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<blockquote data-quote="kronos182" data-source="post: 6811868" data-attributes="member: 6668634"><p>Grounding Mini Rocket (PL7/8)</p><p>This mini rocket uses technology similar to gravity snare rifles and gravity anchors used in armours. The rockets are used usually against aerial targets to bring them down without destroying them.</p><p>These mini rockets can be used in any mini-rocket launcher. Upon striking a target, the casing breaks open and the target is engulfed in shining energy rings, similar to the gravity snare, the rocket deals 1d6 points of ballistic damage from the force of the impact. The target must make a Reflex save DC 17 or be entangled by the energy rings for 1d6+1 rounds. An entangled target can escape the rings with a successful Escape Artist check (DC 40) or break free with a successful Srength check (DC 30). Even if the target makes the save, the grenade is attached to the target, for 1d6+3 rounds, and the grenade emits an increased gravity field, suffering a -30 ft penalty to their speed, which will immobilize most targets, as they feel like they are on a high gravity world. Characters with high gravity world adaptations get a Will save DC 15 to resist this affect. If the target is flying, the increased gravity will cause the target to fall 30 feet per round. The target only takes damage if they strike the ground, taking 3d6 points of bludgeoning damage as the increased gravity is somewhat controlled.</p><p>Grounding mini-rockets have the range of the launcher they are launched from, or 150 ft, which ever is greater. PDC 21 for a box of 5 mini-rockets.</p><p></p><p>[HR][/HR]</p><p></p><p>Arasaka EMF Launcher</p><p>The EMF launcher is little more than a normal antitank rocket launcher, only instead of a shaped-charge warhead, it is replaced with special high-energy capacitors and an enlarged tangler grenade. The warhead sticks to the target, usually power armour, robots or mechs, splashing it with the sticky compound to immobilize it. The capacitors discharge, releasing magnetic energy, temporarily disrupting electrical systems, but also magnetizes the metal armour, causing it to attract to itself, making movement difficult.</p><p>Arasaka EMF Launcher (PL6)</p><p>Damage: 2d10 plus special</p><p>Critical: 20</p><p>Damage Type: ballistic plus special</p><p>Range Increment: 250 ft</p><p>Rate of Fire: single</p><p>Size: large</p><p>Weight: 19 lb</p><p>Ammo: 3 box</p><p>Purchase DC: 19, box of 3 rockets 12</p><p>Restriction: Military (+3)</p><p>Notes: When struck, the robot, mech or power armour target makes a Fort save DC 15 or be stunned/disabled for 1d4 rounds, and even if the target makes the save, speed is reduced by 10 feet due to the metal armour and superstructure being magnetized and the limbs being attracted to each other. The tangler solution adds a cumulative -3 penalty to Dexterity. This penalty remains until the solution is dissolved. If the target is hit with enough tangler solution, from tangler guns, grenades or more EMF rockets, so that the cumulative penalty is equal to the target's Dexterity score, the target is immobilized and can do nothing until the solution is dissolved. </p><p></p><p>[HR][/HR]</p><p></p><p>Tanto Missile</p><p>Tanto missiles are short and fast, taking up little space in a craft's payload, and are surprisingly highly accurate, although they have low damage. The missile has IFF and radar tracking systems, complemented by a motion tracker that allows it to follow a target through most evasive maneuvers. Tantos are useable in both an atmosphere and in the vacuum of space, making it an excellent choice for fighters that fight in both mediums. </p><p>Tanto missiles have a minimum range of 100 feet, making them excellent close range weapons. If fired closer than 100 feet, it does not arm and does not explode, but still deals 3d6 points of ballistic damage. The systems on the tanto grant it a +3 equipment bonus to attack rolls. Once fired, and if the missile misses its target, it will keep attacking the same target, unless another enemy (identified by the IFF system) moves closer than the original target, for up to 5 rounds at +3 to attack rolls plus any targeting bonuses from targeting systems the firing ship has. When the tanto missile hits its target, it explodes, dealing 6d8 points of damage, with a critical range of 19-20 for double damage. </p><p>Tanto missiles can not attack ground targets, as it is an air to air or space to space missile only. Tanto launchers usually hold 12 missiles, PDC 21 for a rack of 12.