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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7142232" data-attributes="member: 6668634"><p>Star Wars Weapons</p><p></p><p>Concussion Missiles</p><p>Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons. </p><p></p><p>Concussion Missile (PL6)</p><p>Damage: 10d10 </p><p>Critical: 19-20x2</p><p>Damage Type: Energy</p><p>Range Increment: 4000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Large</p><p>Purchase DC: 23</p><p>Restriction: Mil (+3)</p><p>Notes: +2 to target ships of shuttle types or smaller.</p><p></p><p></p><p>Homing Concussion Missiles</p><p>These concussion missiles have advanced tracking systems, making them particular deadly against fighters as they will keep tracking a target until it strikes or runs out of fuel. </p><p></p><p>Homing Concussion Missile (Pl6)</p><p>Damage: 9d10 </p><p>Critical: 19-20x2</p><p>Damage Type: Energy</p><p>Range Increment: 4000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Large</p><p>Purchase DC: 25</p><p>Restriction: Mil (+3)</p><p>Notes: +5 to target ships of shuttle types or smaller. If the homing concussion missile misses its target, it can make another attack roll at +4 each round until it strikes or run out of fuel, after 5 rounds.</p><p></p><p>Advanced Concussion Missile</p><p>Advanced Concussion Missiles are more powerful versions of concussion missiles with improved targeting systems. While not as capable of tracking a target for as long as a homing concussion missile, it has a higher chance of striking, and has a single chance to turn around and strike the missed target.</p><p></p><p>Advanced Concussion Missile</p><p>Damage: 12d10 </p><p>Critical: 19-20x2</p><p>Damage Type: Energy</p><p>Range Increment: 5000</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Large</p><p>Purchase DC: 24</p><p>Restriction: Mil (+3)</p><p>Notes: +3 to target ships of shuttle types or smaller. On a miss, the following round, the advanced concussion missile can make an attack roll in an attempt to strike the target again. However if it misses this time, it misses.</p><p></p><p></p><p></p><p>Assault Concussion Missile</p><p>These missiles are capital ship grade concussion missiles, being much larger than those used by starfighters, used against capital ships and for planetary bombardment.</p><p></p><p>Assault Concussion Missile</p><p>Damage: 20d10 </p><p>Critical: 19-20x3</p><p>Damage Type: Energy</p><p>Range Increment: -</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Colossal</p><p>Purchase DC: 25</p><p>Restriction: Mil (+3)</p><p>Notes: +2 to target ships of corvette types or larger. Can be launched from orbit to strike a target on the ground.</p><p></p><p></p><p></p><p>Proton Torpedo</p><p>Proton torpedoes are generally fighter carried missiles, that deal slightly higher damage than concussion missiles, but particle shields could resist these weapons, while they can pass through ray shielding with ease. Generally cheaper than concussion missiles, and with their higher damage potential, many bombers are lowed with proton torpedoes for anti-capital ship use.</p><p></p><p>Proton Torpedo (PL6)</p><p>Damage: 10d12 </p><p>Critical: 20x3</p><p>Damage Type: Energy</p><p>Range Increment: 5000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Large</p><p>Purchase DC: 22</p><p>Restriction: Mil (+3)</p><p>Notes: +1 to target ships of Corvette types or larger.</p><p></p><p></p><p>Advanced Proton Torpedoes</p><p>Advanced proton torpedoes are more powerful versions of proton torpedoes with improved targeting systems. While not as capable of tracking a target for as long as a homing proton torpedo, it has a higher chance of striking, and has a single chance to turn around and strike the missed target. These torpedoes also deal damage over a larger area.</p><p></p><p></p><p>Advanced Proton Torpedo (PL6)</p><p>Damage: 12d12</p><p>Critical: 20x3</p><p>Damage Type: Energy</p><p>Range Increment: 6000 ft</p><p>Blast Radius: 200 ft, Reflex DC 16 for targets in blast radius, no save for target struck</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Large</p><p>Purchase DC: 23</p><p>Restriction: Mil (+3)</p><p>Notes: +2 to target ships of Corvette types or larger. On a miss, the following round, the advanced proton torpedo can make an attack roll in an attempt to strike the target again. However if it misses this time, it misses.