Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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
CORELINE (D20 Modern/D20 BESM Setting).
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="Morgan Keyes" data-source="post: 3418141" data-attributes="member: 15965"><p>Ahhh....I remember these little gems from my Cyberpunk 2020 days. Great little back-ups to carry when you just couldn't bring along anything in the "long-barrel" -category.</p><p></p><p></p><p></p><p>Some observations. </p><p></p><p>1) These are to be fired from a pistol (and I'd also suggest the option for an SMG as well). They'll have to be rather small. CP2020's were 25x50mm, roughly the size of a smallish shotglass. This is going to reduce the "bang" somewhat, lower even then 40mm launcher rounds. Advances in explosive and material tech will off-set this somewhat. Now, in D20 Modern a fragmentation hand grenade does 4d6 in a 20' radius, while a 40mm launcher frag does 3d6 over a 10' radius. Following that progression, a 25mm pistol/SMG grenade is in the range of 2d6 over 5' radius; though one or the other (likely radius) could be kept like a 40mm. But then consider in D20 Future a PL5 shrapnel grenade is 5d6 over a 20' radius. So, with the march of technology maybe consider a pistol fragmentation grenade 3d6 damage at 5' or even 10' radius (though I would keep with 5' as you will see next).</p><p></p><p>2) Given the fact that the grenade is launched either by way of a bullet trap or shoot-through mechanism, it's going to have a shorter range increment then pistol round. Also, firing it using low mass, small caliber rounds will shorten it's reach. Figure the weapon must be <strong>at least</strong> a 9mm. Say a 20' range increment for 9mm and .38" caliber and a 30' range increment for 10mm and higher. (Gonna have to think some more on the matter if we start talking about high-velocity PDW rounds like FN's 5.7mm or H&K's 4.6mm)</p><p></p><p>3) Rounds available. This was the great draw for using them in CP2020, a variety of effects in small, concealable packages.</p><p></p><p>-Concussion: 3d6 (non-lethal), 10' radius, Fortitude save (DC 15) to avoid being stunned. This is in addition to any save for non-lethal damage.</p><p></p><p>-Flash Bomb: <em>(rules pending)</em></p><p></p><p>-Tear Gas or Smoke: 1st round covers adjacent 5' squares, 2nd covers a 10' radius, half the duration of normal smoke or CS but full effect.</p><p></p><p>-HEP Cratering round: <em>(rules pending)<strong>(this round is plastic explosive in a thin case. When it strikes a target it splits open and 'pancakes' across the surface, then detonates. This sends a shockwave through the structure. This type of round was used in WW2 and later for bunker demolition. The shockwave would concuss those inside and the shock could also cause the interior of the armor to scab off at high speed, turning protective armor into a fragmentation blast for those inside. In CP2020 these were useful in hurting 'borgs and those in power armor)</strong></em></p><p></p><p></p><p></p><p></p><p>On the subject of weapons: On the two-handed chain sword I would suggest the damage changed to 3d8. Why? Well it follows D20 weapon damage progression. Consider, a longsword does 1d8 while a greatsword does 2d6, which just happens to be the same damage you get when you scale up a 1d8 weapon from Medium user to Large. So, if we consider a chainsword similar to a longsword and the two-handed chainsword it's greatsword-equivilent, then looking at the damage progression table in the 3.5 PHB we see that a 2d8 weapon at Medium becomes 3d8 at Large.</p><p></p><p></p><p></p><p>I don't think this really captures what goes into a TUSK set-up. <a href="http://www.defenseindustrydaily.com/2007/03/street-fighters-m1-abrams-tusk-tank-conversions-updated/index.php#more" target="_blank">Here's a look at the mods</a>:</p><p></p><p><img src="http://www.defenseindustrydaily.com/images/LAND_M1A2_TUSK_lg.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>So what would a TUSK give an M1?</p><p></p><p>-Commander's Remote Weapon Station: Track commander can fire the .50 cal from under-armor <strong>and</strong> with thermal sighting.</p><p></p><p>-Loader's Gunshield: Now the loader gets armored cover while using his M240.</p><p></p><p>-Rear Thermal Camera (not shown above, but proposed): Driver now not only can see behind the tank, but in thermal too.</p><p></p><p>-Reactive Side Armor: Any shaped charge hits to the side have a chance of losing their Armor Piercing effect. Course the more times the reactive armor is hit, the greater chance a round can find a gap. Also hard on dismounts to the sides when it goes off.</p><p></p><p>-Rear Slat Armor: Tail protection from shaped charges. Need to think over rules on how it would differ from reactive armor in operating mechanics.</p><p></p><p>-Infantry Phone: Let's dismounts talk to the crew via the intercom. May not seem like much, but a rather useful tool.</p><p></p><p>-Lots of extra thermal sighting equipment.</p></blockquote><p></p>