</p><p></p><p>[HR][/HR]</p><p></p><p>Pulsing Grenade (PL8/9)</p><p>The pulsing grenade is a marvel of technology, although difficult to produce. Once thrown, a part of it breaks off and detonates, while the rest shifts slightly out of phase. Seconds later it unphases then releases another part that detonates, and repeats again. The grenade is larger than normal grenades, and the explosive components after the primary explosion are not as powerful, but still quite useful when used against large groups of infantry or against stationary objects.</p><p>The primary explosion deals 4d6 points of fire damage, the next round deals 3d6 points of fire damage, the round after 2d6 points of fire, and the round after 1d6 points of fire damage, all to a 20 foot radius, Reflex save DC 15 for half damage.</p><p>Weight: 3 lbs.</p><p>PDC: 17 Mil (+3) for a box of 3 pulsing grenades.</p><p></p><p>[HR][/HR]</p><p></p><p>Dart DF</p><p>The Dart Dumb Fire missile is actually a rocket, a point and shoot weapon, foregoing guidance systems for a larger warhead. Slightly smaller than CHE missiles, but with the lack of guidance systems, deals a little more damage, but are not very accurate, more idea for large slow moving or stationary targets. These properties make it ideal for lighter fighters to have a little more punch against capital ships.</p><p>Darts can be mounted on external rails for use on light fighters, or in standard launchers that can hold 9 missiles.</p><p></p><p>Dart DF (PL 5/6</p><p>Damage: 8d8</p><p>Critical: 20 x2</p><p>Damage Type: fire</p><p>Range Increment: 3000 ft</p><p>Rate of Fire: Semi</p><p>Size: Huge</p><p>Weight: 45 lb</p><p>Ammo: Racks of 1, 3, 4, or 9</p><p>Purchase DC: 24</p><p>Notes: As a dumb missile, the Dart has limited range, does not ignore range penalties like guided missiles. Dart launchers and rails are designed for more rapid fire than standard missiles. Suffers a -1 to attack rolls to strike targets smaller than Gargantuan size. Darts are capable of atmospheric and space use. If used on ground targets has a 50 foot radius, Reflex save DC 17 for half.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6811868, member: 6668634"] Grounding Mini Rocket (PL7/8) This mini rocket uses technology similar to gravity snare rifles and gravity anchors used in armours. The rockets are used usually against aerial targets to bring them down without destroying them. These mini rockets can be used in any mini-rocket launcher. Upon striking a target, the casing breaks open and the target is engulfed in shining energy rings, similar to the gravity snare, the rocket deals 1d6 points of ballistic damage from the force of the impact. The target must make a Reflex save DC 17 or be entangled by the energy rings for 1d6+1 rounds. An entangled target can escape the rings with a successful Escape Artist check (DC 40) or break free with a successful Srength check (DC 30). Even if the target makes the save, the grenade is attached to the target, for 1d6+3 rounds, and the grenade emits an increased gravity field, suffering a -30 ft penalty to their speed, which will immobilize most targets, as they feel like they are on a high gravity world. Characters with high gravity world adaptations get a Will save DC 15 to resist this affect. If the target is flying, the increased gravity will cause the target to fall 30 feet per round. The target only takes damage if they strike the ground, taking 3d6 points of bludgeoning damage as the increased gravity is somewhat controlled. Grounding mini-rockets have the range of the launcher they are launched from, or 150 ft, which ever is greater. PDC 21 for a box of 5 mini-rockets. [HR][/HR] Arasaka EMF Launcher The EMF launcher is little more than a normal antitank rocket launcher, only instead of a shaped-charge warhead, it is replaced with special high-energy capacitors and an enlarged tangler grenade. The warhead sticks to the target, usually power armour, robots or mechs, splashing it with the sticky compound to immobilize it. The capacitors discharge, releasing magnetic energy, temporarily disrupting electrical