Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 6807619" data-attributes="member: 6668634"><p>"Standard" Anti-Aircraft Platform (PL 5, Heavy weapons proficiency or Vehicle weapon proficiency)</p><p>This heavy trailer mounts a small radar system as well as a twin 20 mm turret. The radar has an effective range of 10 km for plotting and tracking aircraft, and has a minimum height of 100 feet with a maximum attack height of 5 km. Once towed into position, the trailer deploys stabilization jacks, and rotates the wheels underneath to act as added cushioning as it lowers to the ground. This process takes about 1 minute. The turret is then unlocked, barrels lift from travel position and free to track aerial targets designated by the radar. The radar system can have friendly IFFs inputted and the system allowed to designate potential targets for a user to accept or deny the system to engage, or left to engage any none friendly IFFs. The turret can be manned with a bonus from the radar and targeting system, or fully automated with only a crew for reloading and fixing any jams or other problems that might appear. The 20 mm shells are longer than those used in most autocannons for enhanced range, along with longer than normal vehicle mounted weapons.</p><p>When manned, the system provides a +3 bonus against aerial targets. As an automated weapon, it has two attacks, both at +6 attack bonus. The trailer is 5 squares long and 2 squares wide in travel mode, and 3 squares wide in deployed mode. The system carries 100 rounds for each cannon and is usually linked to an ammunition trailer with a farther 1000 rounds. In a pinch, the system can be used against ground targets like a tank, but does not gain any bonus to attack, in fact the user takes a -2 to attack rolls.</p><p>Twin linked 20 mm autocannons 6d10 19-20x2, ballistic, 300 ft, S/A, linked (This is fire linked stats. If one cannon is damaged, drop damage to 4d10).</p><p>PDC 33 for whole system, 16 for 50 rounds of standard ballistic rounds.</p><p></p><p>Alternate ammunition: </p><p>High Explosive: These rounds contain an explosive for dealing greater damage upon impact with its target. Increase damage by +2 Die which is fire damage.</p><p>Armour Piercing: These ballistic rounds are meant for penetrating heavy armour. Many critics laughed at heavy armour piercing rounds in anti-aircraft roles, due to the thin armour on aircraft in use, but the military likes to be prepared. Reduce damage by 1 die, ignores 3 points of Defense provided by armour (For RAW), and 10 points of hardness/DR.</p><p>Shrapnel: This shell explodes before reaching the target, throwing a large cloud of razor sharp metal in an attempt to strike multiple targets. Deals 3d8 slashing damage to a 50 foot area, Reflex save DC 18 for half. In twin linked configuration deals 4d8 slashing damage to a 75 foot area with a Reflex save DC 21 for half.</p><p></p><p>PL6 Version</p><p>The next age version of the anti-aircraft platform is very similar to the previous generation, but instead uses twin long range lasers. The basic PL6 version sits on a trailer that is 2 squares wide and 4 squares long. The weapon system is slightly smaller, but still has long barrels. The reduction in weapon physical size allows for a powerful power generator to be installed which powers both the radar and refilling the high capacity burst capacitors. This version has a radar range of 20 km and an effective firing ceiling of 7 km, and a minimum range of 50 feet. The PL6 version can be used against ground targets as well, but suffers a -1 to attack rolls. The system has an improved sensors and not only can identify targets by IFF information, but can also use visual systems to identify targets, but only with an effective range of 10 km. This aids in target priority designation for users, or for identifying civilian craft that accidentally fly into its target area. In manual mode it only provides a +3 bonus to attacks, but also allows the user to use the visual sensors to identify potential targets as possible friendlies with damaged IFF and comm systems. In automated mode, it has two attacks at +8 attack bonus each, and will not fire on targets it scans as possibly friendly by visual methods that are not broadcasting friendly IFFs and prompts a user for confirmation of attack or not.</p><p>Twin Linked Long ranged lasers 6d8 20, fire, 400 feet, S/A, -</p><p>If one barrel is damaged, a single barrel deals 4d8 points of fire damage. </p><p>PDC 34 for the whole system.