[QUOTE="Morgan Keyes, post: 3418141, member: 15965"] Ahhh....I remember these little gems from my Cyberpunk 2020 days. Great little back-ups to carry when you just couldn't bring along anything in the "long-barrel" -category. Some observations. 1) These are to be fired from a pistol (and I'd also suggest the option for an SMG as well). They'll have to be rather small. CP2020's were 25x50mm, roughly the size of a smallish shotglass. This is going to reduce the "bang" somewhat, lower even then 40mm launcher rounds. Advances in explosive and material tech will off-set this somewhat. Now, in D20 Modern a fragmentation hand grenade does 4d6 in a 20' radius, while a 40mm launcher frag does 3d6 over a 10' radius. Following that progression, a 25mm pistol/SMG grenade is in the range of 2d6 over 5' radius; though one or the other (likely radius) could be kept like a 40mm. But then consider in D20 Future a PL5 shrapnel grenade is 5d6 over a 20' radius. So, with the march of technology maybe consider a pistol fragmentation grenade 3d6 damage at 5' or even 10' radius (though I would keep with 5' as you will see next). 2) Given the fact that the grenade is launched either by way of a bullet trap or shoot-through mechanism, it's going to have a shorter range increment then pistol round. Also, firing it using low mass, small caliber rounds will shorten it's reach. Figure the weapon must be [B]at least[/B] a 9mm. Say a 20' range increment for 9mm and .38" caliber and a 30' range increment for 10mm and higher. (Gonna have to think some more on the matter if we start talking about high-velocity PDW rounds like FN's 5.7mm or H&K's 4.6mm) 3) Rounds available. This was the great draw for using them in CP2020, a variety of effects in small, concealable packages. -Concussion: 3d6 (non-lethal), 10' radius, Fortitude save (DC 15) to avoid being stunned. This is in addition to any save for non-lethal damage. -Flash Bomb: [I](rules pending)[/I] -Tear Gas or Smoke: 1st round covers adjacent 5' squares, 2nd covers a 10' radius, half the duration of normal smoke or CS but full effect. -HEP Cratering round: [I](rules pending)[B](this round is plastic explosive in a thin case. When it strikes a target it splits open and 'pancakes' across the surface, then detonates. This sends a shockwave through the structure. This type of round was used in WW2 and later for bunker demolition. The shockwave would concuss those inside and the shock could also cause the interior of the armor to scab off at high speed, turning protective armor into a fragmentation blast for those inside. In CP2020 these were useful in hurting 'borgs and those in power armor)[/B][/I] On the subject of weapons: On the two-handed chain sword I would suggest the damage changed to 3d8. Why? Well it follows D20 weapon damage progression. Consider, a longsword does 1d8 while a greatsword does 2d6, which just happens to be the same damage you get when you scale up a 1d8 weapon from Medium user to Large. So, if we consider a chainsword similar to a longsword and the two-handed chainsword it's greatsword-equivilent, then looking at the damage progression table in the 3.5 PHB we see that a 2d8 weapon at Medium becomes 3d8 at Large. I don't think this really captures what goes into a TUSK set-up. [URL=http://www.defenseindustrydaily.com/2007/03/street-fighters-m1-abrams-tusk-tank-conversions-updated/index.php#more]Here's a look at the mods[/URL]: [IMG]http://www.defenseindustrydaily.com/images/LAND_M1A2_TUSK_lg.jpg[/IMG] So what would a TUSK give an M1? -Commander's Remote Weapon Station: Track commander can fire the .50 cal from under-armor [B]and[/B] with thermal sighting. -Loader's Gunshield: Now the loader gets armored cover while using his M240. -Rear Thermal Camera (not shown above, but proposed): Driver now not only can see behind the tank, but in thermal too. -Reactive Side Armor: Any shaped charge hits to the side have a chance of losing their Armor Piercing effect. Course the more times the reactive armor is hit, the greater chance a round can find a gap. Also hard on dismounts to the sides when it goes off. -Rear Slat Armor: Tail protection from shaped charges. Need to think over rules on how it would differ from reactive armor in operating mechanics. -Infantry Phone: Let's dismounts talk to the crew via the intercom. May not seem like much, but a rather useful tool. -Lots of extra thermal sighting equipment. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top