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<blockquote data-quote="kronos182" data-source="post: 6807611" data-attributes="member: 6668634"><p>Possible rule varient for people to use.</p><p></p><p>Anti-armour/vehicle weapons.</p><p>Reading back through various threads, and weapons, when coming up with a few ideas for new stuff to make, one thing that always comes up... the .50 cal. Nerfed at 2d12 points of damage, while there are smaller rounds that are more powerful than assault and battle rifles of 7.62mm at 2d10, fall at either 2d10 or sit at 2d12 like the .50 cal.</p><p></p><p>So, as a quick possible ruling, the .50 cal is classified as an anti-material round. It seriously hurts lightly armoured vehicles. As an anti-material weapon/round, we give it anti-armour abilities. </p><p>According to RAW that is ignores 2 points of Defense as armour piercing. I say we give it ignore 2 points of Def, but also ignore 5 points of hardness/DR. </p><p></p><p>So if you make an anti-material laser or plasma weapon, it should deal rifle damage as a minimal, maybe adding a die or just going to the next step up, allow it to ignore 2 points of Def from armour, and ignore 5 points of Def. </p><p></p><p>This automatically means the weapon is optimized for light anti-armour purposes, and shouldn't be able to add the armour piercing gadgets, unless you decrease it's damage for greater ability to penetrate armour. Like reduce a die or step down die for an extra ignore 5 points of DR/Hardness. Use your best judgement in this area, and refer to the scaling of my explosive weapons as possible guideline, or expanding from Tema69s and backstabbists work in countless threads with their input.</p><p></p><p>This means if you design a cannon, should do at least 2 die more than an anti-material rifle. So the cannon on the M1A1 Abrams should ignore at least 5 points of hardness/dr, when using this variant rule. In reality it should be ignoring more in the lines of 15 to 20, especially when using APDSFS type rounds. So a plain slug would automatically ignore 5 points of hardness/dr and maybe add 2 die of damage, so sure, it'll do more damage, but against other tanks, that extra 12 to 24 points at max damage will be cancelled out by the higher hardness, especially on average rolls.</p><p></p><p>Just a quick possible fix for those annoyed with .50 cal machineguns not seriously hurting lightly armoured APCs like they should in RL. </p><p></p><p>Any other suggestions feel free to add them.</p><p></p><p>[HR][/HR]</p><p></p><p>GAU19/C-EX</p><p>The GAU19/C-EX is a caseless, linkless extended barrel version of the older GAU19 gatling gun made by General Electrics. It's a three barrelled design to save on weight. The standard ammunition is ZX caseless .50 cal bmg rounds. The barrels are reinforced for any future development in weapons, such as plasma coated. These are usually vehicle mounted weapons, but are also useful in fixt fortifications and bunkers, making it an excellent defensive weapon.</p><p>Damage: 4d12+4</p><p>Critical: 20</p><p>Damage Type: Ballistic</p><p>Range Increment: 220 ft</p><p>Rate of Fire: A</p><p>Size: Huge</p><p>Ammo: 1500 rd drum</p><p>PDC: 26 Mil (+3)</p><p>Affects 20 x 20 area, Reflex DC 21</p><p>Using variant rules of .50 cal being anti-material rounds, gains ignores 2 points of Def from armour, ignores 5 points of hardness/dr, to all targets in the affected area.</p><p></p><p>[HR][/HR]</p><p></p><p>Telsa mk3</p><p></p><p>The Tesla might be considered an eccentric weapon, and some people don't consider it very effective in the fight against the vampires. While some vampires, especially older ones, are resistant to electrical based attacks, many of their minions are not. The Tesla mk3 is a large weapon, a large blocky body with a long rod that ends in a two pronged fork with a coil surrounding the rod but not touching it except at the base of the main body and at the base of the fork. When fired, the coil glows a slight blue as electrical arcs travel down the rod, connecting the coil and rod. The Tesla does have a few advantages, being that after the primary target is hit, several arcs of electricity branch from the primary target to hit others near it, giving it a multiple target damage abilities. Also those hit by the electric energy can even be paralysed temporarily, including vampires that are resistant to electricity. This was a big selling point as a paralysed vampire is almost as good as dead, allowing easier time to stake them. Telsas are usually mounted on fortifications, military bases, large vehicles and other places usually with dedicated power sources to help keep the Tesla running. When mounted on a vehicle or security towers, they are usually paired with D11 or similar stake launchers so that paralysed vampires can be quickly staked without risking soldiers or Knights.