</p><p></p><p></p><p>Homing Proton Torpedo</p><p>These concussion missiles have advanced tracking systems, making them particular deadly against fighters as they will keep tracking a target until it strikes or runs out of fuel. </p><p></p><p>Homing Proton Torpedo (Pl6)</p><p>Damage: 9d12 </p><p>Critical: 20x3</p><p>Damage Type: Energy</p><p>Range Increment: 5000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Large</p><p>Purchase DC: 24</p><p>Restriction: Mil (+3)</p><p>Notes: +3 to target ships of corvette types or larger. If the homing proton torpedo misses its target, it can make another attack roll at +4 each round until it strikes or run out of fuel, after 5 rounds.</p><p></p><p>Plasma Torpedo</p><p>These torpedoes are used to overwhelm a ship's shields. They are plasma-based and upon impact released a burst of radiation that was designed to interfere with shields, but not very effective against armour or other forms of protection. These weapons are damaging to all types of energy shields, including particle, ray, deflector and others. However plasma based shields reduce their damage by half.</p><p></p><p>Plasma Torpedo (PL6-7)</p><p>Damage: 10d20 </p><p>Critical: 20x4</p><p>Damage Type: Energy</p><p>Range Increment: 5000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Large</p><p>Purchase DC: 25</p><p>Restriction: Mil (+3), available to New Republic</p><p>Notes: On a critical hit, deals 4 times damage to the shields instead of dealing damage to a target's hull hit points. The ship must also make a Fort save DC 15 or the shields shut down until repaired. If the plasma torpedo strikes a target's hull, deals only 3d20 x2 damage.</p><p></p><p></p><p>Plasma Missile (PL6-7)</p><p>These are man portable or vehicle launched, smaller versions of the plasma torpedoes used against ground vehicles or aircraft.</p><p></p><p>Damage: 5d20 </p><p>Critical: 20x4</p><p>Damage Type: Energy</p><p>Range Increment: 2000 ft</p><p>Rate of Fire: Single</p><p>Minimum Ship Size: Large</p><p>Purchase DC: 23</p><p>Restriction: Mil (+3), available to New Republic</p><p>Notes: On a critical hit, deals 4 times damage to the shields instead of dealing damage to a target's hull hit points. The ship must also make a Fort save DC 15 or the shields shut down until repaired. If the plasma torpedo strikes a target's hull, deals only 3d20 x2 damage.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7142232, member: 6668634"] Star Wars Weapons Concussion Missiles Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons. Concussion Missile (PL6) Damage: 10d10 Critical: 19-20x2 Damage Type: Energy Range Increment: 4000 ft Rate of Fire: Single Minimum Ship Size: Large Purchase DC: 23 Restriction: Mil (+3) Notes: +2 to target ships of shuttle types or smaller. Homing Concussion Missiles These concussion missiles have advanced tracking systems, making them particular deadly against fighters as they will keep tracking a target until it strikes or runs out of fuel. Homing Concussion Missile (Pl6) Damage: 9d10 Critical: 19-20x2 Damage Type: Energy Range Increment: 4000 ft Rate of Fire: Single Minimum Ship Size: Large Purchase DC: 25 Restriction: Mil (+3) Notes: +5 to target ships of shuttle types or smaller. If the homing concussion missile misses its target, it can make another attack roll at +4 each round until it strikes or run out of fuel, after 5 rounds. Advanced Concussion Missile Advanced Concussion Missiles are more powerful versions of concussion missiles with improved targeting systems. While not as capable of tracking a target for as long as a homing concussion missile, it has a higher chance of striking, and has a single chance to turn around and strike the missed target. Advanced Concussion Missile Damage: 12d10 Critical: 19-20x2 Damage Type: Energy Range Increment: 5000 Rate of Fire: Single Minimum Ship Size: Large Purchase DC: 24 Restriction: Mil (+3) Notes: +3 to target ships of shuttle types or smaller. On a miss, the following round, the advanced concussion missile can make an attack roll in an