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<blockquote data-quote="Antonlowe" data-source="post: 7039719" data-attributes="member: 57841"><p><strong>Blaster Rules</strong></p><p></p><p>So I thought I would start with a bang, and post my rules for firearms.</p><p></p><p>Firearms weapons are powerful weapons and are common in galactic civilization. Most professional soldiers, peace officers and criminals use these types of weapons.</p><p>All firearms follow the following rules:</p><p>· <strong>Proficiency: </strong>Using any firearm effectively requires the firearms proficiency. A character can become proficient with all non-exotic firearms by spending 30 days training with them.</p><p>· <strong>Less Elegant Weapons: </strong>While firearms might not be elegant, they are effective. firearms are particularly deadly against foes wearing archaic armor. If your target is within close range and wearing archaic armor, you gain advantage on your attack rolls while using a firearm. </p><p></p><p><span style="font-size: 12px"><strong>Blasters</strong></span></p><p><span style="font-size: 10px">Blaster weapons fire concentrated bursts of highly energized particles. All blaster weapons deal lightning/Blugeoning damage by default.</span></p><ul> <li data-xf-list-type="ul">· <strong>Proficiency:</strong> Blasters use the firearm proficiency</li> <li data-xf-list-type="ul">· <strong>Exploding Dice!</strong> When a blaster is fired at a target, and the attack is not at disadvantage there is a chance of exploding dice. Roll the damage dice normally. If a damage die comes up with the maximum result (i.e. a six on a d6, or an 8 on a d8), roll that dice again and add it to the total result. You keep doing this every time the die turns up with the maximum result.</li> <li data-xf-list-type="ul">· <strong>Power Drain:</strong> The energy cells used by blasters are notoriously inconsistent and unreliable. Whenever your attack roll is equal to or less then the listed number, you must replace the energy cell. This requires a fully charged energy cell and an action.</li> </ul><p></p><p><span style="font-size: 12px"><strong>Charge Weapons</strong></span></p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong></strong><span style="font-size: 10px">Charge weapons are ballistic weapons. They use an electrical pulse to ignite a chemical propellant, which launches a metal 'slug' at the target. Charge weapons deal piercing damage by default. </span></span></p><ul> <li data-xf-list-type="ul">· <strong>Proficiency:</strong> Charge weapons use the firearm proficiency.</li> <li data-xf-list-type="ul"> <strong>Ballistic Injuries: </strong>Ballistic weapons cause some serious injuries. Any critical hit with a ballistic weapon causes the target to take one level of exhaustion.</li> <li data-xf-list-type="ul"><strong>Reloading: </strong>Reloading a charge weapon requires an action.</li> </ul></blockquote><p></p>
[QUOTE="Antonlowe, post: 7039719, member: 57841"] [b]Blaster Rules[/b] So I thought I would start with a bang, and post my rules for firearms. Firearms weapons are powerful weapons and are common in galactic civilization. Most professional soldiers, peace officers and criminals use these types of weapons. All firearms follow the following rules: · [B]Proficiency: [/B]Using any firearm effectively requires the firearms proficiency. A character can become proficient with all non-exotic firearms by spending 30 days training with them. · [B]Less Elegant Weapons: [/B]While firearms might not be elegant, they are effective. firearms are particularly deadly against foes wearing archaic armor. If your target is within close range and wearing archaic armor, you gain advantage on your attack rolls while using a firearm. [SIZE=3][B]Blasters[/B][/SIZE] [SIZE=2]Blaster weapons fire concentrated bursts of highly energized particles. All blaster weapons deal lightning/Blugeoning damage by default.[/SIZE] [LIST] [*]· [B]Proficiency:[/B] Blasters use the firearm proficiency [*]· [B]Exploding Dice![/B] When a blaster is fired at a target, and the attack is not at disadvantage there is a chance of exploding dice. Roll the damage dice normally. If a damage die comes up with the maximum result (i.e. a six on a d6, or an 8 on a d8), roll that dice again and add it to the total result. You keep doing this every time the die turns up with the maximum result. [*]· [B]Power Drain:[/B] The energy cells used by blasters are notoriously inconsistent and unreliable. Whenever your attack roll is equal to or less then the listed number, you must replace the energy cell. This requires a fully charged energy cell and an action. [/LIST] [SIZE=3][B]Charge Weapons [/B][SIZE=2]Charge weapons are ballistic weapons. They use an electrical pulse to ignite a chemical propellant, which launches a metal 'slug' at the target. Charge weapons deal piercing damage by default. [/SIZE][/SIZE] [LIST] [*]· [B]Proficiency:[/B] Charge weapons use the firearm proficiency. [*] [B]Ballistic Injuries: [/B]Ballistic weapons cause some serious injuries. Any critical hit with a ballistic weapon causes the target to take one level of exhaustion. [*][B]Reloading: [/B]Reloading a charge weapon requires an action. [/LIST] [/QUOTE]
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