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<blockquote data-quote="kronos182" data-source="post: 6807667" data-attributes="member: 6668634"><p>Slammer Missiles</p><p></p><p>Slammer missiles were designed as a form of infantry control and area denial. Slammers are also quite useful against aircraft, except extremely fast ones. </p><p>When a Slammer strikes its target, it releases a large concussion force, stunning and knocking prone most people. It has also been observed that items not bolted down and less than 50 lbs have been thrown about from the blast. Low flying aircraft, helicopters and hovercraft can also be sent careening out of control.</p><p>Standard Slammers are about 5 feet in length and are usually set in a ground to ground or ground to air use. Aircraft mounted Slammers are about 7 feet long due to the added fuel and enhanced flight capabilities and guidance to engage faster targets.</p><p></p><p>Slammer Missile (PL6)</p><p>Damage: 6d8 to target hit, 3d8 to everything within 50 ft radius. </p><p>Critical: 20</p><p>Damage Type: Concussion</p><p>Range Increment: 250 ft. Aircraft mounted ones use normal rules for missiles similar to sidewinders.</p><p>Rate of Fire: Single</p><p>Size: Huge</p><p>Weight: 21 lbs per missile</p><p>Ammo: </p><p>Purchase: 27 Mil (+3) for 1 missile. Aircraft mounted ones cost PDC 30 Mil (+3).</p><p></p><p>Game Notes: Target hit must make Fort save 25 or Stunned for 1d6+3 rounds, is knocked prone if person, if an airborne target, like a helicopter or even a hovercraft must make a Pilot skill check DC 25 to maintain control. Everything within the blast radius must make Fort Save DC 20 or be stunned for 1d6 rounds, Reflex save DC 20 or be thrown 20 ft and knocked prone (damage for striking a target while being thrown apply). Flying and hovering craft must make Pilot skill check DC 20 or lose control.</p><p></p><p>[HR][/HR]</p><p></p><p>M857-D Demolition Grenade</p><p></p><p>The M857-D Demolition grenade, also known as building poppers or just poppers, were designed as a quick means for SpecOp teams to destroy key target buildings or to collapse bridges without having to expose themselves more than necessary. Poppers can be used like a normal demolitions charge as well. Poppers are designed so that when thrown they will land and adhere to most surfaces.</p><p></p><p>Game Notes: Make a Demolition Skill check at -4, then a ranged attack at -2 to throw the grenade at the spot.</p><p></p><p>M857-D (PL 6)</p><p>Damage: 5d6</p><p>Critical: 20</p><p>Damage Type: Concussion</p><p>Blast Radius: 20 ft</p><p>Range Increment: 15 ft</p><p>Size: Tiny</p><p>Weight: 2.2 lbs</p><p>PDC: 17 Mil (+3) </p><p></p><p>[HR][/HR]</p><p></p><p>Javelin</p><p>Next-generation of guided anti-armour weapon system. Developed late in the 20th century, it become quite common amongst some of the major militaries.</p><p>It features improvements over other anti-armour weapons including imaging infrared system, fire and forget capacity. It can also be used in a limited anti-aircraft capacity against slow, low-flying aircraft, such as helicopters. The missile's normal attack mode is top-down, in which it attacks the thinly armoured roof of an armoured vehicle, but can be switched to a direct targeting assault mode, good for attacking the sides of armoured vehicles, or attacking fortified or reinforced structures. The weapon also has a "soft launch" signature, producing lower overpressure and backblast than its predecessors, making it more ideal for use in enclosed spaces. It uses a detachable, reusable targeting system. This targeting system integrates day sights and a lightweight FLIR-type passive IR night sight with a power system based on disposable batteries, into a hand-held surveillance unit as well as the targeting system. The whole system weighs a hefty 50 lbs, which does limit how many can be carried in the field.</p><p></p><p>Javelin (PL5 Exotic Weapon Proficiency)</p><p>Damage: 11d6, ignore 13 points of hardness</p><p>Blast Radius: 15 ft</p><p>Critical: 20 x2</p><p>Damage Type: fire</p><p>Range Increment: 200 ft</p><p>Rate of Fire: single</p><p>Size: large</p><p>Weight: 50 lbs</p><p>Ammo: 1</p><p>Purchase DC: 34 (Mil +3)</p><p>Notes: Ignores 13 points of hardness, will not fire at a target within 30 feet. In top-down fire mode takes full round to fire, ignore 1 point of Defense from target's armour and a further 4 points of hardness, but reduce range increment by 50 feet. In direct fire mode, firing is a normal attack action. Attaching or removing the targeting unit is a move equivalent action. The detached targeting unit can act as nightvision goggles with a 200 ft range and binoculars, a laser designator and range finder.