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: 7182549" data-attributes="member: 6668634"><p>A few Vintage Arms items.</p><p></p><p><strong>VAC96F</strong></p><p></p><p>Another weapon design pulled from the era of Earth's Second Great War, VA took the German Empire built Mauser C96 and added their own twist to the design. The VAC96F still has the wooden (synthetic wood, although custom orders with real wood are available) broomstick style handle, the magazine, now larger, is mounted in front of the trigger guard. Instead of a bullet, it now fires flechettes with a reliable semi automatic action. It has a special feature that allows it to fire two rounds at once, with a small decrease in accuracy, for greater damage, by flipping a switch on the opposite side of the safety switch (both switches are offered on either side for left and right handed users), however this eats through a magazine very quickly if left on. Mounted on the top in front of a fake hammer is a digital ammunition counter.</p><p></p><p>VAC96F (PL6 Personal Firearms Proficiency)</p><p>Damage: 2d6</p><p>Critical: 20</p><p>Damage Type: piercing, slashing</p><p>Range Increment: 45 ft</p><p>Rate of Fire: Semi</p><p>Size: Med</p><p>Weight: 2 lbs</p><p>Ammo: 30 box</p><p>Purchase DC: 21, Res (+2)</p><p>Notes: Dual Shot</p><p></p><p>Dual Shot - This feature allows the user to make use of the double tap feat even if they don't have that feat, using two bullets at once dealing an extra 1d6 damage, but suffering -1 to attack rolls. Must be used with at least 2 rounds in the magazine. Activating or deactivating this feature is a free action once a round. Someone with the Double Tap feat can still double tap with the Dual Shot mode active, but uses up 4 rounds, and suffers an additional -1 to attack roll.</p><p></p><p></p><p><strong>VA Lightning-IP</strong></p><p></p><p>While researching the Colt manufacturer of firearms, Vintage Arms discovered the Lightning Carbine, a slide action (pump action) rifle produced at the end of the 1800s Earth Calendar. While originally not a very popular weapon as other weapons at the time, VA loved the name and produced an ion rifle modelled on the Colt Lightning weapon. Based on the carbine version with a 20 inch barrel, a synthetic wood stock that holds the power pack, ergonomic no-slip designed slide grip, it looks almost identical to the original Lightning carbine. A digital ammunition counter is mounted on the top ahead of the hammer, which acts as safety. Since the weapon does not have any physical ammunition for the slide to load from a tube magazine, the slide is not only an adjustable grip for the user's other hand, but when pulled back, activates additional capacitors and focusing lenses, as well as draw more power from the power pack, to make the next shot more powerful. The extra power can be held safely for 5 minutes before it safely discharges, wasting the energy, or if the safety is engaged.</p><p>Being an ion weapon, it is well favoured by those who engage cyborgs and robots. The extra power mode makes it even more favoured for robot hunters as it can even slow vehicles and stun robots even longer.</p><p></p><p>VA Lightning-IPI (PL6 Personal Firearms Proficiency)</p><p>Damage: 4d4+4</p><p>Critical: 20</p><p>Damage Type: Electricity</p><p>Range Increment: 80 ft</p><p>Rate of Fire: Semi</p><p>Size: Large</p><p>Weight: 9 lb</p><p>Ammo: 50 box</p><p>Purchase DC: 23 Res (+2)</p><p>Heavy Mode: As a free action, the firer can pull back the slide activating heavy mode, which deals 8d4 electrical damage, cyborgs and robots struck must make a Fort save DC 18 or be stunned for 1d4+2 rounds. Mechs and vehicles up to gargantuan size are slowed (can only take a single move or attack action each round, not both, -2 to Defense, melee attack and damage roles, Reflex saves, jump half as far, and speed reduced by 25%) for 1d4+1 rounds. Vehicles have +1 to Fort save based on size over medium, but have no other bonuses except if made from special materials or other special abilities (such as EMP shielding) due to design.