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<blockquote data-quote="kronos182" data-source="post: 6807643" data-attributes="member: 6668634"><p>Mini Rockets</p><p></p><p>Since D20 Future lists the mini-rocket launcher as the size of a small pistol, which never sit well with me, I'm making it more like a rifle, with the mini rockets being around the size of beer can or 40mm grenade.</p><p>So a basic mini-rocket launcher would be something like this.</p><p></p><p>Damage: Varies</p><p>Critical: Varies</p><p>Damage Type: Varies</p><p>Range Increment: 150 ft</p><p>Rate of Fire: Semi</p><p>Size: Large </p><p>Weight: 7.5 lbs</p><p>Ammo: 5 box</p><p>Purchase: PDC 24 (+3 Military)</p><p></p><p>LAW Mini-Rocket PL6</p><p>The LAW mini-rocket is a light anti-tank round. When it hits its target it explodes dealing 10d6 points of damage to all creatures in a 10 ft radius (Reflex DC 18 for half). Because its explosive features a shaped chage designed to penetrate armour, the Law ignores 10 points of hardness/DR but only of the target hit. The LAW round has a minimum range of 30 feet, and will not arm before then. If a target within 30 feet is hit, it'll take 3d6 points of ballistic damage from the impacting warhead but it will not detonate. PDC 16 for 4.</p><p></p><p>Explosive Mini-Rocket PL6</p><p>The explosive mini-rocket is just that, a rocket propelled grenade. When it strikes it's target it deals 6d6 points of fire damage to all within a 20 ft radius (Reflex DC 19 for half). Will not arm within 30 ft of the launcher. PDC 15 for 4.</p><p></p><p>Fragment Mini-Rocket PL6</p><p>The fragmenting mini-rocket sends out bits of deadly shrapnel in a large area. When it strikes, it deals 6d6 points of slashing damage to a 20 ft radius (Reflex DC 19 for half), with a critical threat range of 19-20 for x2 damage. Will not arm within 30 ft of the launcher. PDC 14 for 4.</p><p></p><p>[HR][/HR]</p><p></p><p>M144A2 LAW PL6</p><p>The M144A2 LAW is the successor to the old M72A3 LAW. Using advances in explosives, armour penetrating technologies and propellants, the M144 gives infrantry the necessary punch to attack the mechs and tanks that dominate the battlefields of the future. It ignores 15 points of hardness/DR. The M144 looks similar to the M72 in that it can collapse to half its size, needed to be expanded before use, then a two round clip is inserted into the top at the back, with an intregated scope. M133A2 rockets are PDC 7 for 4 rockets.</p><p></p><p>M144A2 (PL6 Heavy Weapon)</p><p>Damage: 15d6</p><p>Critical: 20</p><p>Damage Type: Explosive</p><p>Range Increment: 225 ft</p><p>Rate of Fire: Semi</p><p>Size: Large</p><p>Weight: 17 lbs</p><p>Ammo: 2 box</p><p>Purchase: PDC 16 (+3 Military)</p><p>Scope X5 plus thermal and passive night vision out to 300 ft.</p><p></p><p>[HR][/HR]</p><p></p><p>Mini Missiles</p><p>Mini Missiles are similar to mini rockets, about the size of beer cans or 40mm grenades, but have slightly smaller warheards to make room for guidance and targeting systems.</p><p>Basic mini missiles can be the same type as mini rockets, but reduce damage by 1 die type, so d12 to d10, d10 to d8, etc. Reduce blast radius by 5 ft and reduce any DR/Hardness ignoring ability by 2. Mini missiles have a base attack bonus of +5 due to its guidance systems.</p><p>Mini missiles can also make use of laser designators to attack targets not in line of sight, but only use a +5 attack bonus instead of the user's attack bonus. </p><p>If a mini missile misses the target of the firer, it can make another attack the next round with only a +5 attack bonus.</p><p>(Attack bonuses can be higher with higher grade missile guidance systems ((increase cost of missile by +2 PDC for every +1 to attack)) and with targeting systems from the launcher.)</p><p>Increase PDC for mini missile version by +2</p><p>Mini missiles can be launched from basic mini rocket launcher, but gain no bonus to the initial attack, but can make an addition attack like normal with a +5 bonus to the target selected by the user.