</p><p></p><p>[HR][/HR]</p><p></p><p>M-439 Sentry Gun Station</p><p></p><p>The M-439 sentry gun station was designed as a means to quickly set up defensive gun points in a ready made package with minimal set up time. The weapon itself is fairly simple, but well built, as is the tripod. The rifle is a 7.62mm rifle designed for belt feeding and tripod mounting, such as those for vehicle mounts. Mounted on top is a themo-electric scope with IR for precision firing and visibility through smoke. The tripod mounts a ballistic shield to protect the legs of the gunner, plus three smoke grenades which can be launched up to 50 feet or released to shroud the gunner. The whole system is stored in a metal case, usually mounted in a vehicle, some APCs carry between 2 and 6 of these cases, depending on mission profile, and all parts can be assembled in under 5 minutes with a trained person, less with a second person to help. The case can be removed and used as additional protection for the gunner, especially with sandbags. </p><p>The shield and case both have 20 hit points and hardness 10. The shield provides the gunner with a +2 shield bonus to Defense and +1 bonus to Reflex saves against explosives. If the case is set up to aid in the defense of the gunner, the gunner receives one-quarter cover.</p><p>The m-439 comes with the tools needed to set up and take down the whole system, provides a box with 350 rounds in a helix style in the box that is attached to the rifle. The box can be quickly detached and another attached if available.</p><p>The whole system packed weighs about 75 lbs, with retractable casters on the bottom to aid in moving it.</p><p>M-439 Sentry Gun (PL5)</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>Size: large</p><p>Weight: 12 lbs (rifle itself), 75 whole system</p><p>Ammo: 350 belt</p><p>Purchase DC: 24 (Mil +3)</p><p>Notes: Electro-thermal w/IR scope, shield on tripod provides +2 shield bonus to Defense +1 bonus to Reflex saves vs explosives/grenades, case can aid in defense provides one-quarter cover, 3 smoke grenades on tripod can be set to fire up to 50 feet or to cover the tripod. Case only includes 1 350 round box of 7.62mm ammunition.</p><p></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Competition Bow:</span></p><p><span style="font-family: 'Calibri'">Built to even more exacting specifications than a standard compound bow, this well balanced, heavy-pull bow can fire accurately at amazing distances. These high-tech bows have a higher purchase DC, and may be custom made with a DC 30 Craft (mechanical) check that requires at least 40 hours of work.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Targetmaster Bow:</span></p><p><span style="font-family: 'Calibri'">Targetmaster bows resemble competition bows in their construction, but are designed for pinpoint accuracy, not distance or power. These delicate, high-tech bows have a higher purchase DC, and may be custom made with a DC 30 Craft (mechanical)check that requires at least 40 hours of work. Constructing a Type II Targetmaster Bow requires a DC 35 Craft (mechanical check) and at least 60 hours of work.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Tactical Bow:</span></p><p><span style="font-family: 'Calibri'">A reinforced pulley system, set intentionally high, gives the arrows fired by this bow punishing penetration power, but at the cost of reduced range. These hightech bows have a higher purchase DC, and may be custom made with a DC 25 Craft(mechanical) check that requires at least 40 hours of work.</span></p><p> <span style="font-family: 'Calibri'"></span></p><table style='width: 100%'><tr><td> <span style="font-family: 'Calibri'">Weapon</span></td><td> <span style="font-family: 'Calibri'">Damage</span></td><td> <span style="font-family: 'Calibri'">Critical</span></td><td> <span style="font-family: 'Calibri'">Damage Type</span></td><td> <span style="font-family: 'Calibri'">Range Incr.</span></td><td> <span style="font-family: 'Calibri'">Size</span></td><td> <span style="font-family: 'Calibri'">Weight</span></td><td> <span style="font-family: 'Calibri'">PDC</span></td><td> <span style="font-family: 'Calibri'">Res.