</p><p>Notes: Cyborgs and robots struck must make a Fort save DC 15 or be stunned for 1d4 rounds, has iron sights, but has concealed (slide forward a cover) mountings for basic sights and scopes, ammo counter.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7182549, member: 6668634"] A few Vintage Arms items. [B]VAC96F[/B] Another weapon design pulled from the era of Earth's Second Great War, VA took the German Empire built Mauser C96 and added their own twist to the design. The VAC96F still has the wooden (synthetic wood, although custom orders with real wood are available) broomstick style handle, the magazine, now larger, is mounted in front of the trigger guard. Instead of a bullet, it now fires flechettes with a reliable semi automatic action. It has a special feature that allows it to fire two rounds at once, with a small decrease in accuracy, for greater damage, by flipping a switch on the opposite side of the safety switch (both switches are offered on either side for left and right handed users), however this eats through a magazine very quickly if left on. Mounted on the top in front of a fake hammer is a digital ammunition counter. VAC96F (PL6 Personal Firearms Proficiency) Damage: 2d6 Critical: 20 Damage Type: piercing, slashing Range Increment: 45 ft Rate of Fire: Semi Size: Med Weight: 2 lbs Ammo: 30 box Purchase DC: 21, Res (+2) Notes: Dual Shot Dual Shot - This feature allows the user to make use of the double tap feat even if they don't have that feat, using two bullets at once dealing an extra 1d6 damage, but suffering -1 to attack rolls. Must be used with at least 2 rounds in the magazine. Activating or deactivating this feature is a free action once a round. Someone with the Double Tap feat can still double tap with the Dual Shot mode active, but uses up 4 rounds, and suffers an additional -1 to attack roll. [B]VA Lightning-IP[/B] While researching the Colt manufacturer of firearms, Vintage Arms discovered the Lightning Carbine, a slide action (pump action) rifle produced at the end of the 1800s Earth Calendar. While originally not a very popular weapon as other weapons at the time, VA loved the name and produced an ion rifle modelled on the Colt Lightning weapon. Based on the carbine version with a 20 inch barrel, a synthetic wood stock that holds the power pack, ergonomic no-slip designed slide grip, it looks almost identical to the original Lightning carbine. A digital ammunition counter is mounted on the top ahead of the hammer, which acts as safety. Since the weapon does not have any physical ammunition for the slide to load from a tube magazine, the slide is not only an adjustable grip for the user's other hand, but when pulled back, activates additional capacitors and focusing lenses, as well as draw more power from the power pack, to make the next shot more powerful. The extra power can be held safely for 5 minutes before it safely discharges, wasting the energy, or if the safety is engaged. Being an ion weapon, it is well favoured by those who engage cyborgs and robots. The extra power mode makes it even more favoured for robot hunters as it can even slow vehicles and stun robots even longer. VA Lightning-IPI (PL6 Personal Firearms Proficiency) Damage: 4d4+4 Critical: 20 Damage Type: Electricity Range Increment: 80 ft Rate of Fire: Semi Size: Large Weight: 9 lb Ammo: 50 box Purchase DC: 23 Res (+2) Heavy Mode: As a free action, the firer can pull back the slide activating heavy mode, which deals 8d4 electrical damage, cyborgs and robots struck must make a Fort save DC 18 or be stunned for 1d4+2 rounds. Mechs and vehicles up to gargantuan size are slowed (can only take a single move or attack action each round, not both, -2 to Defense, melee attack and damage roles, Reflex saves, jump half as far, and speed reduced by 25%) for 1d4+1 rounds. Vehicles have +1 to Fort save based on size over medium, but have no other bonuses except if made from special materials or other special abilities (such as EMP shielding) due to design. Notes: Cyborgs and robots struck must make a Fort save DC 15 or be stunned for 1d4 rounds, has iron sights, but has concealed (slide forward a cover) mountings for basic sights and scopes, ammo counter. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
Top