attempt to strike the target again. However if it misses this time, it misses. Assault Concussion Missile These missiles are capital ship grade concussion missiles, being much larger than those used by starfighters, used against capital ships and for planetary bombardment. Assault Concussion Missile Damage: 20d10 Critical: 19-20x3 Damage Type: Energy Range Increment: - Rate of Fire: Single Minimum Ship Size: Colossal Purchase DC: 25 Restriction: Mil (+3) Notes: +2 to target ships of corvette types or larger. Can be launched from orbit to strike a target on the ground. Proton Torpedo Proton torpedoes are generally fighter carried missiles, that deal slightly higher damage than concussion missiles, but particle shields could resist these weapons, while they can pass through ray shielding with ease. Generally cheaper than concussion missiles, and with their higher damage potential, many bombers are lowed with proton torpedoes for anti-capital ship use. Proton Torpedo (PL6) Damage: 10d12 Critical: 20x3 Damage Type: Energy Range Increment: 5000 ft Rate of Fire: Single Minimum Ship Size: Large Purchase DC: 22 Restriction: Mil (+3) Notes: +1 to target ships of Corvette types or larger. Advanced Proton Torpedoes Advanced proton torpedoes are more powerful versions of proton torpedoes with improved targeting systems. While not as capable of tracking a target for as long as a homing proton torpedo, it has a higher chance of striking, and has a single chance to turn around and strike the missed target. These torpedoes also deal damage over a larger area. Advanced Proton Torpedo (PL6) Damage: 12d12 Critical: 20x3 Damage Type: Energy Range Increment: 6000 ft Blast Radius: 200 ft, Reflex DC 16 for targets in blast radius, no save for target struck Rate of Fire: Single Minimum Ship Size: Large Purchase DC: 23 Restriction: Mil (+3) Notes: +2 to target ships of Corvette types or larger. On a miss, the following round, the advanced proton torpedo can make an attack roll in an attempt to strike the target again. However if it misses this time, it misses. Homing Proton Torpedo These concussion missiles have advanced tracking systems, making them particular deadly against fighters as they will keep tracking a target until it strikes or runs out of fuel. Homing Proton Torpedo (Pl6) Damage: 9d12 Critical: 20x3 Damage Type: Energy Range Increment: 5000 ft Rate of Fire: Single Minimum Ship Size: Large Purchase DC: 24 Restriction: Mil (+3) Notes: +3 to target ships of corvette types or larger. If the homing proton torpedo misses its target, it can make another attack roll at +4 each round until it strikes or run out of fuel, after 5 rounds. Plasma Torpedo These torpedoes are used to overwhelm a ship's shields. They are plasma-based and upon impact released a burst of radiation that was designed to interfere with shields, but not very effective against armour or other forms of protection. These weapons are damaging to all types of energy shields, including particle, ray, deflector and others. However plasma based shields reduce their damage by half. Plasma Torpedo (PL6-7) Damage: 10d20 Critical: 20x4 Damage Type: Energy Range Increment: 5000 ft Rate of Fire: Single Minimum Ship Size: Large Purchase DC: 25 Restriction: Mil (+3), available to New Republic Notes: On a critical hit, deals 4 times damage to the shields instead of dealing damage to a target's hull hit points. The ship must also make a Fort save DC 15 or the shields shut down until repaired. If the plasma torpedo strikes a target's hull, deals only 3d20 x2 damage. Plasma Missile (PL6-7) These are man portable or vehicle launched, smaller versions of the plasma torpedoes used against ground vehicles or aircraft. Damage: 5d20 Critical: 20x4 Damage Type: Energy Range Increment: 2000 ft Rate of Fire: Single Minimum Ship Size: Large Purchase DC: 23 Restriction: Mil (+3), available to New Republic Notes: On a critical hit, deals 4 times damage to the shields instead of dealing damage to a target's hull hit points. The ship must also make a Fort save DC 15 or the shields shut down until repaired. If the plasma torpedo strikes a target's hull, deals only 3d20 x2 damage. [/QUOTE]
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