</span></td></tr><tr><td> <span style="font-family: 'Calibri'">Competition Bow</span></td><td> <span style="font-family: 'Calibri'">1d8+1</span></td><td> <span style="font-family: 'Calibri'">19-20</span></td><td> <span style="font-family: 'Calibri'">Piercing</span></td><td> <span style="font-family: 'Calibri'">60 ft</span></td><td> <span style="font-family: 'Calibri'">Large</span></td><td> <span style="font-family: 'Calibri'">4 lbs</span></td><td> <span style="font-family: 'Calibri'">16</span></td><td> <span style="font-family: 'Calibri'">-</span></td></tr><tr><td> <span style="font-family: 'Calibri'">Targetmaster Bow</span></td><td> <span style="font-family: 'Calibri'">1d6</span></td><td> <span style="font-family: 'Calibri'">18-20 (type I)<br /> 17-20 (type II)</span></td><td> <span style="font-family: 'Calibri'">Piercing</span></td><td> <span style="font-family: 'Calibri'">30 ft</span></td><td> <span style="font-family: 'Calibri'">Large</span></td><td> <span style="font-family: 'Calibri'">5 lbs</span></td><td> <span style="font-family: 'Calibri'">18 (type I)<br /> 20 (type II)</span></td><td> <span style="font-family: 'Calibri'">-</span></td></tr><tr><td> <span style="font-family: 'Calibri'">Tactical Bow</span></td><td> <span style="font-family: 'Calibri'">2d8</span></td><td> <span style="font-family: 'Calibri'">20</span></td><td> <span style="font-family: 'Calibri'">Piercing</span></td><td> <span style="font-family: 'Calibri'">30 ft</span></td><td> <span style="font-family: 'Calibri'">Large</span></td><td> <span style="font-family: 'Calibri'">4 lbs</span></td><td> <span style="font-family: 'Calibri'">16</span></td><td> <span style="font-family: 'Calibri'">-</span></td></tr></table><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Kevlar Bowstrings</span></p><p><span style="font-family: 'Calibri'">An archer can replace his bow’s standard bow strings with high tension Kevlar and polymer cord, which increases his bow’s lethality. Replacing a set of standard strings with Kevlar strings requires a DC 10 Craft (mechanical check)and around an hour of effort. Any bow equipped with Kevlar strings inflicts an additional point of damage with every arrow fired.</span></p><p><span style="font-family: 'Calibri'">Weight: Negligible</span></p><p><span style="font-family: 'Calibri'">PDC: 10</span></p><p><span style="font-family: 'Calibri'">Restriction: None</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p><span style="font-family: 'Calibri'">Swarmer </span></p><p><span style="font-family: 'Calibri'">The swarmer is a heavy rifle-like weapon, that launches several small rocket-like projectiles at once at a target. Each projectile is small, and doesn't deal a lot of damage, but as several are launched, each with limited homing abilities, the chances of multiple projectiles striking a target are greater. Alternatively, the weapon can be set to let the projectiles target multiple targets within 50 feet of one selected target. To load the swarmer, an ammo block is inserted into the top, which holds 10 rows of 2 by 3, meaning each time the swarmer is fired, 6 projectiles are launched. The launched projectiles don't follow a straight path, even when all are launched at a single target, using a small randomizer in their flight systems, they bob and weave as they make their way to the target, making it harder to predict their exact flight path.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Swarmer (PL6/7 Heavy/Exotic Weapon Proficiency)</span></p><p><span style="font-family: 'Calibri'">Damage: 2d4 per projectile</span></p><p><span style="font-family: 'Calibri'">Critical: 20</span></p><p><span style="font-family: 'Calibri'">Damage Type: Ballistic</span></p><p><span style="font-family: 'Calibri'">Range Increment: 60 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Semi</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 21 lbs.</span></p><p><span style="font-family: 'Calibri'">Ammo: 10 (60 rounds, 6 used per firing)</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 28 Mil (+3), 11 per ammo block.</span></p><p><span style="font-family: 'Calibri'">Notes: Two firing modes: Single Target, Multiple Target. If set for single target,make an attack roll like normal, success means a projectile hits. For every 3 points above the target's Defense the attack roll beats, add another projectile's damage up to a total possible 6 projectiles. Any projectiles that don't hit, count as a grenade that scatters on a miss. Due to the nature of the projectile's flight, and the number in flight, the target doesn't get their Dodge bonus to Defense, if they have one. </span></p><p><span style="font-family: 'Calibri'">When set to multiple targets, pick a central target, make an attack roll at -2.This attack roll is used for all targets within a 50 foot radius around the central target. If there are less than 6 targets within the 50 foot radius of the central target, the extra projectiles will strike the first target with the lowest Defense. All targets within the 50 foot radius do not count their Dodge bonus to Defense.