</p><p></p><p>[HR][/HR]</p><p></p><p>Milan</p><p>A second-generation medium anti-tank disposable rocket. The MILAN doesn't have a disposable launcher like various LAWs, instead the missile is clipped to the launcher. It is a wire-guided missile that requires the user to keep the targeting radical centered on the target. It has excellent armour penetration capability as well as greater range over common LAWs, however it does weigh a fair bit and is usually used with a tripod to steady the launcher. It is usually deployed in at least a two man crew, with one aiming and firing the missiles while the other carries and loads.</p><p></p><p>MILAN (PL5 Exotic Weapon Proficiency)</p><p>Damage: 14d6, ignores 18 points of hardness</p><p>Blast Radius: 30 ft</p><p>Critical: 20 x2</p><p>Damage Type: fire</p><p>Range Increment: 630 ft</p><p>Rate of Fire: SS</p><p>Size: large</p><p>Weight: 36 lbs for launcher, 16 lbs for missiles</p><p>Ammo: 1</p><p>Purchase DC: 30 (Mil +3) for launcher, missiles 28 (Mil +3)</p><p>Notes: Reloading is a standard action, will not fire if target is within 30 feet of launcher. Firing is a full round action as the user must keep the target in the sights. With the aid of a second person, the weapon can be fired every round as long as there are enough missiles at hand.</p><p></p><p>[HR][/HR]</p><p></p><p>M431C2 Mini Missile Rifle</p><p>The M431C2 Mini Missile Rifle, or MMR, is a large rifle that fires mini missiles, or mini rockets, giving an infantry squad some serious fire power. The weapon is a long rectangular tube which actually contains two tubes which hold the missiles in a similar fashion to MetalStorm weapons. On top is the scope and targeting system along with cybernetic uplink connection. Along the bottom of the body is a light laser rifle to give the user a back up weapon for when the missiles run out. The laser might be light in power, but has exceptional range, making it a good sniper weapon. Although it carries a large compliment of mini missiles, reloading is slow, in a similar manner to shotguns, loading missiles in through a port on the side, one for each tube. It has a selector for either tube so that one tube can be loaded with one type of missile and the other another type, typically one being fragmentation and the other either explosive or armour piercing. </p><p></p><p>M431C2 Mini Missile Rifle (PL6 Exotic Weapon Proficiency (Rocket Launcher)/Heavy Weapon)</p><p>Damage: Varies by missile/ Laser 3d6</p><p>Critical: varies by missile / 20 x2</p><p>Damage Type: varies by missile / fire</p><p>Range Increment: varies by missile, generally 200 ft / laser 175 ft</p><p>Rate of Fire: Semi for missiles / laser semi</p><p>Size: Huge</p><p>Weight: 30.5 lbs</p><p>Ammo: 10 missiles (5 per tube), laser 50 box</p><p>Purchase DC: 33 (Mil +3)</p><p>Notes: Scope has night vision (darkvision only out to 400 ft, but suffering -2 to Spot checks), thermal/IR vision, cybernetic uplink. Requires minimum Strength of 14 to wield properly or suffer a -2 to attack rolls. Mini missiles use user's attack roll on initial attack, but if misses, can make an additional attack next round using a +5 attack roll (higher or lower depending on missile quality). Reloading the missiles takes a full round per tube. Switching between either tube is a free action that can be done any number of times, but can only switch from missile or laser once per round as a free action.</p><p></p><p>[HR][/HR]</p><p></p><p>Rocket Propelled Chainsaw</p><p>[ATTACH]73658[/ATTACH]</p><p></p><p>The rocket propelled chainsaw was created by a deranged Ash fan, who just couldn't get close enough to use his chainsaw on his target. Although highly unusual, it does the job of slicing and dicing those hard to reach far away targets, like zombies.</p><p></p><p>Damage: 3d6</p><p>Critical: 20</p><p>Damage Type: Slashing</p><p>Range Increment: 70 ft</p><p>Rate of Fire: Single</p><p>Magazine: 1 internal, takes one round to reload, which provokes an AoO</p><p>Size: Large</p><p>Weight: 5 lbs empty, 15 lbs loaded</p><p>Purchase DC: 15 for the launcher, 11 for the ammo (usually custom made)</p><p>Restriction: Illegal (+2)</p><p>Special: Due to the front heavy nature of the round, it suffers a -2 to attack rolls for being fairly inaccurate. </p><p></p><p>It is possible to create a version that is armour piercing (getting a chainsaw designed to cut through armour grade metal, or some such), or other purpose chainsaw rounds.. but would you really want to? Then again, anything is possible on Coreline.