</p><p></p><p>[HR][/HR]</p><p></p><p>Explosive Mini Missile PL6</p><p>The explosive mini missile is just that, a guided version of the mini rocket. When it strikes it's target it deals 6d4 points of fire damage to all within a 15 ft radius (Reflex DC 19 for half). Will not arm within 30 ft of the launcher. PDC 17 for 4.</p><p></p><p></p><p>Plume Launcher</p><p>The Plume launcher is an advanced mini missile launcher, favoured for it's heavy hitting capabilities and multitargeting. Using a special panorama sight, the targeting computer can designate up to 5 targets. The user can approve or decline the autotargeted choices or can focus all missiles or just one on a single target, using the launcher's thermal, IR and video targeting systems. The Plume can also make use of laser designators to hit targets not within its line of sight but within two range increments. If the laser designated targets are within the panorama view, the missiles gain a +2 to attack rolls.</p><p>Another favoured feature of the Plume is it's fairly large payload of 15 mini missiles, held in a fashion similar to Metal Storm system of old, but not using that type of system for launching.</p><p></p><p>Plume (PL6 Heavy Weapon)</p><p>Damage: Varies</p><p>Critical: 20</p><p>Damage Type: Varies</p><p>Range Increment: 225 ft</p><p>Rate of Fire: Semi</p><p>Size: Large</p><p>Weight: 21 lbs</p><p>Ammo: 15 internal</p><p>Purchase: PDC 27 (+3 Military)</p><p>Scope X5 plus thermal, IR and passive night vision out to 300 ft, and panorama view, targeting computer (+1 to attack bonus)</p><p></p><p>Game Notes: Can target and fire at up to 5 targets, but only the basic +5 from the missiles' guidance systems (plus +1 from targeting computer plus any bonuses from any laser designators if any used). If only a single target is selected and all five missiles are fired at it, one missile will use the user's attack roll (plus the +1 bonus from the targeting system), but the other four missiles will veer off course then curve back on target to make their own attacks (using the base attack bonus of +5 plus +1 from the targeting computer, and any bonuses from laser designators if any) immediately after the first missile hits all in the same round.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6807643, member: 6668634"] Mini Rockets Since D20 Future lists the mini-rocket launcher as the size of a small pistol, which never sit well with me, I'm making it more like a rifle, with the mini rockets being around the size of beer can or 40mm grenade. So a basic mini-rocket launcher would be something like this. Damage: Varies Critical: Varies Damage Type: Varies Range Increment: 150 ft Rate of Fire: Semi Size: Large Weight: 7.5 lbs Ammo: 5 box Purchase: PDC 24 (+3 Military) LAW Mini-Rocket PL6 The LAW mini-rocket is a light anti-tank round. When it hits its target it explodes dealing 10d6 points of damage to all creatures in a 10 ft radius (Reflex DC 18 for half). Because its explosive features a shaped chage designed to penetrate armour, the Law ignores 10 points of hardness/DR but only of the target hit. The LAW round has a minimum range of 30 feet, and will not arm before then. If a target within 30 feet is hit, it'll take 3d6 points of ballistic damage from the impacting warhead but it will not detonate. PDC 16 for 4. Explosive Mini-Rocket PL6 The explosive mini-rocket is just that, a rocket propelled grenade. When it strikes it's target it deals 6d6 points of fire damage to all within a 20 ft radius (Reflex DC 19 for half). Will not arm within 30 ft of the launcher. PDC 15 for 4. Fragment Mini-Rocket PL6 The fragmenting mini-rocket sends out bits of deadly shrapnel in a large area. When it strikes, it deals 6d6 points of slashing damage to a 20 ft radius (Reflex DC 19 for half), with a critical threat range of 19-20 for x2 damage. Will not arm within 30 ft of the launcher. PDC 14 for 4. [HR][/HR] M144A2 LAW PL6 The M144A2 LAW is the successor to the old M72A3 LAW. Using advances in