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Magna Heavy Laser Rifle</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">A heavy laser rifle that fires a continuous beam instead of pulses, making it a powerful, although slow firing and short ranged rifle compared to other lasers. The advantage of a continuous beam is the higher damage potential and armour penetration, however it is difficult to hit fast moving targets, making it a favourite against heavy vehicles or fortifications. Another advantage is if enough damage is done, the beam can blow through and potentially hit something on the other side of the original target struck. The Magna is also a power hog,quickly draining power packs, thus it comes with cables and connectors for plugging into larger power packs, portable power generators or into the power systems of vehicles or buildings.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Magna Heavy Laser Rifle (PL6)</span></p><p><span style="font-family: 'Calibri'">Damage: 5d8, ignores 5 points of damage reduction</span></p><p><span style="font-family: 'Calibri'">Critical: x3</span></p><p><span style="font-family: 'Calibri'">Damage Type: fire</span></p><p><span style="font-family: 'Calibri'">Range Increment: 50 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: Single</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 18 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 10 box</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 29</span></p><p><span style="font-family: 'Calibri'">Notes: Comes with a shoulder strap, fold out handles on each side to allow better stability.</span></p><p><span style="font-family: 'Calibri'">Ammo Hog - Uses a large amount of energy per shot. 5 shots worth of energy is used for each actual shot fired.</span></p><p><span style="font-family: 'Calibri'">Blow Through - If the magna deals enough damage, over any damage reduction, to do 25% of the target's total current hit points, the beam blasts through the target and can deal any damage to anything standing behind it, provided it is within 5 range increments. Roll to hit the target on the other side. The target on the other side is considered to have full cover and gains the benefits of full cover. Deals only half damage, but retains the full damage reduction ability.</span></p><p><span style="font-family: 'Calibri'">Limited Range - Can only strike targets out to 5 range increments, for a total range of 250 ft.</span></p><p><span style="font-family: 'Calibri'">Can't Hit Fast Targets - Any attempt to strike a target moving more than 30 feet in a round causes the firer to suffer a -2 penalty to attack, and only deals half damage, but the damage reduction is retained.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Toaster Disposable Laser Cannon</span></p><p><span style="font-family: 'Calibri'">The toaster is a heavy, one shot disposable laser with incredible range and damage. Designed and built with just enough quality to survive getting to a location and firing its payload. The toaster is used in a similar manner of old single shot RPGs, in that it is a tube filled with the laser optics, a large capacitor, a handle and a simple optic sight. Once fired, the heat from the laser and the capacitor melts the internal systems into useless slag. To fire, the weapon must charge for several seconds (one round), in which it drains the power pack. Once charged,the weapon must be fired within 1 minute before the weapon begins to melts.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Toaster (PL6 Personal Firearms)</span></p><p><span style="font-family: 'Calibri'">Damage: 10d8</span></p><p><span style="font-family: 'Calibri'">Critical: 20, x3</span></p><p><span style="font-family: 'Calibri'">Damage Type: fire</span></p><p><span style="font-family: 'Calibri'">Range Increment: 300 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: single</span></p><p><span style="font-family: 'Calibri'">Size: Huge</span></p><p><span style="font-family: 'Calibri'">Weight: 15 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 1 ( 1 power pack)</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 20</span></p><p><span style="font-family: 'Calibri'">Notes: Requires 1 round to charge, then must be fired within 1 minute.