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<blockquote data-quote="kronos182" data-source="post: 7138613" data-attributes="member: 6668634"><p>A few War Hammer 40k items.</p><p></p><p>Arc Weapons</p><p></p><p>Arc Weapons are a type of weapon used by Adeptus Mechanicus Skitarii. Powered by permacapacitors shipped from Mars, these ancient weapons store energy from the days when the Imperium was young. They discharge with a loud crack, firing a bolt of blue-white electricty that can fry a man's brain or overload a warmachine's circuits in seconds. Most of these weapons are ranged weapons, like pistols and rifles, but some melee weapons using arc technology exist.</p><p>These weapons usually have a large tube that looks like a glowing coil, mounted on top, with a barrel mounted below that with the trigger, handle and other parts connected to the rear of the barrel.</p><p></p><p>Arc Pistol</p><p>The smallest example of Arc weapons is the arc pistol, used as a side arm or primary weapon for officers.</p><p></p><p>Arc Pistol (PL6 Personal Firearms Proficiency)</p><p>Damage: 3d6</p><p>Critical: 18-20x2</p><p>Damage Type: Electrical</p><p>Range Increment: 30 ft</p><p>Rate of Fire: Single</p><p>Size: Small</p><p>Weight: 5 lbs</p><p>Ammo: 30 box</p><p>Purchase DC: 24</p><p>Notes: Stun, EMP, Fry Brains</p><p>Stun - Any living target struck by an Arc weapon must make a Fort save DC 15 or be stunned for 1 round, a successful save by less than 5 points (save rolled 16 to 20) means the target is dazed for 1 round.</p><p>EMP - Any vehicle, robot, mech, ship or other device struck by an Arc weapon must make a Fort save DC 13 or be Stunned for 1 round. A successful save means the device has one attribute reduced by 25% (determined randomly if the device does more than one thing, such as a robot or other vehicle).</p><p>Fry Brains - On a critical roll of a natural 20, any target with an Intelligence score, including robots, suffers 1 point of Intelligence damage. This damage heals at a rate of 1 per day of rest.</p><p></p><p></p><p>Arc Rifle</p><p>A rifle sized Arc weapon used by the Adeptus Mechanicus soldiers.</p><p></p><p>Arc Rifle (PL6 Personal Firearms Proficiency)</p><p>Damage: 4d6</p><p>Critical: 18-20x2</p><p>Damage Type: Electrical</p><p>Range Increment: 60 ft</p><p>Rate of Fire: Single</p><p>Size: Small</p><p>Weight: 8.5 lbs</p><p>Ammo: 30 box</p><p>Purchase DC: 25</p><p>Notes: Stun, EMP, Fry Brains</p><p>Stun - Any living target struck by an Arc weapon must make a Fort save DC 15 or be stunned for 1 round, a successful save by less than 5 points (save rolled 16 to 20) means the target is dazed for 1 round.</p><p>EMP - Any vehicle, robot, mech, ship or other device struck by an Arc weapon must make a Fort save DC 13 or be Stunned for 1 round. A successful save means the device has one attribute reduced by 25% (determined randomly if the device does more than one thing, such as a robot or other vehicle).</p><p>Fry Brains - On a critical roll of a natural 20, any target with an Intelligence score, including robots, suffers 1 point of Intelligence damage. This damage heals at a rate of 1 per day of rest.</p><p></p><p></p><p>Arc Scourge</p><p>The Arc Scourge was a type of Arc Weapon used by the Adeptus Mechanicus during the Great Crusade and Horus Heresy. This powerful lash-like weapon was equipped with multiple Disruption Fields and could be used to strike multiple foes at once. It could deliver a pulse that would incinerate and overload systems on enemy vehicles.</p><p></p><p>Arc Scourge (PL6 Exotic Weapon Proficiency: Arc Scourge)</p><p>Damage: 1d6 + 2d6*</p><p>Critical: 18-20/x2</p><p>Damage Type: Slashing / Electrical</p><p>Size: Medium</p><p>Weight: 5 lbs</p><p>Purchase DC: 25</p><p>Notes: 15 foot reach, Multi Heads, Multi Strike, Stun, EMP, Fry Brains</p><p>Multi Heads - The Arc Scourge has multiple striking ends, with a successful strike 1d6 heads strike the target, each dealing 1d6 slashing + 1d6 electrical, plus all other effects.