Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon 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 Next
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!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
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
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
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="kronos182" data-source="post: 7150504" data-attributes="member: 6668634"><p>Air Powered Pistols</p><p>These are modified paintball type weapons that have a hopper on the top with a CO2 cartridge mounted in the back that launches a small projectile down the barrel. A simple safety mechanism that locks the trigger prevents the weapon from firing by accident. The weapon can fire anything from standard paint balls, marbles, small stones, or similar sized objects, about half an inch in diameter. The hopper, depending on design, can hold anywhere from 10 to 100 rounds, while the CO2 cartridge is good for 50 shots. While these weapons don't deal much damage, they are can be very easily reloaded with available materials, and have the ability to deliver chemicals in specially prepared paint balls, or used in areas where collateral damage isn't wanted.</p><p></p><p>Air Powered Pistol (PL5)</p><p>Damage: varies</p><p>Critical: 20x2</p><p>Damage Type: ballistic</p><p>Range Increment: 20+2d10 ft</p><p>Rate of Fire: S</p><p>Size: Med</p><p>Weight: 3-6 lbs</p><p>Ammo: 10-100</p><p>Purchase DC: 10</p><p>Notes: Inaccurate, suffering -1 to attack rolls. Depending on ammunition will determine the amount of damage. Stones will only deal 1d4; paint balls will only deal 1d3 nonlethal, but can be used to deliver contact poisons, acids or other chemicals besides paint; marbles or round pieces of metal will deal 2d4-1.</p><p></p><p></p><p>Leyden Jar</p><p>A Leyden Jar is a device that "stores" static electricity between two electrodes on the inside and outside of a glass jar. A Leyden jar typically consists of a glass jar with metal foil cemented to the inside and the outside surfaces, and a metal terminal projecting vertically through the jar lid to make contact with the inner foil, and filed with a fluid. These devices can store large amounts of electrical energy, just like a capacitor, however they are fragile and when broken will release a burst of electrical energy. One advantage of Leyden Jars is they are not affected by EMPs, and can be created out of fairly common materials, making them excellent sources of energy in areas that normal electrical devices can't, or act as a back up source during EMP attacks. Most Leyden Jars can be crafted with a Craft: Electrical or Mechanical DC 5, with a PDC of 5 to 10, depending on the size.</p><p>A typical mason jar sized leyden jar will have enough power to recharge 1d10+10 charges in a power pack, or power a small electric vehicle for an hour.</p><p>A backpack sized jar will power a regular sized electric car for about 1 hour, or recharge 1d10 +20 charges in a power pack.</p><p>A suitcase sized jar will power a van sized electric vehicle for about an hour, or recharge 1d10 +35 charges in a power pack.</p><p>Larger ones can be created, with fridge sized ones able to power larger devices, or refill multiple power packs at once.</p><p>Charging a Leyden Jar can be as simple as hooking up jumper cables from a generator, or if power isn't available, electrostatic generators, or any other means of generating electrical current such as windmills, hydro-electric dames, etc.</p><p>If a Leyden Jar is broken, it deals 1d4 /size category starting at size tiny of electrical damage to a 5 foot / 2 size categories over tiny, area.</p><p></p><p>Blizzard Thrower</p><p>A large box-like device that looks like a SAM launcher, only with 100 small tubes for holding 3 inch long iron spikes. </p><p>When fired, the blizzard thrower unleashes a cloud of 3-inch long iron spikes in a 100-foot long, 50 foot wide (and tall) cone. While this weapon has a relatively short range, it packs a significant punch and can inflict serious injuries on vehicles, animals and people who wander into its area of effect.