explosives, armour penetrating technologies and propellants, the M144 gives infrantry the necessary punch to attack the mechs and tanks that dominate the battlefields of the future. It ignores 15 points of hardness/DR. The M144 looks similar to the M72 in that it can collapse to half its size, needed to be expanded before use, then a two round clip is inserted into the top at the back, with an intregated scope. M133A2 rockets are PDC 7 for 4 rockets. M144A2 (PL6 Heavy Weapon) Damage: 15d6 Critical: 20 Damage Type: Explosive Range Increment: 225 ft Rate of Fire: Semi Size: Large Weight: 17 lbs Ammo: 2 box Purchase: PDC 16 (+3 Military) Scope X5 plus thermal and passive night vision out to 300 ft. [HR][/HR] Mini Missiles Mini Missiles are similar to mini rockets, about the size of beer cans or 40mm grenades, but have slightly smaller warheards to make room for guidance and targeting systems. Basic mini missiles can be the same type as mini rockets, but reduce damage by 1 die type, so d12 to d10, d10 to d8, etc. Reduce blast radius by 5 ft and reduce any DR/Hardness ignoring ability by 2. Mini missiles have a base attack bonus of +5 due to its guidance systems. Mini missiles can also make use of laser designators to attack targets not in line of sight, but only use a +5 attack bonus instead of the user's attack bonus. If a mini missile misses the target of the firer, it can make another attack the next round with only a +5 attack bonus. (Attack bonuses can be higher with higher grade missile guidance systems ((increase cost of missile by +2 PDC for every +1 to attack)) and with targeting systems from the launcher.) Increase PDC for mini missile version by +2 Mini missiles can be launched from basic mini rocket launcher, but gain no bonus to the initial attack, but can make an addition attack like normal with a +5 bonus to the target selected by the user. [HR][/HR] Explosive Mini Missile PL6 The explosive mini missile is just that, a guided version of the mini rocket. When it strikes it's target it deals 6d4 points of fire damage to all within a 15 ft radius (Reflex DC 19 for half). Will not arm within 30 ft of the launcher. PDC 17 for 4. Plume Launcher The Plume launcher is an advanced mini missile launcher, favoured for it's heavy hitting capabilities and multitargeting. Using a special panorama sight, the targeting computer can designate up to 5 targets. The user can approve or decline the autotargeted choices or can focus all missiles or just one on a single target, using the launcher's thermal, IR and video targeting systems. The Plume can also make use of laser designators to hit targets not within its line of sight but within two range increments. If the laser designated targets are within the panorama view, the missiles gain a +2 to attack rolls. Another favoured feature of the Plume is it's fairly large payload of 15 mini missiles, held in a fashion similar to Metal Storm system of old, but not using that type of system for launching. Plume (PL6 Heavy Weapon) Damage: Varies Critical: 20 Damage Type: Varies Range Increment: 225 ft Rate of Fire: Semi Size: Large Weight: 21 lbs Ammo: 15 internal Purchase: PDC 27 (+3 Military) Scope X5 plus thermal, IR and passive night vision out to 300 ft, and panorama view, targeting computer (+1 to attack bonus) Game Notes: Can target and fire at up to 5 targets, but only the basic +5 from the missiles' guidance systems (plus +1 from targeting computer plus any bonuses from any laser designators if any used). If only a single target is selected and all five missiles are fired at it, one missile will use the user's attack roll (plus the +1 bonus from the targeting system), but the other four missiles will veer off course then curve back on target to make their own attacks (using the base attack bonus of +5 plus +1 from the targeting computer, and any bonuses from laser designators if any) immediately after the first missile hits all in the same round. [/QUOTE]
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