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">M-67 Hydra</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">With new technologies in ballistics and metallurgy, and the aging M2 heavy machinegun showing its age, militaries were looking for a replacement weapon.The hydra is a triple barreled .50 cal weapon, but instead of using a gatling style,the hydra has three fixed barrels in a triangular pattern. This saves on weight and maintenance. Using new materials allows the barrels to cool faster,allowing for a high firing rate without worrying about the barrels overheating and warping. </span></p><p><span style="font-family: 'Calibri'">The hydra only fires in full automatic, but has two firing modes. The first fires all three barrels at once for heavy damage. The second fires each barrel in sequence for lower damage, but this allows for ammunition conservation, but also has the side effect of making it far harder to dodge any rounds. This was a surprising feature, and much welcomed when used against augmented foes.</span></p><p><span style="font-family: 'Calibri'">The hydra requires three ammunition feeds, making its use as a semi man-portable weapon more limited. Hydra's are usually found in static locations or on vehicles where more space is dedicated to ammunition and bracing for the recoil of all three barrels firing. The hydra uses the XZ propellant for caseless rounds, allowing for slightly lighter weight, better range and damage over the old .50 cal rounds.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">M-67 Hydra (Late PL5/Early PL6 Exotic weapon or Heavy Weapon Proficiency)</span></p><p><span style="font-family: 'Calibri'">Damage: 2d12+4 or 4d12+8</span></p><p><span style="font-family: 'Calibri'">Critical: 20</span></p><p><span style="font-family: 'Calibri'">Damage Type: ballistic</span></p><p><span style="font-family: 'Calibri'">Range Increment: 130 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: A</span></p><p><span style="font-family: 'Calibri'">Size: Huge</span></p><p><span style="font-family: 'Calibri'">Weight: 83 lb.</span></p><p><span style="font-family: 'Calibri'">Ammo: Linked</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 24 Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Notes: Autofire only, two fire modes. Sequence deals 2d12+4 damage to a 10 foot area, Reflex 20 for half, uses 15 rounds per autofire attack. Full barrel deals 4d12+8, 10 foot area, Reflex 16 for half, uses 30 rounds per auto fire.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 6807619, member: 6668634"] "Standard" Anti-Aircraft Platform (PL 5, Heavy weapons proficiency or Vehicle weapon proficiency) This heavy trailer mounts a small radar system as well as a twin 20 mm turret. The radar has an effective range of 10 km for plotting and tracking aircraft, and has a minimum height of 100 feet with a maximum attack height of 5 km. Once towed into position, the trailer deploys stabilization jacks, and rotates the wheels underneath to act as added cushioning as it lowers to the ground. This process takes about 1 minute. The turret is then unlocked, barrels lift from travel position and free to track aerial targets designated by the radar. The radar system can have friendly IFFs inputted and the system allowed to designate potential targets for a user to accept or deny the system to engage, or left to engage any none friendly IFFs. The turret can be manned with a bonus from the radar and targeting system, or fully automated with only a crew for reloading and fixing any jams or other problems that might appear. The 20 mm shells are longer than those used in most autocannons for enhanced range, along with longer than normal vehicle mounted weapons. When manned, the system provides a +3 bonus against aerial targets. As an automated weapon, it has two attacks, both at +6 attack bonus. The trailer is 5 squares long and 2 squares wide in travel mode, and 3 squares wide in deployed mode. The system carries 100 rounds for each cannon and is usually linked to an ammunition trailer with a farther 1000 rounds. In a pinch, the system can be used against ground targets like a tank, but does not gain any bonus to attack, in fact the user takes a -2 to attack rolls. Twin linked 20 mm autocannons 6d10 19-20x2, ballistic, 300 ft, S/A, linked (This is fire linked stats. If one cannon is damaged, drop damage to 4d10). PDC 33 for whole system, 16 for 50 rounds of standard ballistic rounds. Alternate ammunition: High Explosive: These rounds contain an explosive for dealing greater damage upon impact with its target. Increase damage by +2 Die which is fire damage. Armour Piercing: These ballistic rounds are meant for penetrating heavy armour. Many critics laughed at heavy armour piercing rounds in anti-aircraft roles, due to the thin armour on aircraft in use, but the military likes to be prepared. Reduce damage by 1 die, ignores 3 points of Defense provided by armour (For RAW), and 10 points of hardness/DR. Shrapnel: This shell explodes before reaching the target, throwing a