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6807667, member: 6668634"] Slammer Missiles Slammer missiles were designed as a form of infantry control and area denial. Slammers are also quite useful against aircraft, except extremely fast ones. When a Slammer strikes its target, it releases a large concussion force, stunning and knocking prone most people. It has also been observed that items not bolted down and less than 50 lbs have been thrown about from the blast. Low flying aircraft, helicopters and hovercraft can also be sent careening out of control. Standard Slammers are about 5 feet in length and are usually set in a ground to ground or ground to air use. Aircraft mounted Slammers are about 7 feet long due to the added fuel and enhanced flight capabilities and guidance to engage faster targets. Slammer Missile (PL6) Damage: 6d8 to target hit, 3d8 to everything within 50 ft radius. Critical: 20 Damage Type: Concussion Range Increment: 250 ft. Aircraft mounted ones use normal rules for missiles similar to sidewinders. Rate of Fire: Single Size: Huge Weight: 21 lbs per missile Ammo: Purchase: 27 Mil (+3) for 1 missile. Aircraft mounted ones cost PDC 30 Mil (+3). Game Notes: Target hit must make Fort save 25 or Stunned for 1d6+3 rounds, is knocked prone if person, if an airborne target, like a helicopter or even a hovercraft must make a Pilot skill check DC 25 to maintain control. Everything within the blast radius must make Fort Save DC 20 or be stunned for 1d6 rounds, Reflex save DC 20 or be thrown 20 ft and knocked prone (damage for striking a target while being thrown apply). Flying and hovering craft must make Pilot skill check DC 20 or lose control. [HR][/HR] M857-D Demolition Grenade The M857-D Demolition grenade, also known as building poppers or just poppers, were designed as a quick means for SpecOp teams to destroy key target buildings or to collapse bridges without having to expose themselves more than necessary. Poppers can be used like a normal demolitions charge as well. Poppers are designed so that when thrown they will land and adhere to most surfaces. Game Notes: Make a Demolition Skill check at -4, then a ranged attack at -2 to throw the grenade at the spot. M857-D (PL 6) Damage: 5d6 Critical: 20 Damage Type: Concussion Blast Radius: 20 ft Range Increment: 15 ft Size: Tiny Weight: 2.2 lbs PDC: 17 Mil (+3) [HR][/HR] Javelin Next-generation of guided anti-armour weapon system. Developed late in the 20th century, it become quite common amongst some of the major militaries. It features improvements over other anti-armour weapons including imaging infrared system, fire and forget capacity. It can also be used in a limited anti-aircraft capacity against slow, low-flying aircraft, such as helicopters. The missile's normal attack mode is top-down, in which it attacks the thinly armoured roof of an armoured vehicle, but can be switched to a direct targeting assault mode, good for attacking the sides of armoured vehicles, or attacking fortified or reinforced structures. The weapon also has a "soft launch" signature, producing lower overpressure and backblast than its predecessors, making it more ideal for use in enclosed spaces. It uses a detachable, reusable targeting system. This targeting system integrates day sights and a lightweight FLIR-type passive IR night sight with a power system based on disposable batteries, into a hand-held surveillance unit as well as the targeting system. The whole system weighs a hefty 50 lbs, which does limit how many can be carried in the field. Javelin (PL5 Exotic Weapon Proficiency) Damage: 11d6, ignore 13 points of hardness Blast Radius: 15 ft Critical: 20 x2 Damage Type: fire Range Increment: 200 ft Rate of Fire: single Size: large Weight: 50 lbs Ammo: 1 Purchase DC: 34 (Mil +3) Notes: Ignores 13 points of hardness, will not fire at a target within 30 feet. In top-down fire mode takes full round to fire, ignore 1 point of Defense from target's armour and a further 4 points of hardness, but reduce range increment by 50 feet. In direct fire mode, firing is a normal attack action. Attaching