</p><p>Multi Strike - As a full round action, the wielder can swing the Arc Scourge around them, dealing damage to all within 15 feet of 2d6 slashing + 2d6 electrical and all other effects of an Arc weapon. Targets get a Reflex save DC 15 + wielder's Dex modifier for half damage.</p><p>Stun - Any living target struck by an Arc weapon must make a Fort save DC 15 or be stunned for 1 round, a successful save by less than 5 points (save rolled 16 to 20) means the target is dazed for 1 round.</p><p>EMP - Any vehicle, robot, mech, ship or other device struck by an Arc weapon must make a Fort save DC 13 or be Stunned for 1 round. A successful save means the device has one attribute reduced by 25% (determined randomly if the device does more than one thing, such as a robot or other vehicle).</p><p>Fry Brains - On a critical roll of a natural 20, any target with an Intelligence score, including robots, suffers 1 point of Intelligence damage. This damage heals at a rate of 1 per day of rest.</p><p></p><p></p><p></p><p>Conversion Field</p><p>The field's effect is to convert the energy of an impact into light. When the field stops a shot, a blinding flash of light is produced. The field is capable of rendering even plasma gun shots harmless. These devices are usually small and fitted into ornate jewellery, or iconic items such as the symbol of the Imperium.</p><p>The Conversion field provides the wearer with Energy Resistance 30 against energy based weapons, not including sonic or acid energy types. When the wearer is struck by an energy attack, there is a bright flash of energy as the field resists and converts the weapon's energy into light. Those within 10 feet of the wear must make a Fort save DC 15 or be blinded for 1d6-1 rounds for a minimum of 1 round.</p><p>Weight: 1-3 lbs.</p><p>PDC: 26</p><p></p><p>Refractor Field</p><p>A refractor field generator is a small device which projects a protective energy field around the user. Its effect is to disperse the energy of an incoming shot or blow over the total area of the field. The field, although less reliable than that of a rosarius, can stop even the powerful projectiles such as lascannon and plasma hits.</p><p>The refractor field gives the wearer a +4 Deflection bonus to Defense, and if the wearer is still hit, gains DR 10 against energy and physical strikes.</p><p>Weight: 2-5 lbs</p><p>PDC 24</p></blockquote><p></p>
[QUOTE="kronos182, post: 7138613, member: 6668634"] A few War Hammer 40k items. Arc Weapons Arc Weapons are a type of weapon used by Adeptus Mechanicus Skitarii. Powered by permacapacitors shipped from Mars, these ancient weapons store energy from the days when the Imperium was young. They discharge with a loud crack, firing a bolt of blue-white electricty that can fry a man's brain or overload a warmachine's circuits in seconds. Most of these weapons are ranged weapons, like pistols and rifles, but some melee weapons using arc technology exist. These weapons usually have a large tube that looks like a glowing coil, mounted on top, with a barrel mounted below that with the trigger, handle and other parts connected to the rear of the barrel. Arc Pistol The smallest example of Arc weapons is the arc pistol, used as a side arm or primary weapon for officers. Arc Pistol (PL6 Personal Firearms Proficiency) Damage: 3d6 Critical: 18-20x2 Damage Type: Electrical Range Increment: 30 ft Rate of Fire: Single Size: Small Weight: 5 lbs Ammo: 30 box Purchase DC: 24 Notes: Stun, EMP, Fry Brains Stun - Any living target struck by an Arc weapon must make a Fort save DC 15 or be stunned for 1 round, a successful save by less than 5 points (save rolled 16 to 20) means the target is dazed for 1 round. EMP - Any vehicle, robot, mech, ship or other device struck by an Arc weapon must make a Fort save DC 13 or be Stunned for 1 round. A successful save means the device has one attribute reduced by 25% (determined randomly if the device does more than one thing, such as a robot or other vehicle). Fry Brains - On a critical roll of a natural 20, any target with an Intelligence score, including robots, suffers 1 point of Intelligence damage. This damage heals at a rate of 1 per day of