</p><p></p><p>Damage: 7d6</p><p>Critical: 20</p><p>Damage Type: Electricity</p><p>Range Increment: 70 ft line</p><p>Rate Of Fire: S</p><p>Magazine: See text</p><p>Size: Huge</p><p>Weight: 87 lbs</p><p>Purchase DC: 47</p><p>Restriction: Mil (+3)</p><p>NOTES: Upon striking the primary target, up to 5 secondary arcs will hit random targets within 20 ft of the primary target for half the damage of the original target, Reflex DC 16 to half the damage to secondary targets. The primary target must make a Fort save DC 20 or be paralyzed for 1d6+2 rounds, while secondary targets need to make a Fort save DC 15 or be paralyzed for 1d4 rounds.</p><p>The Tesla uses special batteries which allow for 10 shots before needing to be recharged, which can be done through any power source using the appropriate adaptor. In an emergency, a car battery can be used to provide enough power for 4 shots, but the rate of fire changes to single as the battery can't keep up with a semiautomatic rate of fire before being drained dry. A portable gas generator can provide power for the Tesla, but the rate of fire is changed to once every other round as the portable generator isn't designed to shunt so much power in such a short time, but does provide power for as long as it has fuel, or can be used to recharge a spent battery at a rate of 1 shot per 2 minutes. </p><p></p><p>This was created for a specific campaign setting that died.</p><p></p><p>[HR][/HR]</p><p></p><p>20 mm Autocannon </p><p>A vehicle heavy weapon, used on armoured personnel carriers, light tanks, and aircraft. Can be used on mecha as well.</p><p></p><p>Autocannon, 20mm (PL 5 Heavy or Vehicle Weapons Proficency)</p><p>Damage: 4d10</p><p>Critical: 19-20 x2</p><p>Damage Type: Ballistic</p><p>Range Increment: 150 feet</p><p>Rate of Fire: A</p><p>Size: Gargantuan</p><p>Weight: </p><p>Ammo: Linked</p><p>Purchase DC: 32</p><p>Notes: Military (+3)</p><p></p><p>[HR][/HR]</p><p></p><p>105 mm Cannon</p><p>A smaller cousin to the 120 mm found on the Abrams main battle tank.</p><p></p><p>Cannon, 105 mm (PL 5 Heavy or Vehicle Weapons Proficiency)</p><p>Damage: 8d12</p><p>Critical: 20</p><p>Damage Type: Ballistic</p><p>Range Increment: 300 feet</p><p>Rate of Fire: S</p><p>Size: Gargantuan</p><p>Weight: </p><p>Ammo: 1 Internal (some models have a box)</p><p>Purchase DC: 36</p><p>Notes: Military (+3)</p></blockquote><p></p>
[QUOTE="kronos182, post: 6807611, member: 6668634"] Possible rule varient for people to use. Anti-armour/vehicle weapons. Reading back through various threads, and weapons, when coming up with a few ideas for new stuff to make, one thing that always comes up... the .50 cal. Nerfed at 2d12 points of damage, while there are smaller rounds that are more powerful than assault and battle rifles of 7.62mm at 2d10, fall at either 2d10 or sit at 2d12 like the .50 cal. So, as a quick possible ruling, the .50 cal is classified as an anti-material round. It seriously hurts lightly armoured vehicles. As an anti-material weapon/round, we give it anti-armour abilities. According to RAW that is ignores 2 points of Defense as armour piercing. I say we give it ignore 2 points of Def, but also ignore 5 points of hardness/DR. So if you make an anti-material laser or plasma weapon, it should deal rifle damage as a minimal, maybe adding a die or just going to the next step up, allow it to ignore 2 points of Def from armour, and ignore 5 points of Def. This automatically means the weapon is optimized for light anti-armour purposes, and shouldn't be able to add the armour piercing gadgets, unless you decrease it's damage for greater ability to penetrate armour. Like reduce a die or step down die for an extra ignore 5 points of DR/Hardness. Use your best judgement in this area, and refer to the scaling of my explosive weapons as possible guideline, or expanding from Tema69s and backstabbists work in countless threads with their input. This means if you design a cannon, should do at least 2 die more than an anti-material rifle. So the cannon on the M1A1 Abrams should ignore at least 5 points of hardness/dr, when using this variant rule. In reality it should be ignoring more in the lines of 15 to 20, especially when using APDSFS type rounds. So a plain slug would automatically ignore 5 points of hardness/dr and maybe add 2 die of damage, so sure, it'll do more damage, but against other tanks, that extra 