3rd for the weapon. [HR][/HR] Siren The Siren is the big brother to the Banshee, used as a vehicle mounted version for mechs or amphibious craft. The Siren forgoes the ability to stun targets for sheer destructive power. The Siren is becoming a favourite of amphibious mech users. Siren has neutral buoyance so if it is a handheld weapon for a mech it won't float away if let go. Siren PL6 Heavy Weapon Damage: 9d6 + Deafen Critical: 20 Damage Type: Sonic Range Increment: 175 ft Rate of Fire: Semi Size: Huge Weight: 32.2 lbs Ammo: 50 box or 75 capacitor that recharges when attached to vehicle power system Purchase: 30 (+3 Mil) Deafen: When the target is hit by a lethal blast, must make a Fort save DC 20 or be deafened for 1d6 rounds. This can be negated by wearing proper ear protection. When used in water, or other fluid environment, range is boosted to 350 ft and affects a cone area 350 ft long, 125 ft in diameter. The stun setting gains a +4 increase in DC while under water. Reflex DC is the attack roll. **Possible GM Note: It's possible that if used on planets with dense atmospheres, the Siren can get half the bonuses that it would get if used in water. The Siren is effective out to 5 range increments except under water where it can be used out to 10 increments. [HR][/HR] M78 Phased Plasma Infantry Gun The M78 is a shoulder mount heavy infantry antitank/mech weapon. The M78 was developed as an alternate to missile or rocket based antitank/mech weaponry, especially in areas where logistics for rockets or missiles can run short very quickly. An interesting unexpected feature of the M78, due to the phasing of the plasma, is it ignores particle fields designed to reduce the effectiveness of energy weapons. However, this also makes building these weapons difficult so they are limited in numbers compared to other weapon systems. M78 (PL6/7 Heavy Weapon) Damage: 8d6 Critical: 20 Damage Type: Fire or whatever type your campaigns have plasma as Range Increment: 150 ft. Rate of Fire: Single Size: Large Weight: 7 lbs weapon, 5 lbs battery Ammo: 10 box Purchase: 26 Mil (+3) Game Notes: The cable that connects the battery to the main weapon, although armoured, is the weakest part of the system. Has 5 hit points, 6 hardness. Battery recharges itself one shot every minute when not in use after 2 rounds. Batteries have a PDC of 18. Defensive systems like particle shields and other energy dampening systems, except for things like laser reflective armour, are ignored by the M78. [HR][/HR] M746 Shoulder Cannon The M746 is essentially a scaled down infantry portable version of the Warpath Recoilless Mech Rifle in a shoulder fired weapon, similar to a bazooka. As the Warpath becomes quite prolific amongst the major militaries for their mechs, but mechs are rare amongst other groups, the Mini Warpath, as the M746 has been called, allows infantry troops to have the punch of the full scaled weapon, but light and small enough to hide and use from vantage points a mech could never use. With the Mini Warpath using the same ammunition as the full sized weapon, it makes logistics far simplier for militaries that use both weapons, or for infantry to simply shoot down a mech using the larger weapon and raid its ammo supplies. The Mini Warpath looks like a scaled down, bullpup configuration of the main Warpath. Ammo box at the back of the weapon, shoulder rest where the normal trigger would have been, handle with trigger forward of that. M746 (PL 5 Heavy Weapon) Damage: 10d6 Critical: 20 Damage Type: Ballistic Range Increment: 100 ft Rate of Fire: Semi Size: Large Weight: 32 lbs Ammo: 5 box PDC: 19 Mil (+3) Personal Note: I know the Warpath range in the book is only 40 ft, which I've listed when I've put it on any of the mechs I've posted, but in my games I usually just multiply the range of mech weapons by 5 or 10 to suit game style. Thus I've set the range of the Mini Warpath to fit with infantry weapons, and if you multiply the warpath by 5, it's half the range (would be 200 ft), since the weapon is about half the size of the full scaled version. [HR][/HR] PAR-1A After the PAC system on the Grunt proved to be quite a success with groups in breaking sieges and bunker busting, work on a more man portable version began. After much work in ways to keep the weapon cool and improve energy efficency, a man portable, barely, version, the Particle Accelerator Rifle, is available, although in limited numbers. The PAR manages to keep the armour penetrating abilities of its larger PAC predecessor intact with only a bit of loss in damage potental, and range. Unfortunately, normal power packs provide a very limited amount of shots for the PAR, so an external power source is recommended. There is a slot to plug in normal power packs to provide a few shots, with a connection to hook up to other power sources. PAR-1A (PL 6 Heavy Weapon) Damage: 6d10, ignores 15 points of hardness/DR Critical: 20 Damage Type: Unknown energy Range Increment: 50 ft Rate of Fire: Once every 2 rounds Size: Large, almost huge Weight: 59 lbs Ammo: 2 box PDC: 40 Mil (+3), extremely rare. Game Notes: Suffers from extreme slow rate of fire, can only fire once every two rounds. When hooking up an external power source, for every 25 rounds of fire it provides normally, the PAR only gets 1. Inaccurate, suffers a -2 to attack rolls. Requires Exotic weapon feat: heavy weapon [/QUOTE]
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