rest. Arc Rifle A rifle sized Arc weapon used by the Adeptus Mechanicus soldiers. Arc Rifle (PL6 Personal Firearms Proficiency) Damage: 4d6 Critical: 18-20x2 Damage Type: Electrical Range Increment: 60 ft Rate of Fire: Single Size: Small Weight: 8.5 lbs Ammo: 30 box Purchase DC: 25 Notes: Stun, EMP, Fry Brains Stun - Any living target struck by an Arc weapon must make a Fort save DC 15 or be stunned for 1 round, a successful save by less than 5 points (save rolled 16 to 20) means the target is dazed for 1 round. EMP - Any vehicle, robot, mech, ship or other device struck by an Arc weapon must make a Fort save DC 13 or be Stunned for 1 round. A successful save means the device has one attribute reduced by 25% (determined randomly if the device does more than one thing, such as a robot or other vehicle). Fry Brains - On a critical roll of a natural 20, any target with an Intelligence score, including robots, suffers 1 point of Intelligence damage. This damage heals at a rate of 1 per day of rest. Arc Scourge The Arc Scourge was a type of Arc Weapon used by the Adeptus Mechanicus during the Great Crusade and Horus Heresy. This powerful lash-like weapon was equipped with multiple Disruption Fields and could be used to strike multiple foes at once. It could deliver a pulse that would incinerate and overload systems on enemy vehicles. Arc Scourge (PL6 Exotic Weapon Proficiency: Arc Scourge) Damage: 1d6 + 2d6* Critical: 18-20/x2 Damage Type: Slashing / Electrical Size: Medium Weight: 5 lbs Purchase DC: 25 Notes: 15 foot reach, Multi Heads, Multi Strike, Stun, EMP, Fry Brains Multi Heads - The Arc Scourge has multiple striking ends, with a successful strike 1d6 heads strike the target, each dealing 1d6 slashing + 1d6 electrical, plus all other effects. Multi Strike - As a full round action, the wielder can swing the Arc Scourge around them, dealing damage to all within 15 feet of 2d6 slashing + 2d6 electrical and all other effects of an Arc weapon. Targets get a Reflex save DC 15 + wielder's Dex modifier for half damage. Stun - Any living target struck by an Arc weapon must make a Fort save DC 15 or be stunned for 1 round, a successful save by less than 5 points (save rolled 16 to 20) means the target is dazed for 1 round. EMP - Any vehicle, robot, mech, ship or other device struck by an Arc weapon must make a Fort save DC 13 or be Stunned for 1 round. A successful save means the device has one attribute reduced by 25% (determined randomly if the device does more than one thing, such as a robot or other vehicle). Fry Brains - On a critical roll of a natural 20, any target with an Intelligence score, including robots, suffers 1 point of Intelligence damage. This damage heals at a rate of 1 per day of rest. Conversion Field The field's effect is to convert the energy of an impact into light. When the field stops a shot, a blinding flash of light is produced. The field is capable of rendering even plasma gun shots harmless. These devices are usually small and fitted into ornate jewellery, or iconic items such as the symbol of the Imperium. The Conversion field provides the wearer with Energy Resistance 30 against energy based weapons, not including sonic or acid energy types. When the wearer is struck by an energy attack, there is a bright flash of energy as the field resists and converts the weapon's energy into light. Those within 10 feet of the wear must make a Fort save DC 15 or be blinded for 1d6-1 rounds for a minimum of 1 round. Weight: 1-3 lbs. PDC: 26 Refractor Field A refractor field generator is a small device which projects a protective energy field around the user. Its effect is to disperse the energy of an incoming shot or blow over the total area of the field. The field, although less reliable than that of a rosarius, can stop even the powerful projectiles such as lascannon and plasma hits. The refractor field gives the wearer a +4 Deflection bonus to Defense, and if the wearer is still hit, gains DR 10 against energy and physical strikes. Weight: 2-5 lbs PDC 24 [/QUOTE]
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