12 to 24 points at max damage will be cancelled out by the higher hardness, especially on average rolls. Just a quick possible fix for those annoyed with .50 cal machineguns not seriously hurting lightly armoured APCs like they should in RL. Any other suggestions feel free to add them. [HR][/HR] GAU19/C-EX The GAU19/C-EX is a caseless, linkless extended barrel version of the older GAU19 gatling gun made by General Electrics. It's a three barrelled design to save on weight. The standard ammunition is ZX caseless .50 cal bmg rounds. The barrels are reinforced for any future development in weapons, such as plasma coated. These are usually vehicle mounted weapons, but are also useful in fixt fortifications and bunkers, making it an excellent defensive weapon. Damage: 4d12+4 Critical: 20 Damage Type: Ballistic Range Increment: 220 ft Rate of Fire: A Size: Huge Ammo: 1500 rd drum PDC: 26 Mil (+3) Affects 20 x 20 area, Reflex DC 21 Using variant rules of .50 cal being anti-material rounds, gains ignores 2 points of Def from armour, ignores 5 points of hardness/dr, to all targets in the affected area. [HR][/HR] Telsa mk3 The Tesla might be considered an eccentric weapon, and some people don't consider it very effective in the fight against the vampires. While some vampires, especially older ones, are resistant to electrical based attacks, many of their minions are not. The Tesla mk3 is a large weapon, a large blocky body with a long rod that ends in a two pronged fork with a coil surrounding the rod but not touching it except at the base of the main body and at the base of the fork. When fired, the coil glows a slight blue as electrical arcs travel down the rod, connecting the coil and rod. The Tesla does have a few advantages, being that after the primary target is hit, several arcs of electricity branch from the primary target to hit others near it, giving it a multiple target damage abilities. Also those hit by the electric energy can even be paralysed temporarily, including vampires that are resistant to electricity. This was a big selling point as a paralysed vampire is almost as good as dead, allowing easier time to stake them. Telsas are usually mounted on fortifications, military bases, large vehicles and other places usually with dedicated power sources to help keep the Tesla running. When mounted on a vehicle or security towers, they are usually paired with D11 or similar stake launchers so that paralysed vampires can be quickly staked without risking soldiers or Knights. Damage: 7d6 Critical: 20 Damage Type: Electricity Range Increment: 70 ft line Rate Of Fire: S Magazine: See text Size: Huge Weight: 87 lbs Purchase DC: 47 Restriction: Mil (+3) NOTES: Upon striking the primary target, up to 5 secondary arcs will hit random targets within 20 ft of the primary target for half the damage of the original target, Reflex DC 16 to half the damage to secondary targets. The primary target must make a Fort save DC 20 or be paralyzed for 1d6+2 rounds, while secondary targets need to make a Fort save DC 15 or be paralyzed for 1d4 rounds. The Tesla uses special batteries which allow for 10 shots before needing to be recharged, which can be done through any power source using the appropriate adaptor. In an emergency, a car battery can be used to provide enough power for 4 shots, but the rate of fire changes to single as the battery can't keep up with a semiautomatic rate of fire before being drained dry. A portable gas generator can provide power for the Tesla, but the rate of fire is changed to once every other round as the portable generator isn't designed to shunt so much power in such a short time, but does provide power for as long as it has fuel, or can be used to recharge a spent battery at a rate of 1 shot per 2 minutes. This was created for a specific campaign setting that died. [HR][/HR] 20 mm Autocannon A vehicle heavy weapon, used on armoured personnel carriers, light tanks, and aircraft. Can be used on mecha as well. Autocannon, 20mm (PL 5 Heavy or Vehicle Weapons Proficency) Damage: 4d10 Critical: 19-20 x2 Damage Type: Ballistic Range Increment: 150 feet Rate of Fire: A Size: Gargantuan Weight: Ammo: Linked Purchase DC: 32 Notes: Military (+3) [HR][/HR] 105 mm Cannon A smaller cousin to the 120 mm found on the Abrams main battle tank. Cannon, 105 mm (PL 5 Heavy or Vehicle Weapons Proficiency) Damage: 8d12 Critical: 20 Damage Type: Ballistic Range Increment: 300 feet Rate of Fire: S Size: Gargantuan Weight: Ammo: 1 Internal (some models have a box) Purchase DC: 36 Notes: Military (+3) [/QUOTE]
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