systems, but also magnetizes the metal armour, causing it to attract to itself, making movement difficult. Arasaka EMF Launcher (PL6) Damage: 2d10 plus special Critical: 20 Damage Type: ballistic plus special Range Increment: 250 ft Rate of Fire: single Size: large Weight: 19 lb Ammo: 3 box Purchase DC: 19, box of 3 rockets 12 Restriction: Military (+3) Notes: When struck, the robot, mech or power armour target makes a Fort save DC 15 or be stunned/disabled for 1d4 rounds, and even if the target makes the save, speed is reduced by 10 feet due to the metal armour and superstructure being magnetized and the limbs being attracted to each other. The tangler solution adds a cumulative -3 penalty to Dexterity. This penalty remains until the solution is dissolved. If the target is hit with enough tangler solution, from tangler guns, grenades or more EMF rockets, so that the cumulative penalty is equal to the target's Dexterity score, the target is immobilized and can do nothing until the solution is dissolved. [HR][/HR] Tanto Missile Tanto missiles are short and fast, taking up little space in a craft's payload, and are surprisingly highly accurate, although they have low damage. The missile has IFF and radar tracking systems, complemented by a motion tracker that allows it to follow a target through most evasive maneuvers. Tantos are useable in both an atmosphere and in the vacuum of space, making it an excellent choice for fighters that fight in both mediums. Tanto missiles have a minimum range of 100 feet, making them excellent close range weapons. If fired closer than 100 feet, it does not arm and does not explode, but still deals 3d6 points of ballistic damage. The systems on the tanto grant it a +3 equipment bonus to attack rolls. Once fired, and if the missile misses its target, it will keep attacking the same target, unless another enemy (identified by the IFF system) moves closer than the original target, for up to 5 rounds at +3 to attack rolls plus any targeting bonuses from targeting systems the firing ship has. When the tanto missile hits its target, it explodes, dealing 6d8 points of damage, with a critical range of 19-20 for double damage. Tanto missiles can not attack ground targets, as it is an air to air or space to space missile only. Tanto launchers usually hold 12 missiles, PDC 21 for a rack of 12. [HR][/HR] Pulsing Grenade (PL8/9) The pulsing grenade is a marvel of technology, although difficult to produce. Once thrown, a part of it breaks off and detonates, while the rest shifts slightly out of phase. Seconds later it unphases then releases another part that detonates, and repeats again. The grenade is larger than normal grenades, and the explosive components after the primary explosion are not as powerful, but still quite useful when used against large groups of infantry or against stationary objects. The primary explosion deals 4d6 points of fire damage, the next round deals 3d6 points of fire damage, the round after 2d6 points of fire, and the round after 1d6 points of fire damage, all to a 20 foot radius, Reflex save DC 15 for half damage. Weight: 3 lbs. PDC: 17 Mil (+3) for a box of 3 pulsing grenades. [HR][/HR] Dart DF The Dart Dumb Fire missile is actually a rocket, a point and shoot weapon, foregoing guidance systems for a larger warhead. Slightly smaller than CHE missiles, but with the lack of guidance systems, deals a little more damage, but are not very accurate, more idea for large slow moving or stationary targets. These properties make it ideal for lighter fighters to have a little more punch against capital ships. Darts can be mounted on external rails for use on light fighters, or in standard launchers that can hold 9 missiles. Dart DF (PL 5/6 Damage: 8d8 Critical: 20 x2 Damage Type: fire Range Increment: 3000 ft Rate of Fire: Semi Size: Huge Weight: 45 lb Ammo: Racks of 1, 3, 4, or 9 Purchase DC: 24 Notes: As a dumb missile, the Dart has limited range, does not ignore range penalties like guided missiles. Dart launchers and rails are designed for more rapid fire than standard missiles. Suffers a -1 to attack rolls to strike targets smaller than Gargantuan size. Darts are capable of atmospheric and space use. If used on ground targets has a 50 foot radius, Reflex save DC 17 for half. [/QUOTE]
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