large cloud of razor sharp metal in an attempt to strike multiple targets. Deals 3d8 slashing damage to a 50 foot area, Reflex save DC 18 for half. In twin linked configuration deals 4d8 slashing damage to a 75 foot area with a Reflex save DC 21 for half. PL6 Version The next age version of the anti-aircraft platform is very similar to the previous generation, but instead uses twin long range lasers. The basic PL6 version sits on a trailer that is 2 squares wide and 4 squares long. The weapon system is slightly smaller, but still has long barrels. The reduction in weapon physical size allows for a powerful power generator to be installed which powers both the radar and refilling the high capacity burst capacitors. This version has a radar range of 20 km and an effective firing ceiling of 7 km, and a minimum range of 50 feet. The PL6 version can be used against ground targets as well, but suffers a -1 to attack rolls. The system has an improved sensors and not only can identify targets by IFF information, but can also use visual systems to identify targets, but only with an effective range of 10 km. This aids in target priority designation for users, or for identifying civilian craft that accidentally fly into its target area. In manual mode it only provides a +3 bonus to attacks, but also allows the user to use the visual sensors to identify potential targets as possible friendlies with damaged IFF and comm systems. In automated mode, it has two attacks at +8 attack bonus each, and will not fire on targets it scans as possibly friendly by visual methods that are not broadcasting friendly IFFs and prompts a user for confirmation of attack or not. Twin Linked Long ranged lasers 6d8 20, fire, 400 feet, S/A, - If one barrel is damaged, a single barrel deals 4d8 points of fire damage. PDC 34 for the whole system. [HR][/HR] M-439 Sentry Gun Station The M-439 sentry gun station was designed as a means to quickly set up defensive gun points in a ready made package with minimal set up time. The weapon itself is fairly simple, but well built, as is the tripod. The rifle is a 7.62mm rifle designed for belt feeding and tripod mounting, such as those for vehicle mounts. Mounted on top is a themo-electric scope with IR for precision firing and visibility through smoke. The tripod mounts a ballistic shield to protect the legs of the gunner, plus three smoke grenades which can be launched up to 50 feet or released to shroud the gunner. The whole system is stored in a metal case, usually mounted in a vehicle, some APCs carry between 2 and 6 of these cases, depending on mission profile, and all parts can be assembled in under 5 minutes with a trained person, less with a second person to help. The case can be removed and used as additional protection for the gunner, especially with sandbags. The shield and case both have 20 hit points and hardness 10. The shield provides the gunner with a +2 shield bonus to Defense and +1 bonus to Reflex saves against explosives. If the case is set up to aid in the defense of the gunner, the gunner receives one-quarter cover. The m-439 comes with the tools needed to set up and take down the whole system, provides a box with 350 rounds in a helix style in the box that is attached to the rifle. The box can be quickly detached and another attached if available. The whole system packed weighs about 75 lbs, with retractable casters on the bottom to aid in moving it. M-439 Sentry Gun (PL5) Damage: 2d10 Critical: 20 Damage Type: ballistic Range Increment: 90 ft Rate of Fire: s/a Size: large Weight: 12 lbs (rifle itself), 75 whole system Ammo: 350 belt Purchase DC: 24 (Mil +3) Notes: Electro-thermal w/IR scope, shield on tripod provides +2 shield bonus to Defense +1 bonus to Reflex saves vs explosives/grenades, case can aid in defense provides one-quarter cover, 3 smoke grenades on tripod can be set to fire up to 50 feet or to cover the tripod. Case only includes 1 350 round box of 7.62mm ammunition. [HR][/HR] [FONT=Calibri]Competition Bow: Built to even more exacting specifications than a standard compound bow, this well balanced, heavy-pull bow can fire accurately at amazing distances. These high-tech bows have a higher purchase DC, and may be custom made with a DC 30 Craft (mechanical) check that requires at least 40 hours of work. [/FONT] [FONT=Calibri]Targetmaster Bow: Targetmaster bows resemble competition bows in their construction, but are designed for pinpoint accuracy, not distance or power. These delicate, high-tech bows have a higher purchase DC, and may be custom made with a DC 30 Craft (mechanical)check that requires at least 40 hours of work. Constructing a Type II Targetmaster Bow requires a DC 35 Craft (mechanical check) and at least 60 hours of work. [/FONT] [FONT=Calibri]Tactical Bow: A reinforced pulley system, set intentionally high, gives the arrows fired by this bow punishing penetration power, but at the cost of reduced range. These hightech bows have a higher purchase DC, and may be custom made with a DC 25 Craft(mechanical) check that requires at least 40 hours of work. [/FONT] [TABLE="width: 700"][TR][TD] [FONT=Calibri]Weapon[/FONT][/TD][TD] [FONT=Calibri]Damage[/FONT][/TD][TD] [FONT=Calibri]Critical[/FONT][/TD][TD] [FONT=Calibri]Damage Type[/FONT][/TD][TD] [FONT=Calibri]Range Incr.