or removing the targeting unit is a move equivalent action. The detached targeting unit can act as nightvision goggles with a 200 ft range and binoculars, a laser designator and range finder. [HR][/HR] Milan A second-generation medium anti-tank disposable rocket. The MILAN doesn't have a disposable launcher like various LAWs, instead the missile is clipped to the launcher. It is a wire-guided missile that requires the user to keep the targeting radical centered on the target. It has excellent armour penetration capability as well as greater range over common LAWs, however it does weigh a fair bit and is usually used with a tripod to steady the launcher. It is usually deployed in at least a two man crew, with one aiming and firing the missiles while the other carries and loads. MILAN (PL5 Exotic Weapon Proficiency) Damage: 14d6, ignores 18 points of hardness Blast Radius: 30 ft Critical: 20 x2 Damage Type: fire Range Increment: 630 ft Rate of Fire: SS Size: large Weight: 36 lbs for launcher, 16 lbs for missiles Ammo: 1 Purchase DC: 30 (Mil +3) for launcher, missiles 28 (Mil +3) Notes: Reloading is a standard action, will not fire if target is within 30 feet of launcher. Firing is a full round action as the user must keep the target in the sights. With the aid of a second person, the weapon can be fired every round as long as there are enough missiles at hand. [HR][/HR] M431C2 Mini Missile Rifle The M431C2 Mini Missile Rifle, or MMR, is a large rifle that fires mini missiles, or mini rockets, giving an infantry squad some serious fire power. The weapon is a long rectangular tube which actually contains two tubes which hold the missiles in a similar fashion to MetalStorm weapons. On top is the scope and targeting system along with cybernetic uplink connection. Along the bottom of the body is a light laser rifle to give the user a back up weapon for when the missiles run out. The laser might be light in power, but has exceptional range, making it a good sniper weapon. Although it carries a large compliment of mini missiles, reloading is slow, in a similar manner to shotguns, loading missiles in through a port on the side, one for each tube. It has a selector for either tube so that one tube can be loaded with one type of missile and the other another type, typically one being fragmentation and the other either explosive or armour piercing. M431C2 Mini Missile Rifle (PL6 Exotic Weapon Proficiency (Rocket Launcher)/Heavy Weapon) Damage: Varies by missile/ Laser 3d6 Critical: varies by missile / 20 x2 Damage Type: varies by missile / fire Range Increment: varies by missile, generally 200 ft / laser 175 ft Rate of Fire: Semi for missiles / laser semi Size: Huge Weight: 30.5 lbs Ammo: 10 missiles (5 per tube), laser 50 box Purchase DC: 33 (Mil +3) Notes: Scope has night vision (darkvision only out to 400 ft, but suffering -2 to Spot checks), thermal/IR vision, cybernetic uplink. Requires minimum Strength of 14 to wield properly or suffer a -2 to attack rolls. Mini missiles use user's attack roll on initial attack, but if misses, can make an additional attack next round using a +5 attack roll (higher or lower depending on missile quality). Reloading the missiles takes a full round per tube. Switching between either tube is a free action that can be done any number of times, but can only switch from missile or laser once per round as a free action. [HR][/HR] Rocket Propelled Chainsaw [ATTACH=CONFIG]73658._xfImport[/ATTACH] The rocket propelled chainsaw was created by a deranged Ash fan, who just couldn't get close enough to use his chainsaw on his target. Although highly unusual, it does the job of slicing and dicing those hard to reach far away targets, like zombies. Damage: 3d6 Critical: 20 Damage Type: Slashing Range Increment: 70 ft Rate of Fire: Single Magazine: 1 internal, takes one round to reload, which provokes an AoO Size: Large Weight: 5 lbs empty, 15 lbs loaded Purchase DC: 15 for the launcher, 11 for the ammo (usually custom made) Restriction: Illegal (+2) Special: Due to the front heavy nature of the round, it suffers a -2 to attack rolls for being fairly inaccurate. It is possible to create a version that is armour piercing (getting a chainsaw designed to cut through armour grade metal, or some such), or other purpose chainsaw rounds.. but would you really want to? Then again, anything is possible on Coreline. [/QUOTE]
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