</p><p>The blizzard thrower makes a single attack roll when the weapon is fi red. The result of this attack roll is applied to all targets in the area of effect. The attacker then makes a single damage roll, which is likewise applied to all targets in the area of effect. Creatures which take up more than a single 5-foot square suffer damage multiple times, however, suffering the damage rolled plus one-half the damage rolled for each additional 5-foot square they occupy and which is within the blizzard thrower’s cone.</p><p>This device is usually mounted in static locations or can be mounted on wagons or other vehicles for setting up kill zones in ambushes. Well set up Blizzard Throwers can be used to attack low flying aircraft or flying creatures. 1 load holds 100 spikes, reloading by hand takes 30 minutes for one person, via a rear opening breach. A special speed loading device is available but requires 3 people to load in 1d6+2 rounds. The Blizzard Thrower can use air, steam or even hydraulic power to launch the spikes, depending on available resources.</p><p></p><p>Blizzard Thrower (PL3-5 Exotic Weapon Proficiency/Archaic Weapon)</p><p>Damage: 3d6</p><p>Critical: x3</p><p>Damage Type: piercing</p><p>Range Increment: 50 ft cone</p><p>Rate of Fire: Single</p><p>Size: Huge</p><p>Weight: 100 lbs</p><p>Ammo: 1 load</p><p>Purchase DC: 14, 1 reload PDC 6 for 100 spikes.</p><p>Notes: Must be mounted on a wagon, trailer or vehicle, pivot and tilt mount to allow for aiming.</p><p></p><p>Variant Ammunition</p><p>Instead of solid iron spikes, a few different types of ammunition is available, depending on manufacturing capabilities. In a pinch, rail road spikes and similar sized heavy long bolts can be modified, requiring a Craft Mechanical DC 15 and 5 minutes per 10 spikes/bolts to be modified, but will only deal 3d4 damage.</p><p></p><p>Explosive Spikes</p><p>These are based on explosive crossbow bolts. Changes damage to 2d6 piercing + 2d6 fire damage. The fire damage deals damage to a 10 foot area, Reflex save DC 15 to anyone within 10 feet of the target strike for half the fire damage, although the target struck doesn't get a save. PDC 12 for 20 spikes, Res (+2).</p><p></p><p>Bleeder Spikes</p><p>These spikes are serrated and best used against living creatures as they cause horrific wounds that continue to bleed. Bleeder spikes inflict 2d8 points of slashing damage, and inflict wounds that continue to bleed, costing the victim 1 hp/round until he or she receives a DC 12 Treat Injury check or magical healing. 50 bleeder spikes have a Craft Mechanical DC of 15, and require at least 2 hours to construct. If bleeder spikes are available for purchase, they have a Purchase DC of 1d8+8 for 50, Illegal (+4).</p></blockquote><p></p>
[QUOTE="kronos182, post: 7150504, member: 6668634"] Air Powered Pistols These are modified paintball type weapons that have a hopper on the top with a CO2 cartridge mounted in the back that launches a small projectile down the barrel. A simple safety mechanism that locks the trigger prevents the weapon from firing by accident. The weapon can fire anything from standard paint balls, marbles, small stones, or similar sized objects, about half an inch in diameter. The hopper, depending on design, can hold anywhere from 10 to 100 rounds, while the CO2 cartridge is good for 50 shots. While these weapons don't deal much damage, they are can be very easily reloaded with available materials, and have the ability to deliver chemicals in specially prepared paint balls, or used in areas where collateral damage isn't wanted. Air Powered Pistol (PL5) Damage: varies Critical: 20x2 Damage Type: ballistic Range Increment: 20+2d10 ft Rate of Fire: S Size: Med Weight: 3-6 lbs Ammo: 10-100 Purchase DC: 10 Notes: Inaccurate, suffering -1 to attack rolls. Depending on ammunition will determine the amount of damage. Stones will only deal 1d4; paint balls will only deal 1d3 nonlethal, but can be used to deliver contact poisons, acids or other chemicals besides paint; marbles or round pieces of metal will deal 2d4-1. Leyden Jar A Leyden Jar is a device that "stores" static electricity between two electrodes on the inside and outside of a glass jar. A Leyden jar typically consists of a glass jar with metal foil cemented to the inside and the outside surfaces, and a metal terminal projecting vertically through the jar lid to make contact with the inner foil, and filed with a fluid. These devices can store large amounts of electrical energy, just like a capacitor, however they are fragile and when broken will release a burst of electrical energy. One advantage of Leyden