[/FONT][/TD][TD] [FONT=Calibri]Size[/FONT][/TD][TD] [FONT=Calibri]Weight[/FONT][/TD][TD] [FONT=Calibri]PDC[/FONT][/TD][TD] [FONT=Calibri]Res.[/FONT][/TD][/TR][TR][TD] [FONT=Calibri]Competition Bow[/FONT][/TD][TD] [FONT=Calibri]1d8+1[/FONT][/TD][TD] [FONT=Calibri]19-20[/FONT][/TD][TD] [FONT=Calibri]Piercing[/FONT][/TD][TD] [FONT=Calibri]60 ft[/FONT][/TD][TD] [FONT=Calibri]Large[/FONT][/TD][TD] [FONT=Calibri]4 lbs[/FONT][/TD][TD] [FONT=Calibri]16[/FONT][/TD][TD] [FONT=Calibri]-[/FONT][/TD][/TR][TR][TD] [FONT=Calibri]Targetmaster Bow[/FONT][/TD][TD] [FONT=Calibri]1d6[/FONT][/TD][TD] [FONT=Calibri]18-20 (type I) 17-20 (type II)[/FONT][/TD][TD] [FONT=Calibri]Piercing[/FONT][/TD][TD] [FONT=Calibri]30 ft[/FONT][/TD][TD] [FONT=Calibri]Large[/FONT][/TD][TD] [FONT=Calibri]5 lbs[/FONT][/TD][TD] [FONT=Calibri]18 (type I) 20 (type II)[/FONT][/TD][TD] [FONT=Calibri]-[/FONT][/TD][/TR][TR][TD] [FONT=Calibri]Tactical Bow[/FONT][/TD][TD] [FONT=Calibri]2d8[/FONT][/TD][TD] [FONT=Calibri]20[/FONT][/TD][TD] [FONT=Calibri]Piercing[/FONT][/TD][TD] [FONT=Calibri]30 ft[/FONT][/TD][TD] [FONT=Calibri]Large[/FONT][/TD][TD] [FONT=Calibri]4 lbs[/FONT][/TD][TD] [FONT=Calibri]16[/FONT][/TD][TD] [FONT=Calibri]-[/FONT][/TD][/TR][/TABLE][FONT=Calibri] [/FONT] [FONT=Calibri]Kevlar Bowstrings An archer can replace his bow’s standard bow strings with high tension Kevlar and polymer cord, which increases his bow’s lethality. Replacing a set of standard strings with Kevlar strings requires a DC 10 Craft (mechanical check)and around an hour of effort. Any bow equipped with Kevlar strings inflicts an additional point of damage with every arrow fired. Weight: Negligible PDC: 10 Restriction: None [/FONT] [HR][/HR] [FONT=Calibri]Swarmer The swarmer is a heavy rifle-like weapon, that launches several small rocket-like projectiles at once at a target. Each projectile is small, and doesn't deal a lot of damage, but as several are launched, each with limited homing abilities, the chances of multiple projectiles striking a target are greater. Alternatively, the weapon can be set to let the projectiles target multiple targets within 50 feet of one selected target. To load the swarmer, an ammo block is inserted into the top, which holds 10 rows of 2 by 3, meaning each time the swarmer is fired, 6 projectiles are launched. The launched projectiles don't follow a straight path, even when all are launched at a single target, using a small randomizer in their flight systems, they bob and weave as they make their way to the target, making it harder to predict their exact flight path. Swarmer (PL6/7 Heavy/Exotic Weapon Proficiency) Damage: 2d4 per projectile Critical: 20 Damage Type: Ballistic Range Increment: 60 ft Rate of Fire: Semi Size: Large Weight: 21 lbs. Ammo: 10 (60 rounds, 6 used per firing) Purchase DC: 28 Mil (+3), 11 per ammo block. Notes: Two firing modes: Single Target, Multiple Target. If set for single target,make an attack roll like normal, success means a projectile hits. For every 3 points above the target's Defense the attack roll beats, add another projectile's damage up to a total possible 6 projectiles. Any projectiles that don't hit, count as a grenade that scatters on a miss. Due to the nature of the projectile's flight, and the number in flight, the target doesn't get their Dodge bonus to Defense, if they have one. When set to multiple targets, pick a central target, make an attack roll at -2.This attack roll is used for all targets within a 50 foot radius around the central target. If there are less than 6 targets within the 50 foot radius of the central target, the extra projectiles will strike the first target with the lowest Defense. All targets within the 50 foot radius do not count their Dodge bonus to Defense. [/FONT] [HR][/HR] [FONT=Calibri]Magna Heavy Laser Rifle A heavy laser rifle that fires a continuous beam instead of pulses, making it a powerful, although slow firing and short ranged rifle