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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 6985121" data-attributes="member: 6668634"><p>Bolt Gun</p><p></p><p>The Adeptus Astartes Space Marines being elite warriors need weapons worthy of them, thus the Bolt Gun, firing a .75 caliber self-propelled explosive Bolts that explodes within the target. Each weapon is finely crafted, and sized for the Marine's larger size. The recoil of the weapon makes it difficult for a normal person to use. To prevent these fine weapons from being used by any enemies that happen to kill one of these mighty warriors, the weapons are keyed to the DNA of the user. The standard Bolt Gun is the Godwyn pattern which uses a 30 round sickle round, and has a mounting for a targeting system or scope, with integrated laser targeter, and a 3 round burst setting. A mount under the barrel for combat blades is available.</p><p></p><p>Bolt Gun (PL6 Personal Firearms Proficiency)</p><p>Damage: 2d12+4 + 2d6</p><p>Critical: 20</p><p>Damage Type: balllistic +fire</p><p>Range Increment: 90 ft</p><p>Rate of Fire: S,A</p><p>Size: Large</p><p>Weight: 15 lb</p><p>Ammo: 30 box</p><p>Purchase DC: 25 Mil (+3)</p><p>Notes: Masterworked, +1 attack roll, Digital Ammo Counter, DNA Lock, Weapon Link, target sight, 3 round burst setting, anyone with burst fire feat can use 3 rounds instead of the normal 5, under barrel mount for combat blades, armour piercing (+1 attack against targets with armour, or natural armour +1 or greater. Against targets without armour suffers -1 damage).</p><p>Medium sized creatures attempting to use the Bolt Gun suffer a -1 to attack rolls due to the weapon being sized for the larger hands of the Space Marines. Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -2 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the Bolt Gun. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 18, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady. </p><p>Ammunition: Box of 50 .75 Bolts rounds has a PDC 12.</p><p>DNA Lock - A sensor in the handle reads the DNA of the user, if it does not match the assigned user, the weapon locks and will not fire. Changing the assigned user requires the user, or authorized mechanic, a Computer Use check DC 20 and the new assigned person. An attempt to forcibly change the assigned user, or disable the device requires a Computer Use check DC 27.</p><p>Weapon Link - The weapon links to the HUD and Black Carapace of the Space marine, allowing the marine to 'sense' the weapon, know how many rounds are left, know if the barrel is too hot, if there is a jam and where, and use any attached scopes or other equipment without looking at it. Using scopes without looking through the scope only provides half bonuses. </p><p></p><p>Sternguard Pattern</p><p>The Sternguard patter Bolt gun is designed with a special ammo box and selector that allows it to switch between up to 3 different types of ammunition, however the box only holds 24 rounds, with up to 8 rounds of 3 different types of ammunition, comes with shoulder-sling strap. Increase PDC by +1</p><p></p><p>Stalker Bolter</p><p>This Bolt Gun has a longer barrel and powerful scope that also gives the Marine darkvision but only when looking through the scope. Increases range to 150 ft, uses a 20 round box magazine, rate of fire changed to Semi. Increase PDC by 2.</p><p></p><p>Variant Ammunition</p><p>A number of variant ammunition for the bolt gun has be developed. The below are the most common variants available to the Imperium of Man:</p><p></p><p>Bloodshard Shells - This ammunition was developed by the Blood Angles and is filled with razor-filaments that are very effective against most armours. These rounds deal 2d12+4 ballistic damage, grant +3 to attack against targets wearing armour, or natural armour of +1 or greater, also ignores 2 points of DR. Against targets not wearing armour suffers -4 damage. PDC 14 for box of 30.</p><p></p><p>Dragonfire Bolts - These bolts release a gout of superheated gas that makes a mockery of cover. Deal 2d8 ballistic damage to anything struck + 3d6 fire damage to a 15 foot radius area. PDC 15 for box of 30.