Jars is they are not affected by EMPs, and can be created out of fairly common materials, making them excellent sources of energy in areas that normal electrical devices can't, or act as a back up source during EMP attacks. Most Leyden Jars can be crafted with a Craft: Electrical or Mechanical DC 5, with a PDC of 5 to 10, depending on the size. A typical mason jar sized leyden jar will have enough power to recharge 1d10+10 charges in a power pack, or power a small electric vehicle for an hour. A backpack sized jar will power a regular sized electric car for about 1 hour, or recharge 1d10 +20 charges in a power pack. A suitcase sized jar will power a van sized electric vehicle for about an hour, or recharge 1d10 +35 charges in a power pack. Larger ones can be created, with fridge sized ones able to power larger devices, or refill multiple power packs at once. Charging a Leyden Jar can be as simple as hooking up jumper cables from a generator, or if power isn't available, electrostatic generators, or any other means of generating electrical current such as windmills, hydro-electric dames, etc. If a Leyden Jar is broken, it deals 1d4 /size category starting at size tiny of electrical damage to a 5 foot / 2 size categories over tiny, area. Blizzard Thrower A large box-like device that looks like a SAM launcher, only with 100 small tubes for holding 3 inch long iron spikes. When fired, the blizzard thrower unleashes a cloud of 3-inch long iron spikes in a 100-foot long, 50 foot wide (and tall) cone. While this weapon has a relatively short range, it packs a significant punch and can inflict serious injuries on vehicles, animals and people who wander into its area of effect. The blizzard thrower makes a single attack roll when the weapon is fi red. The result of this attack roll is applied to all targets in the area of effect. The attacker then makes a single damage roll, which is likewise applied to all targets in the area of effect. Creatures which take up more than a single 5-foot square suffer damage multiple times, however, suffering the damage rolled plus one-half the damage rolled for each additional 5-foot square they occupy and which is within the blizzard thrower’s cone. This device is usually mounted in static locations or can be mounted on wagons or other vehicles for setting up kill zones in ambushes. Well set up Blizzard Throwers can be used to attack low flying aircraft or flying creatures. 1 load holds 100 spikes, reloading by hand takes 30 minutes for one person, via a rear opening breach. A special speed loading device is available but requires 3 people to load in 1d6+2 rounds. The Blizzard Thrower can use air, steam or even hydraulic power to launch the spikes, depending on available resources. Blizzard Thrower (PL3-5 Exotic Weapon Proficiency/Archaic Weapon) Damage: 3d6 Critical: x3 Damage Type: piercing Range Increment: 50 ft cone Rate of Fire: Single Size: Huge Weight: 100 lbs Ammo: 1 load Purchase DC: 14, 1 reload PDC 6 for 100 spikes. Notes: Must be mounted on a wagon, trailer or vehicle, pivot and tilt mount to allow for aiming. Variant Ammunition Instead of solid iron spikes, a few different types of ammunition is available, depending on manufacturing capabilities. In a pinch, rail road spikes and similar sized heavy long bolts can be modified, requiring a Craft Mechanical DC 15 and 5 minutes per 10 spikes/bolts to be modified, but will only deal 3d4 damage. Explosive Spikes These are based on explosive crossbow bolts. Changes damage to 2d6 piercing + 2d6 fire damage. The fire damage deals damage to a 10 foot area, Reflex save DC 15 to anyone within 10 feet of the target strike for half the fire damage, although the target struck doesn't get a save. PDC 12 for 20 spikes, Res (+2). Bleeder Spikes These spikes are serrated and best used against living creatures as they cause horrific wounds that continue to bleed. Bleeder spikes inflict 2d8 points of slashing damage, and inflict wounds that continue to bleed, costing the victim 1 hp/round until he or she receives a DC 12 Treat Injury check or magical healing. 50 bleeder spikes have a Craft Mechanical DC of 15, and require at least 2 hours to construct. If bleeder spikes are available for purchase, they have a Purchase DC of 1d8+8 for 50, Illegal (+4). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CORELINE (D20 Modern/D20 BESM Setting).
Top