compared to other lasers. The advantage of a continuous beam is the higher damage potential and armour penetration, however it is difficult to hit fast moving targets, making it a favourite against heavy vehicles or fortifications. Another advantage is if enough damage is done, the beam can blow through and potentially hit something on the other side of the original target struck. The Magna is also a power hog,quickly draining power packs, thus it comes with cables and connectors for plugging into larger power packs, portable power generators or into the power systems of vehicles or buildings. Magna Heavy Laser Rifle (PL6) Damage: 5d8, ignores 5 points of damage reduction Critical: x3 Damage Type: fire Range Increment: 50 ft Rate of Fire: Single Size: Large Weight: 18 lbs Ammo: 10 box Purchase DC: 29 Notes: Comes with a shoulder strap, fold out handles on each side to allow better stability. Ammo Hog - Uses a large amount of energy per shot. 5 shots worth of energy is used for each actual shot fired. Blow Through - If the magna deals enough damage, over any damage reduction, to do 25% of the target's total current hit points, the beam blasts through the target and can deal any damage to anything standing behind it, provided it is within 5 range increments. Roll to hit the target on the other side. The target on the other side is considered to have full cover and gains the benefits of full cover. Deals only half damage, but retains the full damage reduction ability. Limited Range - Can only strike targets out to 5 range increments, for a total range of 250 ft. Can't Hit Fast Targets - Any attempt to strike a target moving more than 30 feet in a round causes the firer to suffer a -2 penalty to attack, and only deals half damage, but the damage reduction is retained. [/FONT] [HR][/HR] [FONT=Calibri]Toaster Disposable Laser Cannon[/FONT] [FONT=Calibri]The toaster is a heavy, one shot disposable laser with incredible range and damage. Designed and built with just enough quality to survive getting to a location and firing its payload. The toaster is used in a similar manner of old single shot RPGs, in that it is a tube filled with the laser optics, a large capacitor, a handle and a simple optic sight. Once fired, the heat from the laser and the capacitor melts the internal systems into useless slag. To fire, the weapon must charge for several seconds (one round), in which it drains the power pack. Once charged,the weapon must be fired within 1 minute before the weapon begins to melts. Toaster (PL6 Personal Firearms) Damage: 10d8 Critical: 20, x3 Damage Type: fire Range Increment: 300 ft Rate of Fire: single Size: Huge Weight: 15 lbs Ammo: 1 ( 1 power pack) Purchase DC: 20 Notes: Requires 1 round to charge, then must be fired within 1 minute. [/FONT] [HR][/HR] [FONT=Calibri]M-67 Hydra With new technologies in ballistics and metallurgy, and the aging M2 heavy machinegun showing its age, militaries were looking for a replacement weapon.The hydra is a triple barreled .50 cal weapon, but instead of using a gatling style,the hydra has three fixed barrels in a triangular pattern. This saves on weight and maintenance. Using new materials allows the barrels to cool faster,allowing for a high firing rate without worrying about the barrels overheating and warping. The hydra only fires in full automatic, but has two firing modes. The first fires all three barrels at once for heavy damage. The second fires each barrel in sequence for lower damage, but this allows for ammunition conservation, but also has the side effect of making it far harder to dodge any rounds. This was a surprising feature, and much welcomed when used against augmented foes. The hydra requires three ammunition feeds, making its use as a semi man-portable weapon more limited. Hydra's are usually found in static locations or on vehicles where more space is dedicated to ammunition and bracing for the recoil of all three barrels firing. The hydra uses the XZ propellant for caseless rounds, allowing for slightly lighter weight, better range and damage over the old .50 cal rounds. M-67 Hydra (Late PL5/Early PL6 Exotic weapon or Heavy Weapon Proficiency) Damage: 2d12+4 or 4d12+8 Critical: 20 Damage Type: ballistic Range Increment: 130 ft Rate of Fire: A Size: Huge Weight: 83 lb. Ammo: Linked Purchase DC: 24 Mil (+3) Notes: Autofire only, two fire modes. Sequence deals 2d12+4 damage to a 10 foot area, Reflex 20 for half, uses 15 rounds per autofire attack. Full barrel deals 4d12+8, 10 foot area, Reflex 16 for half, uses 30 rounds per auto fire.[/FONT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
Top