</p><p></p><p>Hellfire Rounds - These rounds replaces the normal armour piercing tip and explosive charge with a mutagenic acid delivered by multiple needles. Deals 2d8 ballistic damage + 3d4 acid damage to the target, plus 3d4 acid damage the next round, 2d4 acid damage the round after, and 1d4 acid damage the following round. PDC 17 for a box of 30.</p><p></p><p>Inferno Bolts - These rounds have their explosive charges removed and replaced with a burning chemical. Deals 2d8 ballistic damage plus 3d4 fire damage, plus the next round deals 3d4 fire, then 2d4 fire the next round, and 1d4 fire the round after that. PDC 17 for a box of 30.</p><p></p><p>Kraken Pattern Penetrator Rounds - These rounds replaces the explosive charge with a solid adamantine/adamantium core for superior armour penetration, plus the additional mass of the round also transfers more kinetic energy to the target. Deals 3d12+5 points of ballistic damage, grants +3 to attack against armoured targets, or those with natural armour of +1 or greater, ignores 4 points of DR. Against unarmed targets suffers -1 die less of damage. PDC 19 for a box of 30.</p><p></p><p>Metal Storm Frag Shells - These bolts detonate before impact and spray shrapnel, shredding their victims. The user targets a square as the target, dealing 4d8 slashing damage to a 15 foot radius, Reflex dc 17 for half damage. The user can make a Knowledge: Tactics check DC 17 to better place the round and increases the Reflex save any victims in the blast area must make to 21. PDC 17 for a box of 30.</p><p></p><p>Seeker Bolts - These bolts are fitted with small maneuvering vents and a thermal tracker. Grants +5 to attack rolls against targets with a heat signature of a human or greater, dealing 2d12+2 ballistic damage, critical 19-20/x2. PDC 18 for a box of 25.</p><p></p><p>Magazine Options</p><p>Several magazines can fit most patterns of the Bolt Gun, besides the standard sickle magazine.</p><p>Drum - A large drum can be fitted, holding 60 rounds, but has a chance of jamming. Adds 5 lbs to the weapon. On a natural attack roll of 1 or 2, the weapon jams. PDC 5.</p><p>Straight - Holds 20 rounds, easy to reload if at hand. If held on a bandoleer or very easily accessible pouch on belt, can be reloaded as a quick action. PDC 3.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6985121, member: 6668634"] Bolt Gun The Adeptus Astartes Space Marines being elite warriors need weapons worthy of them, thus the Bolt Gun, firing a .75 caliber self-propelled explosive Bolts that explodes within the target. Each weapon is finely crafted, and sized for the Marine's larger size. The recoil of the weapon makes it difficult for a normal person to use. To prevent these fine weapons from being used by any enemies that happen to kill one of these mighty warriors, the weapons are keyed to the DNA of the user. The standard Bolt Gun is the Godwyn pattern which uses a 30 round sickle round, and has a mounting for a targeting system or scope, with integrated laser targeter, and a 3 round burst setting. A mount under the barrel for combat blades is available. Bolt Gun (PL6 Personal Firearms Proficiency) Damage: 2d12+4 + 2d6 Critical: 20 Damage Type: balllistic +fire Range Increment: 90 ft Rate of Fire: S,A Size: Large Weight: 15 lb Ammo: 30 box Purchase DC: 25 Mil (+3) Notes: Masterworked, +1 attack roll, Digital Ammo Counter, DNA Lock, Weapon Link, target sight, 3 round burst setting, anyone with burst fire feat can use 3 rounds instead of the normal 5, under barrel mount for combat blades, armour piercing (+1 attack against targets with armour, or natural armour +1 or greater. Against targets without armour suffers -1 damage). Medium sized creatures attempting to use the Bolt Gun suffer a -1 to attack rolls due to the weapon being sized for the larger hands of the Space Marines. Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -2 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the Bolt Gun. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 18, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady. Ammunition: Box of 50 .75 Bolts rounds has a PDC 12. DNA Lock - A sensor in the handle reads the DNA of the user, if it does not match the assigned user, the weapon locks and will not fire. Changing the assigned user requires the user, or authorized mechanic, a Computer Use check DC 20 and the new assigned person. An attempt to forcibly change the assigned user, or disable the device requires a Computer Use check DC 27. Weapon Link - The weapon links to the HUD and Black Carapace of the Space marine, allowing the marine to 'sense' the weapon, know how many rounds are left, know if the barrel is too hot, if there is a jam and where, and use any attached scopes or other equipment without looking at it. Using scopes without looking through the scope only provides half bonuses. Sternguard Pattern The Sternguard patter Bolt gun is designed with a special ammo box and selector that allows it to switch between up to 3 different types of ammunition, however the box only holds 24 rounds, with up to 8 rounds of 3 different types of ammunition, comes with shoulder-sling strap. Increase PDC by +1 Stalker Bolter This Bolt Gun has a longer barrel and powerful scope that also gives the Marine darkvision but only when looking through the scope. Increases range to 150 ft, uses a 20 round box magazine, rate of fire changed to Semi. Increase PDC by 2. Variant Ammunition A number of variant ammunition for the bolt gun has be developed. The below are the most common variants available to the Imperium of Man: Bloodshard Shells - This ammunition was developed by the Blood Angles and is filled with razor-filaments that are very effective against most armours. These rounds deal 2d12+4 ballistic damage, grant +3 to attack against targets wearing armour, or natural armour of +1 or greater, also ignores 2 points of DR. Against targets not wearing armour suffers -4 damage. PDC 14 for box of 30. Dragonfire Bolts - These bolts release a gout of superheated gas that makes a mockery of cover. Deal 2d8 ballistic damage to anything struck + 3d6 fire damage to a 15 foot radius area. PDC 15 for box of 30. Hellfire Rounds - These rounds replaces the normal armour piercing tip and explosive charge with a mutagenic acid delivered by multiple needles. Deals 2d8 ballistic damage + 3d4 acid damage to the target, plus 3d4 acid damage the next round, 2d4 acid damage the round after, and 1d4 acid damage the following round. PDC 17 for a box of 30. Inferno Bolts - These rounds have their explosive charges removed and replaced with a burning chemical. Deals 2d8 ballistic damage plus 3d4 fire damage, plus the next round deals 3d4 fire, then 2d4 fire the next round, and 1d4 fire the round after that. PDC 17 for a box of 30. Kraken Pattern Penetrator Rounds - These rounds replaces the explosive charge with a solid adamantine/adamantium core for superior armour penetration, plus the additional mass of the round also transfers more kinetic energy to the target. Deals 3d12+5 points of ballistic damage, grants +3 to attack against armoured targets, or those with natural armour of +1 or greater, ignores 4 points of DR. Against unarmed targets suffers -1 die less of damage. PDC 19 for a box of 30. Metal Storm Frag Shells - These bolts detonate before impact and spray shrapnel, shredding their victims. The user targets a square as the target, dealing 4d8 slashing damage to a 15 foot radius, Reflex dc 17 for half damage. The user can make a Knowledge: Tactics check DC 17 to better place the round and increases the Reflex save any victims in the blast area must make to 21. PDC 17 for a box of 30. Seeker Bolts - These bolts are fitted with small maneuvering vents and a thermal tracker. Grants +5 to attack rolls against targets with a heat signature of a human or greater, dealing 2d12+2 ballistic damage, critical 19-20/x2. PDC 18 for a box of 25. Magazine Options Several magazines can fit most patterns of the Bolt Gun, besides the standard sickle magazine. Drum - A large drum can be fitted, holding 60 rounds, but has a chance of jamming. Adds 5 lbs to the weapon. On a natural attack roll of 1 or 2, the weapon jams. PDC 5. Straight - Holds 20 rounds, easy to reload if at hand. If held on a bandoleer or very easily accessible pouch on belt, can be reloaded as a quick action. PDC 3. [/QUOTE]
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